SuperBetter: Improving Individual Resilience with Jane McGonigal

Last time, we featured author, inventor and co-founder of SuperBetter, Jane McGonigal to discuss about her upcoming new book, “SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient”. Supported by a decade’s worth of scientific research, Jane reveals how adopting a “gameful” mindset can help cultivate new powers of recovery and resilience in everyday life.

Watch the full interview below to learn about:

  • What were the challenges of of turning a gameful system into a scientific proven approach?
  • Are there conditions that games/gamification/gameful thinking would not be able to help improve an individual’s well being?
  • How does Superbetter and games in general contribute to the development of a person’s resilience?
  • Does gameplay in the virtual world provide sufficient impact in the “real” world?
  • How would a user experience SuperBetter if they are lacking social connections or “allies”?
  • How does the Tetris Effect improves an individual’s self control in memory recollection rather than erasing memory in trauma research?
  • Why does Jane introduces readers to the concept of gameful thinking and a series of small games introduced through the medium of a book?
  • How does Jane overcome environmental resistance and groups who are bias against games?

Watch the video or listen on the audio podcast below and be sure to catch our next episode of the Gamification Revolution.


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The Best of Health Gamification in 2013

In our next collection from the best gamification stories of 2013, we have a cornucopia of healthy gamified applications for everyone to check out. Gamification Co readers were most interested in seeing new health apps in 2013 and we have about 20 of the top health apps for you to check out here.

Here’s to seeing even more at 2014! (Especially with all that new stuff at CES)

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Gamify Your Life: Gamification Apps for Self-Improvement

More and more businesses are employing gamification to get customers interested in their products and services. Schools are looking to startups like Amplify to encourage their students to be more engaged in learning, inside and outside of school. The quantified self movement has even evolved to start measuring your brainwaves. Everywhere you look, the world is turning to games to improve participation and morale. Could there be real use for these ideas into your everyday life? These two new companies are saying yes, you can gamify your life.

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