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I don't do 'gamification,' and I'm not prepared to stand up and say, 'I think it works.'
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There are people who are very dismissive of games and gamers.
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For most people, an hour a day playing our favorite games will power up our ability to engage whole-heartedly with difficult challenges, strengthen our relationships with the people we care about most - while still letting us notice when it's time to stop playing in virtual worlds and bring our gamer strengths back to real life.
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Clinically speaking, depression is a pessimistic sense of your own capabilities, and despondent lack of energy.
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Whenever I do talks around the country, I map out my run. Gives me something fun to do and to look forward to doing.
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I'm always thinking about whatever game I'm working on. My brain works subconsciously on design pretty much every hour I'm awake.
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My favorite part of running is the thinking time.
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Compared with games, reality is disconnected.
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Although I'm perceived as very optimistic and upbeat, it comes out of being the opposite of that - feeling isolated or lonely, looking for meaning and the kinds of things that ease that suffering in life, and finding them in large-scale social interaction, like theater and games.
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I've been running since high school. My boyfriend was on the track team, and I'd run with him.
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I ran through most of college and ran through most of grad school. When I was writing my dissertation for my Ph.D., it was literally the only hour of the day that I wasn't working. It was nine months of torture, but I made sure I got out to run.
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Growing up, I was prone to anxiety.
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Surveys of thousands of gamers have shown that they're more likely to play real music if they play a music videogame. So it's an interesting relationship where the games aren't replacing something we do in real life, they're serving as a springboard to a goal we might have in real life, like learning to play an instrument.
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I worry a lot about people using games just for marketing, to get people to buy more stuff, which I think would be the worst possible use.
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Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
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Game developers know that people have more fun when they're in large groups. They feel more fired up when the challenges are more epic.
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My mom is a public school teacher and works with third grade students.
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The Gamifaction Movement is trying to help companies engage their audience and community by using game mechanics and wrapping them around shopping or achievements, so you get achievements for coming to a store or purchasing things, like rewarding activities.
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Games that make you feel good about yourself are good games to be playing.
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Scientists have demonstrated that dramatic, positive changes can occur in our lives as a direct result of facing an extreme challenge - whether it's coping with a serious illness, daring to quit smoking, or dealing with depression. Researchers call this 'post-traumatic growth.'
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When my life is stressful, my favorite game is called 'Pop It,' where you pop balloons and prizes fall out. It's a five-minute game that focuses my mind and gives me extra attention when I'm stressed.
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Things like depression and obesity are global challenges.
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Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
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I want to see a game designer nominated for a Nobel Prize.