Are we better people, ethically, when we are happier? Sometimes, but by no means always. They are potent engines for creating and enhancing emotional experience: for making our lives "better". We have to make our own happiness – by working hard at activities that provide their own reward." Electronic games, seen in this light, are not just a medium or even an art form. "No object, no event, no outcomes or life circumstances can deliver real happiness to us. The key insights of Reality is Broken, then, are not so much technological as psychological. But it is not a hunger for food – it is a hunger for more and better engagement." Games, she believes, have far more to offer than solipsistic retreat. "Today," she argues, "many of us are suffering from a vast and primal hunger. According to McGonigal – an American game designer and researcher with some of the last decade's most ambitious experiments in gaming on her CV – what's broken is not so much the physical world we inhabit as the social structures layered on top of it. Despite its title, Reality is Broken is not a rallying call for virtual emigration.
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