Sublime
An inspiration engine for ideas
The truth is this: in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not.
Jane McGonigal • Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Her TED talks on games have been viewed more than 10 million times.
Timothy Ferriss • Tools Of Titans: The Tactics, Routines, and Habits of Billionaires, Icons, and World-Class Performers
Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them
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Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)
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Jane McGonigal, renowned game designer and Ph.D. in Performance
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
In a world awash with information and eye candy, “social gaming” is rapidly evolving as the largest existential threat to legacy media’s claim on engaged consumer attention. Trust and manipulation issues are also causing people to look beyond incumbent social media platforms such as Twitter, YouTube, Instagram and Facebook.
Scott Broock • Beyond Broadcast and Social Media: Game Engines are the New Reality Engines
Eichhorn responds to the sociologist Pierre Bourdieu's 1970s concept of "cultural capital": the fluency in forms of high culture that could bestow social status and help members of elite classes to identify one another.
Cultural capital is knowing that cashmere is a more aspirational fabric than cotton or that a Jackson Pollock painting is much
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