Jane McGonigal – Fordham Now https://now.fordham.edu The official news site for Fordham University. Tue, 19 Nov 2024 23:54:16 +0000 en-US hourly 1 https://now.fordham.edu/wp-content/uploads/2015/01/favicon.png Jane McGonigal – Fordham Now https://now.fordham.edu 32 32 232360065 In New Book, Jane McGonigal Shares How to See and Shape the Future https://now.fordham.edu/fordham-magazine/in-new-book-jane-mcgonigal-shares-how-to-see-and-shape-the-future/ Fri, 23 Sep 2022 05:01:10 +0000 https://news.fordham.sitecare.pro/?p=164246 Photo by Christopher Michel, courtesy of Spiegel and GrauFor bestselling author Jane McGonigal, FCLC ’99, the future may be unknowable, but it’s not unimaginable.

In 2010, she co-designed and led Evoke, a future-simulation game for the World Bank that was pitched as a 10-week “crash course in saving the world.” It attracted more than 19,000 players in 150-plus countries. She asked them to envision the year 2020 and consider what they’d do to help themselves and others amid compounding crises—raging wildfires, the collapse of a power grid due to severe weather and aging infrastructure, the rise of a group called Citizen X that spread disinformation and conspiracy theories online, and a global respiratory pandemic.

In early 2020, as these story lines were playing out in all-too-real life, McGonigal began hearing from people who had participated in her simulations. “I’m not freaking out,” one person wrote to her at the start of the COVID-19 pandemic. “I already worked through the panic and anxiety when we imagined it 10 years ago.”

In her latest book, Imaginable (Spiegel and Grau, 2022), McGonigal lays out the tools people can use to “unstick” our minds and consider the “unthinkable,” balance our hopes and fears about the future; practice “hard empathy” to see the world from someone else’s point of view, and envision ourselves in various scenarios—some harrowing, some hopeful—in 2033.

The kind of “mental time travel” she espouses is not meant to be abstract. If it’s going to rain, it’s about “vividly imagining yourself in the rain, trying to pre-feel the rain on your skin.”

“The more vividly we imagine the worst-case scenario,” she writes, “the more motivated we feel to try to prevent it.”

McGonigal’s approach calls to mind St. Ignatius, the 16th-century founder of the Jesuits, who encouraged his companions to practice imaginative prayer—to put themselves in the Gospel stories, activating all their senses, as a means of feeling God’s presence in their lives and making choices about the future.

“A social simulation,” she writes, “is a springboard to making a better world.”

It’s a message McGonigal has been sharing for years, ever since she earned a B.A. in English from Fordham College at Lincoln Center in 1999 and a Ph.D. in performance studies from the University of California, Berkeley in 2006. Citing research in cognitive and behavioral science, and drawing on her own experience as a game designer and futurist, in several books, including Reality Is Broken (Penguin, 2011), she has made a compelling case that games can be a platform for people to improve their lives and solve real-world problems.

For McGonigal, prognostication isn’t the point of imagining the future; it’s about stretching “our collective imagination, so we are more flexible, adaptable, agile, and resilient when the ‘unthinkable’ happens.” And it’s about developing a sense of “urgent optimism”—an ability to think “creatively and confidently right now about the things you could make, the solutions you could invent, the communities you could help.”

It’s an approach that Andrew Dana Hudson, FCLC ’09, shares. In his debut novel, Our Shared Storm (Fordham University Press, 2022), he imagines five possible climate futures for the world based on decisions we make between now and 2054, when the novel is set.

McGonigal’s message also calls to mind something Fordham’s new president, Tania Tetlow, has said about a Fordham Jesuit education being right for this moment, “when young people are passionate about wanting to question assumptions and fix systems.”

In 2009, a decade after graduating from Fordham, McGonigal told Fordham Magazine that “the Jesuit idea of being in service has stayed with me. I see the games I create as helping to create a better community.”

It’s an inspiring message—and her optimism is not just urgent, it’s necessary, generous, and contagious.

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New Game can Add Years to Your Life, says Fordham Grad who is Gaming Expert https://now.fordham.edu/university-news/new-game-can-add-years-to-your-life-says-fordham-grad-who-is-gaming-expert/ Thu, 12 Jul 2012 18:56:23 +0000 http://news.fordham.sitecare.pro/?p=41226 When a concussion left her debilitated, depressed and yearning for her own death, Jane McGonigal fought her way back using a technique for which she is renowned. She invented a game.

Specifically, it was a “role-playing recovery game,” and it changed her life within a matter of days, said McGonigal,  FCLC ’99, one of today’s foremost creators of alternate reality games, in a talk posted online this week.

Her talk was posted on the website of TED, a self-described “nonprofit devoted to Ideas Worth Spreading,” which hosts conferences featuring talks by notable people in varied fields. TED stands for technology, entertainment, and design, the group’s original focus.

For years, McGonigal has been spreading the word about the power of games to bring players’ creativity, optimism and determination to bear on solving tough problems. She made her name in the gaming field after graduating from Fordham with a degree in English and earning a doctorate in performance studies from the University of California, Berkeley. She is the author of the bestselling book, Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2010).

Her TED talk, delivered last month at the group’s conference in Edinburgh, Scotland, was titled “The game that can give you 10 extra years of life,” in reference to life-extending activities that she studied following her injury.

Two years ago, a concussion left her in a fog of headaches, nausea, vertigo, and memory loss. To cope, she had to avoid all sorts of mental activity—reading, writing, playing games, writing e-mails, working.

As often happens in cases of traumatic brain injury, she said, she grew suicidal.

“My brain started telling me, ‘Jane, you want to die,’” she said. “These voices became so persistent and so persuasive that I started to legitimately fear for my life.”

She responded by enlisting her sister and husband in a role-playing game, “Jane the Concussion Slayer,” organized around the things that triggered her symptoms and activities that alleviated them. While her symptoms persisted for more than a year, she said, “that fog of depression and anxiety went away” within a few days.

“It just vanished,” she said. “It felt like a miracle.”

The experience led her to design on online game, SuperBetter, that she said has helped people face a variety of conditions—such as cancer, depression and chronic pain—with more bravery and strength.

She walked the audience members through some of the game’s exercises that build physical, mental, emotional and social resilience, citing research showing that those who regularly build these strengths can add 10 years to their lives.

After building these four capacities, “you will have built up the strength and resilience to live a life truer to your dreams” and reach the end of life with fewer regrets, she said.

— Chris Gosier

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FCLC Alumna Explains How Online Gaming Will Help Save The World https://now.fordham.edu/uncategorized/fclc-alumna-explains-how-online-gaming-will-help-save-the-world/ Thu, 03 Feb 2011 20:39:11 +0000 http://news.fordham.sitecare.pro/?p=42173 Online gaming is a multibillion-dollar business, trailing only the film industry in popularity and financial might.

But according to Jane McGonigal, Ph.D., FCLC ’99, the industry and gamers themselves have the potential to do something even Hollywood cannot. They can help solve some of the world’s most challenging problems.

“Gaming can help you make yourself better and help change the world,” McGonigal said on Feb. 2, during the inaugural lecture in Fordham College at Lincoln Center’s Industry Leadership Series. “I want to make it as easy to save the world in real life as it is to save the world in online games.”

For McGonigal, a member of O Magazine’s 2010 Power List, this is hardly idle chatter.

In 2009, she helped launch World Without Oil, a simulation designed to let players imagine—and avert—a catastrophic global oil shortage.

More recently, she created EVOKE, a 10-week online game that encouraged players to become social entrepreneurs. She said people from 130 countries participated in the game (which she created with support from the World Bank) and ultimately started more than 50 companies to address critical issues, such as poverty, hunger and access to clean water.

Massively multiplayer online games such as these encourage international collaborations and generate collective intelligence, McGonigal said, which can be used to help improve the quality of life around the world.

She singled out a number of online games, including Foldit, an interactive game designed by researchers at the University of Washington that asks participants to solve protein-folding puzzles. Scientists then use gamers’ solutions to design new proteins to help treat and cure specific diseases.

McGonigal said she wrote Reality Is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2010) to examine in greater detail the cognitive and behavioral science behind games.

During her lecture, she discussed eustress, or positive stress. Although there is no physiological difference between positive and negative stress, eustress motivates people and allows them to meet self-imposed goals and expectations.

“If we create our own stress, if we create our own obstacles, we feel like we’re in an optimal state,” she said. “We want to tackle these challenges. We’re in a positive state of being.”

She then showed the audience several portraits of gamers in positive states of being—showing what she called their Epic Win Face.

“These are the faces we want to see when we tackle the world’s toughest problems,” she said. “I want people to make [this face]in the real world and not just in a virtual world.”

As director of game research and development at the Institute for the Future, McGonigal and her colleagues work to create Epic Win futures, “the insanely positive outcome that was so implausible you never thought you could do it.”

“We decide what kind of future we want to create,” she said. “What is the best case scenario.”

Her Epic Win future? She wants to see a game designer earn a Nobel Peace Prize by 2023.

“This is hard to imagine,” she said, “if you only think of games as escapist.”

The Fordham College at Lincoln Center Industry Leadership Series invites distinguished FCLC alumni to campus to speak about their profession or field of expertise.

—Miles Doyle

(Photo by Bruce Gilbert)

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FCLC Alumna on the Power of Play https://now.fordham.edu/university-news/fclc-alumna-on-the-power-of-play/ Mon, 20 Sep 2010 19:22:58 +0000 http://news.fordham.sitecare.pro/?p=42448 Jane McGonigal, FCLC ’99, has made the 2010 O Power List, published in the September 14 issue of O, The Oprah Magazine.

The Berkeley Ph.D. and game designer knows something about the power of play, and she says “There’s a misconception that people play video games to relax. Nothing could be further from the truth.”

See Jane McGonigal: The power of play, and her FORDHAM Magazine profile, “Jane McGonigal: Real Gamer” (downloadable PDF).

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