Preview

Jane Mcgonigal's Ten Thousand Hour Theory Essay

Good Essays
Open Document
Open Document
482 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Jane Mcgonigal's Ten Thousand Hour Theory Essay
At the beginning of Jane McGonigal’s Reality is Broken, she discusses the number ten thousand. To put that number into perspective, McGonigal states that the average American student spends ten thousand hours in the classroom from fifth grade to their graduation. This also happens to be the amount of time the average young American spends playing video games. While at school, students are studying multiple subjects, but when they are playing games they are simply focusing on a single skill and “...becoming a better gamer” (pg.266). McGonigal then introduces Malcolm Gladwell’s ten thousand hour theory. He believes that the top athletes, musicians, and successful figures succeeded because they all spent ten thousand hours or more practicing and preparing themselves. The individuals that came in second to those who spent ten thousand hours, had only an average of eight thousand or fewer hours of practice. Gladwell wrote in his book, Outliers, that natural talent matters, but the practice and preparation triumph it. McGonigal believes that because the younger generation is already participating in long hours of gaming, we are “...creating an entire generation of virtuoso gamers” (pg. 267). She also believes that if every young person spends ten thousand …show more content…
She has come to the conclusion that by engaging in numerous hours of game play, gamers become skilled at collaboration. Collaboration requires cooperation, coordination, and co-creation. Gamers collaborate to create group experiences, a knowledge resource, a work of art, and create good games. Games start off with establishing a common ground for working together. While playing, gamers practice shared concentration, foster mutual regard, and when they finish a game they are “...honing their ability to honor a collective commitment” (pg. 269). McGonigal believes that good games do not just happen, rather they are created by

You May Also Find These Documents Helpful

  • Good Essays

    When people think of video games’ effects on society, many envision apathetic young adults wasting time in their parent's basement, mashing buttons in front of a glowing television screen instead of looking for a job; some envision rabid children, screaming into microphones and throwing tantrums in stores to get their parents to buy the latest popular video game; still others envision the violent, disturbing images, and antisocial content in many video games worming their way into impressionable young minds, cultivating the future killers and sociopaths of tomorrow. Much research has been done on the negative effects of video games on individuals and society, but not as much research has been completed on the positive effects they have. In class, the prosocial aspects of video…

    • 1145 Words
    • 5 Pages
    Good Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Better Essays

    I have seen multiple opportunities in people life’s that have contributed to their success. I believe if people have the desire and heart to put them in this much hard work they will be able to skillful at it. Athletes have proved this theory to be true. A soccer player named Sergi Robert, from Barcelona, Spain has been one of many athletes that can prove Gladwell’s theory to be accurate. Since he was little boy he would always be watching soccer games and every opportunity he had to play with the much older soccer players he took it. Gladwell’s emphasizes how successful people have opportunities that sadly some don’t. Sergi Roberto started playing for a club named F.C Barcelona for younger kids. In a matter a time his opportunity to play at a young age with this club helped him move on to be with the more skillful soccer players. Eventually all those brutal soccer practices and games gave him the opportunity to practice. Now at the age of twenty one he plays for the team A soccer club Barcelona F.C one of the best soccer teams in the world. The 10,000 hour rule and he joining at the right time allowed Sergi Roberto to become successful soccer…

    • 1271 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Video games “challenge mental dexterity”, and The Sims, the best selling game franchise of all time, “involves almost no hand-eye coordination or quick reflexes” (Johnson). The culture that the younger generation lives in favors intellect more than most else, proven most strongly by a data set from the National Center for Education Statistics, which found that 13% of high school seniors had a rigorous course schedule and an average of 27.2 credits in 2009, as opposed to the 5% of high school seniors with a rigorous course schedule and an average of only 23.6 credits in…

    • 639 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Can a gamer apply their online skills and traits to real life situations that will solve many of the world's problems? In the TED Talk “Gaming can make a better world” American game designer and author Jane Mcgonigal places much emphasis on the topic of productivity through gaming. She believes that “if the rewards to create a better world, were similar to an online game, then more gamers would be willing to take action to better society”(3:30). She adopts a provocative tone in the form of “creating a better world” in order to engage the viewers. Mcgonigal gets her point across effectively by establishing that skills spent in gaming can be translated into skills used to create real world; however, she doesn't give any inspiring solutions…

    • 396 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…

    • 435 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    In chapter two of Outliers, The 10,000-Hour Rule, Gladwell demonstrates the separation of professionals and amateurs. What separate professionals from amateurs is the dedication of time and work put into any type of skill. Another separation is the creation of, or the giving of, extraordinary opportunities. One must practice 10,000 hours and have opportunities in order to become an expert at any skill. In this chapter, psychologist K. Anders Ericsson and his two colleagues compares amateurs pianists with professional pianists. “ The amateurs never practiced more than about three hours a week over the course of their childhood, and by the age of twenty they had totaled two thousand hours of practice” (Gladwell…

    • 114 Words
    • 1 Page
    Satisfactory Essays
  • Good Essays

    Gladwell continues to conclude that the elite get to where they are when they have a specified amount of hours, based on the ideas of others. “In fact, researchers have settled on what they believe is the magic number for true expertise: ten thousand hours.” (Gladwell,6). Gladwell is only seeing the debri, he missed the storm. “Of course, this doesn’t address why some people get more out of their practice sessions than others do” (Gladwell,7). He states only the given, not the big idea. “Achievement is talent plus preparation” (Gladwell, 1). The text fails to offer any rationale to how talent influences one’s outcome. Though, the top competitors progressed due to long hours of training Gladwell approached the topic with a discrete amount of confusion as to why some individuals rise above…

    • 630 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Marc Prensky introduces the positive effects of playing computer games for children. His main argument is that games are powerful but also engaging tools for learning skills essential in everyday situations. Mark Prensky quotes a book called Got Game: How the Gamer Generation is Reshaping Business Forever in which the author John C. Beck describes the qualities of gamers and why gamers are better business…

    • 901 Words
    • 4 Pages
    Good Essays
  • Good Essays

    The image depicts that video gaming may be an enjoyable pastime with friends, as the four teenagers look like they are enjoying themselves. “It’s a fun way of being with your friends when you are home relaxing. It is competitive and fun, but I only do it when I have extra time” (Bernstein 14). On the other hand, this image can support the notion that teenagers are spending too much time playing video games. Instead of being physically active or productive, these young teenagers are sitting on a couch, extremely concentrated on the video game.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to document D, games are used as educational tools in school. Pilots, surgeons, and soldiers also use games to educate themselves and assist them in becoming more successful in their professions (D). There are many games out there that require you to develop strategies, make hypotheses, and solve problems (D).The games also teach gamers how to juggle…

    • 624 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Outliers

    • 1627 Words
    • 7 Pages

    The first part the book focuses partially on opportunities that arise as a result of the time that is dedicated to the activity in which one wants to succeed, a concept Gladwell refers to as “The Matthew Effect.” Part two emphasizes cultural advantages. Gladwell demonstrates the “The Mathew Effect” by utilizing The Beatles, which were not native musical geniuses who succeeded only after 10,000 hours of practice. This case reveals, not only how the amount of time dedicated to practicing an activity can lead to success, but also how timing can influence the likelihood of success. Similarly, Gladwell utilizes case studies, in the second part of the book, to exemplify his ideas regarding cultural advantages. He examines the cultural legacy of failure and how certain circumstances can transform failure into success. Overall, the viewpoint that Gladwell intends for his readers to understand is that success arises from a balance of accumulated benefits: “When and where you are born, what your parents did for a living, and what the circumstances of…

    • 1627 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    Collaterall Learning

    • 635 Words
    • 2 Pages

    The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…

    • 635 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Essay about gaming

    • 523 Words
    • 3 Pages

    The world of gaming is a complex world; different levels, stories and characters. It takes a while before you can fully understand the world of gaming and what’s attracting people to begin with gaming. There are so many different games and terms that it is easy to get them mixed up with each other. So why is there so many people that like’s gaming? And is it really good way of learning? In this essay I will investigate why some people think that gaming is a good way of learning and what effects it has on the body and mind. I will also explain why I am against gaming.…

    • 523 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    top rated playwright states that middle-class parents should be brave to let their children to play games for the reason that the experience of playing games is more creative than reading. The writer claims that playing video games make children involve more and become more creative than watching a film or reading a book. She states that video games should be recognised as an art form appreciated for the way they tugged at one’s emotion and stimulated creativity instead of being criticized. Moreover, according to Prebble, playing games provide children more chances to be energetic and outgoing and eventually to be more creative. Video games require the user to make judgements, giving user the chances to influence the story and even in part design the world in which the game is played out. Furthermore, Prebble states that gaming was similar to writing, due to both are private as well as the creative activities are very dissimilar compared to watching movies or reading books, which consist of less…

    • 1309 Words
    • 6 Pages
    Good Essays