After reading the first part of Jane McGonigal’s Reality is Broken, I found that many of the topics and points brought forth regarding the impacts and mental benefits of games was interesting, as I had never really considered these notions over my video game career. One of these elements that I immediately recognized and hadn’t realized there was a specific term to define it, was “fiero”. Fiero, or the sensation of “triumph over adversity”, is something that I have experienced many times before, most recently, while playing an online game of EA’s NHL13 with my roommate, where we were down two goals with only 30 seconds to go, and ended up winning the game in overtime. I also found the section in Chapter 2 where McGonigal covers the potential risks and dangers of addiction that coincide with an excessive amount of “fiero” to be enlightening, as well as the steps the gaming industries is taking to shy away from creating addicted gamers as opposed to “lifelong gamers”.
However, one concept that I did not find myself in total agreement over was McGonigal’s view on awe and epic environments in video games. While I defiantly agree that video games like Halo are epic in terms of the amount of work that is put into creating this environment, as well as in the manner in which it unites 15 million individuals, I find it hard to imagine a 2D space instilling a sense of awe in the same manner as experiencing an environment or object first hand. As far as my personal experience with this, I can’t recall experiencing a sense of awe while playing a video game, as the only time I believe I had a sense of awe was my first time skiing in the Sierra Nevada Mountains.