Jane McGonigal designs alternate reality games intended to “improve real lives or solve real problems.” She is the author of the best-
Reading the Genre
1. McGonigal argues for something that is counterintuitive, because many people think games are not good for us at all. How does she organize her own arguments and her research to respond to popular arguments against video games?
2. McGonigal is arguing for the positive effects of gaming for one to three hours a day, but she doesn’t necessarily discuss the other things we might do with that time — things that might actually be even better for us. For instance, she cites studies that show that students perform better on tests after gaming. Yet wouldn’t they be better off studying? Propose counterarguments or qualify the arguments that McGonigal makes in this essay to account for these other possibilities.
3. Look at how McGonigal takes risks with style in this essay, using exclamation points, short sentences, and a conversational tone. How could some of these strategies help her connect with some audiences but not others?
4. WRITING: Create a short “how-
5. MULTIMODALITY—ADVERTISING POSTER: Look for some examples of the “pro-