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Level Up Reality

12 min

Why Games Make Us Better and How They Can Change the World

Golden Hook & Introduction

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Joe: The average young person, by the time they turn 21, has spent over ten thousand hours playing video games. Lewis: Wow. Okay, that's a lot of hours. I'm pretty sure I'm personally responsible for at least half of that statistic. Joe: Right? And that ten-thousand-hour figure is significant. It's the same amount of time Malcolm Gladwell famously said it takes to become an expert in almost any field. The common narrative frames this as a tragedy—a generation wasting its potential staring at screens. Lewis: Yeah, the classic "get off the computer and go outside" argument. I've heard it a million times. Joe: But what if that narrative is completely wrong? What if that massive investment of time isn't a sign of societal decay, but is actually our greatest hope for the future? Lewis: Hold on. Our greatest hope? That feels like a monumental leap. You're saying all those hours spent grinding for loot and beating virtual dragons are somehow preparing us to save the world? Joe: That's precisely the argument. And it’s the core idea behind a fascinating and, I think, really important book: Reality Is Broken by Jane McGonigal. Lewis: Jane McGonigal. I've heard her name. She’s a big deal in the gaming world, right? Joe: A very big deal. And what makes her perspective so unique is her job title. She's the Director of Game Research and Development at the Institute for the Future. Her entire career is built around looking at these trends and figuring out what they mean for humanity. She’s not just a game designer; she's a professional futurist. Lewis: Okay, that adds some weight. But the title, Reality Is Broken… that’s a pretty bold, almost bleak, statement. Where does she even start with that? Joe: She starts by arguing that it's not that games are so perfect. It's that reality, for a huge number of people, is fundamentally unsatisfying. It doesn't give us what we need to thrive. And to prove her point, she doesn't start with a video game. She goes back three thousand years to a kingdom on the brink of collapse.

The 'Broken' Reality & The Lydian Solution

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Lewis: Three thousand years? Okay, I wasn't expecting a history lesson. Where are we going? Joe: We're going to ancient Lydia, in what is now modern-day Turkey. The historian Herodotus tells this incredible story. A catastrophic famine strikes the kingdom. It's not a bad harvest; it's a prolonged crisis that goes on for years and years. There's not enough food, and society is starting to fray. Lewis: That sounds awful. A truly broken reality. What do they do? Joe: They do something completely unexpected. The Lydians invent games. Specifically, they invent dice, knuckle-bones, and ball games. And they make a kingdom-wide rule. On one day, everyone would eat their meager rations. On the next day, nobody would eat. Instead, they would spend the entire day completely absorbed in playing these new games. Lewis: Wait, they gamified starvation? That is… incredibly dark, but also kind of brilliant. They used games to distract themselves from the hunger? Joe: It was more than just a distraction. McGonigal argues it was a survival mechanism. The games provided what reality couldn't: a sense of purpose, clear rules to follow, and a way to engage their minds and build social bonds when everything else was falling apart. They weren't passively waiting for the famine to end; they were actively participating in a system they created to endure it. Lewis: How long did this go on for? Joe: Eighteen years. Lewis: Eighteen years of alternating between eating and playing games? That's an entire generation. It’s mind-boggling. Joe: It is. And it worked. They survived. The story ends with the king realizing the famine isn't going away. So they play one final, high-stakes game. They divide the entire population into two groups and draw lots. One group gets to stay in Lydia, and the other has to leave and find a new home. Lewis: Wow. So the games literally decided the fate of their civilization. Joe: Exactly. And McGonigal uses this ancient story as a powerful metaphor for our current moment. She points to the hundreds of millions of people spending billions of hours a week in virtual worlds like World of Warcraft or Fortnite. She says this isn't just mindless escapism. It's a mass exodus. Lewis: A mass exodus from what? Is she really saying that our 9-to-5 jobs and daily routines are a kind of modern famine, and we're all fleeing to our consoles to cope? Joe: In a way, yes. She argues that for many, real life lacks the things that make games so compelling. In a good game, you have a clear mission—an epic goal. You have rules that make sense. You get constant, immediate feedback on your progress. And most importantly, your participation is voluntary. You choose to be there. Lewis: And reality often lacks all of that. Work can feel pointless, the rules of success seem arbitrary, feedback is rare, and you don't always feel like you have a choice. Joe: Precisely. Reality, compared to a well-designed game, can feel broken. It's not engaging us. It's not motivating us. So, like the Lydians, we've invented these other worlds to find the psychological nourishment we're missing. The statistics are staggering. We're talking about millions of people playing for 20, 30, even 45 hours a week. Lewis: That's more than a full-time job. So the Lydians invented dice to survive a famine. We invented Candy Crush to survive… what? Boredom? A lack of meaning? Joe: A lack of satisfying work, a lack of strong social connection, a sense of being insignificant. The Lydians used games to endure their broken reality. But McGonigal's next step is far more ambitious. She doesn't want us to just endure our reality. She wants us to use the power of games to fix it.

Hacking Reality with Game Mechanics

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Lewis: Okay, fixing reality. That's the part where my skepticism kicks in. It's one thing to say games make us feel good. It's another to say they can solve real-world problems. How does that even begin to work? Joe: It starts by understanding the four defining traits of a game, which we touched on: a goal, rules, a feedback system, and voluntary participation. McGonigal argues that we can take this framework and apply it to almost any real-world activity to make it more engaging and productive. She calls this becoming a "happiness engineer." Lewis: A happiness engineer. I like the sound of that. But I need a concrete example. How do you turn, say, doing the dishes into a game? Joe: Well, there's literally a game for that. It's called Chore Wars. It's a simple online system where you and your family or roommates can turn household chores into a fantasy role-playing game. Lewis: You're kidding me. Please tell me more. Joe: You list all your household chores, and each one is assigned experience points based on how difficult or unpleasant it is. "Wiping down the counter" might be 10 points. "Scrubbing the bathroom" could be 100 points. When you complete a chore, you log it and get the points. You level up, you can find "loot"—like claiming control of the TV remote for a night—and you can even go on "quests" together. Lewis: I desperately need this for my life. Can I get experience points for taking out the trash? This is amazing. It's taking the drudgery of adult life and overlaying a system of goals and rewards that makes it feel… productive. Blissfully productive, even. Joe: That's the exact term she uses: "blissful productivity." It's the feeling of being happily, intensely engaged in work. And this concept scales up from chores to things that are infinitely more complex. This is where it gets truly mind-blowing. Let me tell you about a game called Foldit. Lewis: Okay, I'm ready. Joe: So, scientists have been struggling for decades with protein folding. It's a monstrously complex biological problem. Understanding how proteins fold into specific shapes is key to curing diseases like Alzheimer's, cancer, and AIDS. For years, they used supercomputers to try and predict the structures, but some proteins were just too complex. Lewis: A problem too hard even for supercomputers. Got it. Joe: In 2008, researchers at the University of Washington had a radical idea. They created Foldit, an online puzzle game. They presented these unsolved protein structures as puzzles and invited the public to play. The players, most with no background in biochemistry, would twist and turn these digital molecules, using their human intuition and spatial reasoning to try and find the most stable, energy-efficient shape. Lewis: So they turned a massive scientific challenge into a collaborative puzzle game. What happened? Joe: For years, scientists had been stumped by the structure of a specific enzyme crucial for retroviruses like HIV. It was a problem they had worked on for over a decade. They put it on Foldit. Lewis: And? Joe: The gamers solved it. In ten days. Lewis: Come on. That can't be real. How is that even possible? How can a bunch of gamers with no scientific training outperform supercomputers and PhDs? Joe: Because it turns out the human brain is wired for this kind of 3D pattern recognition in a way that computers aren't. The game harnessed the collective intelligence of thousands of people, all voluntarily applying their cognitive power to a single, epic goal. They weren't just playing a game; they were contributing to a scientific breakthrough. The results were published in a major scientific journal, with the "Foldit players" listed as co-authors. Lewis: That is genuinely one of the most incredible things I have ever heard. It completely reframes what a "gamer" is. But this all sounds so optimistic. I know the book got some pushback when it came out. Critics and readers wondered if these virtual achievements, even one as amazing as Foldit, are truly as meaningful as real-world, face-to-face community action. Is there a danger we just create a slightly more productive matrix for ourselves? Joe: That's a fair and important critique. McGonigal addresses it by arguing that these games, especially what she calls "Alternate Reality Games," are designed to bleed into the real world. They encourage real-world action and connection. The goal isn't to replace reality, but to augment it, to make it more playable. She sees it as a spectrum. At one end, you have something simple like Chore Wars. At the other, you have thousands of people curing diseases. The underlying principle is the same: we are capable of extraordinary collaboration and effort when we're given the right framework.

Synthesis & Takeaways

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Lewis: So when you put it all together… you have the ancient Lydians using games to survive a broken world, and now we have modern gamers using them to actively fix it. Joe: Exactly. And it brings us back to that ten-thousand-hour figure from the beginning. McGonigal's ultimate point is that those hours aren't wasted. They're an apprenticeship. Gamers are learning collaboration, resilience, and complex problem-solving on a massive scale. They are developing what she calls "collaboration superpowers." Lewis: I like that. "Collaboration superpowers." It sounds better than "advanced thumb dexterity." Joe: It is. The story of the Lydians proves that games are a fundamental human tool for building resilience. The story of Foldit proves that this tool can be aimed at the world's biggest problems. The book argues that the real "epic win" isn't just about beating the final boss in a video game. It's about taking that same focus, that same optimism, and that same collaborative spirit and aiming it at a real-world challenge. Lewis: So we shouldn't feel guilty about gaming, but maybe we should be more ambitious about what we're playing, or how we apply that mindset elsewhere. It’s not about stopping play, but about playing for higher stakes. Joe: You've nailed it. The book is a call to action. It challenges us to stop seeing games as a trivial escape and start seeing them as a powerful engine for change. It leaves you asking a really profound question. Lewis: What's that? Joe: What's your 'epic win'? What real-world problem, big or small, in your life or in your community, could you start treating like a game you are determined to win? Lewis: That's a powerful thought to end on. It makes you look at both your hobbies and your problems in a completely new light. For anyone listening, we'd love to hear your thoughts on this. Does reality feel broken to you? And what would be your 'epic win'? Let us know. Joe: This is Aibrary, signing off.

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