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I do not agree with McGonigal’s claim that “in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy.” (17). To me, McGonigal seems very disconnected from the real world. So much so that she thinks that the real world wasn’t made for us. Or at least that’s how her article comes off as. I do not think video games are bad, I play them myself every now and then, and people really do have a passion for them sometimes, but it is definitely not a genuine human need. It feels like some of the things McGonigal is saying are just excuses to not try things out and challenge yourself in the real world. Like in paragraph 9, McGonigal says that “The real world just doesn’t offer up as easily the carefully designed pleasures” (9) and such, which just sounds like an excuse to not put forth the effort. Instead of saying that “reality doesn’t motivate us effectively,” (9), it seems that a better approach would be to learn how to live your life to the fullest. Relying on videogames, which aren’t true life, to bring true happiness and fulfillment to your life is not the way to go. Yes, there are good things like community in videogames, but what about real life communities? Real life experiences? Instead of making “escaping reality” seem like a noble thing, I think we should focus more on what’s wrong with the real world and try to fix it, rather than running away from it and saying it’s ok because everyone does it.

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I strongly disagree with McGonigal’s claim, in fact, I find it outrageous! I personally love video games, but are they fulfilling genuine human needs? No, of course not! Though I think it is a bit extreme to say video games provide rewards the real world doesn’t. This is how I see it: Video games give you an adrenaline rush, they can be plenty addicting and a fun way to hang out with friends, no wonder people are spending more and more time on it. Plus, video games having quick game play and fast rewards perfectly suits our generation. Nowadays, people want instant satisfaction, they don't wanna work or put in effort. Many scientific studies have shown how our attention span has decreased over the years, and video games only fuel this decrease more! I’m not saying video games are bad, but reality is still fulfilling our human needs! It’s when people want to have some quick fun that they turn to video games, but it certainly isn’t a permanent solution. McGonigal mentioned people using video games being used as an escape from the real world, and yes in some cases it can be that, but you have to take two things into consideration: first, the majority of people just play for fun and to spend time with friends! That’s what I do, just like any other hobby, but that doesn’t mean I’m trying to escape reality. And secondly, even for the few people that may use video games as an escape, there are plenty of other things people use as escapes and that become trends, but we don’t consider these other activities to be fulfilling basic human needs. For example, football: many people love to play and watch football, they pay large amounts of money to see it live and dedicate great amounts of time to it, among all ages, yet that is still considered a hobby, so why are video games anything else?

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McGonigal makes the claim that computer and video games are fulfilling genuine human needs that the real world is unable to satisfy. While these might be enjoyable activities, letting it take over our lives is not a solution for long-lasting happiness. McGonigal states, “…6 million people in China spend at least twenty-two hours a week gaming… More than 10 million ‘hard-core’ gamers in the United Kingdom, France, and Germany spend at least twenty hours a week playing. The leading edge of this growth curve, more than 5 million ‘extreme’ gamers in the United States play on average forty-five hours a week.” These are unnecessary amounts of time to be on virtual games. Although it may be fun in the moment, video games will not fulfill humans’ needs. The satisfaction is temporary, and the games are not real, so whatever happiness comes from them can be taken away at any moment.

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I think that McGonigal’s claim in paragraph 17 that the real world is missing out on “genuine human needs” is a big stretch. In the text, McGonigal says, “Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not.”(17) In life, people don’t always get rewarded for doing okay; people get rewarded for doing amazing. If you get an 80% on a test, you shouldn’t get rewarded the same as you would on an 100% score. She also says that games are “inspiring and engaging us in ways that reality is not.”(17) Either her life is so bad and boring or she is just out of touch, but reality is very engaging if you look hard enough for it. The last point is that McGonigal makes it seem like creating community is so impossible. She says that games are “bringing [gamers] together in ways that reality is not.”(17) Outside of video games, it can be simple to bring together a group of people to hang out and have fun. The way that McGonigal words it, she makes it seem like she is expecting the things that she is seeking to be handed to her on a silver platter. Reality doesn’t do everything for everyone, you have to do things by yourself, seek it for yourself. I feel like people who are online are out of touch with reality and McGonigal displays this very well.

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McGonigal’s claim about video games satisfying more “genuine human needs” than real life is ridiculous and unbacked by relevant evidence. She quotes statistics with no sources, like in paragraph 15, where she states, “[Nongamers still] make up nearly half of the U.S. population, although their numbers are rapidly decreasing.” She does not elaborate on any possibly real studies, but still uses this “fact” to support her claim. Even if it is true, video games are becoming more and more accessible, while outside activities are becoming less so due to things like inflation. People are more inclined to spend time on things that are affordable, so when the cost of activities in the outside world is high and growing, while work wages remain barely livable, of course people will turn to video games. But all this shows is that video games are quick and easy sources of distraction, not that they are part of inherent human needs. If that were the case, the fifty percent of Americans she claims are nongamers would be dead. Any people with no access to games due to region or poverty would be dead. People from centuries ago, before video games existed, would be dead. She tries to reference games in ancient history like Mancala, but these are irrelevant. Board games and video games are not the same, except for the fact that they serve as distractions. If we go by her logic, every distraction that has ever existed can be classified as a “genuine human need,” but obviously this is not the case. We do not need video games for survival.

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I both agree and disagree with McGonigal’s claim. She states that virtual experiences, such as computer or video games,

are “fulfilling genuine human needs that the world is currently unable to satisfy.” While yes, people do come home to play video games after a long day of work to escape their reality, deadlines, and responsibilities, but there’s still an emptiness that even the virtual world can’t fill. It can even come to a point where video games have exhausted one’s patience, physical health, and with some more extreme gamers, mental health. Most people have heard of gamers raging at video games, and with more active users, these outbursts become more frequent. Sure, there are some video games which are generally more peaceful like Minecraft, Animal Crossing, and Mario Kart which can be healthy entertainment, but most hard core gamers spend their time in more violent experiences which is the main reason for mental health problems due to video games. In conclusion, yes, video games can help people fill their void in the moment, but in the long run, they can be harmful to someone’s character.

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McGonigal's claim that “computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy” can be seen as true. In our society today, people tend to look for easy access to reward themselves through video games. According to McGonigal, “…unless something dramatic happens to reserve the resulting exodus, we’re fast on our way to becoming a society in which a substantial portion of our population devotes its greatest efforts to playing games, creates its best memories in game environments, and experiences its biggest successes in game worlds.” This statement emphasizes how people are wasting away their talents and effort on video games while disconnecting from the real world and what it has to offer. Due to easy access to reward systems, a majority of people around the world use their talents online to obtain this sense of satisfaction that reality may lack. As a result, human needs are fulfilled in video games that reality tends to lack.

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McGonigal claims that “computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy.” I believe this claim to be true. Many people do not like their lives, wishing they could accomplish more and experience the world, but cannot. This creates a longing for purpose, that millions of people satisfy using video games. They can do things like, “coordinate complex conquests and raids,” and earn “virtual combat medals.” All of these things give humans a sense of accomplishment, something they wouldn’t have in their lives if it weren’t for video games.

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I agree with McGonigal’s statement that video games fill a need in every human that the world can not alone. This is shown in the passage when she says, “[Games] are bringing us together in ways that reality is not.” Without games people would not be using their full potential. This is just one example of how games provide an escape from the unfulfilling world.

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McGonial’s claim about society needing video games to fulfill people in a way the world can not is straight Hogwash. By writing and supporting her claim she is inspiring the next generation losers. By praising them for playing 45 hours a week she is setting them up for failure. I do believe that a controlled amount of Video games can be good for you, but by over doing it and committing more to video games than life our population is going in a bad direction. In paragraph 18 when McGonigal says, “Creates its biggest memories in game environments, and experiences its biggest successes in game worlds.” This is direct evidence that people are now spending so much time in the virtual world, that their biggest memories in games and not with actual people. We need to fix this or soon people will completely stop being human.

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I disagree with McGonigal’s statement that video games are fulfilling needs for society that the real world cannot provide. I believe that not everyone gains satisfaction and fulfillment from video games. Some people may not find enjoyment in video games and may like doing other things, so generalizing society as a whole needing video games is too large of a claim. In paragraph 17 it states, “They are teaching and inspiring and engaging us in ways that reality is not.” I think this is incorrect since some video games do not teach anything and only keep you stimulated enough to keep you there. Most video games do not inspire or teach people. Video games are there to entertain people and some people find a lot of enjoyment in games. Some people do not find a lot of enjoyment in games and would rather do other things in the real world. It is not at all reasonable to say that society is being completely fulfilled by video games and not in the real world. There are plenty of things in the real world that people find fulfilling. It is concerning how much value some people place in the stimulus they gain in video games and put them on a pedestal, while there is plenty of things outside in the real world that can make you just as happy if not more.

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McGonigals claim isn’t the truth because videogames cannot fulfil human all human needs.Videogames can fulfil the human desire for entertainment, but it can’t fulfil real needs of interaction and knowing how the world works. Many gamers are so hyperfocused on gaming that many…” gamers in the United States play on average fourty-five hours a week.” Some gamers don’t have the human need of interaction with others, putting the desire to play games over interaction and being a part of the real world.

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McGonigal’s claim about gamers and how they use games to fulfill themselves in a way that the real world can only apply to some people, and this group isn’t all gamers but only a very small sub-section of them. In paragraph 12 McGonigal shows the global, “online gamer community—including console, PC and mobile gaming” with some very large numbers like, “more than 4 million gamers in the Middle East” while choosing to neglect the group of people who play games just because it’s fun, and not in the effort to fulfill “genuine humans needs that the real world is currently unable to satisfy.”

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McGonigal’s claim about video games fulfilling things that the real world is unable to satisfy is false. Not everything is fulfilled with playing video games, and they can sometimes be used as a waste of time and energy. In paragraph 15 she said, “Many of them deem gaming a clear waste of time.” Many people think that playing video games is a waste of time. Video games can not fulfill everything that the real world has, for example the reals world has human interactions that video games do not. In video games you can talk to people but you can’t see them face to face and talk. In conclusion I do not agree with the claim that video games are fulfilling things that the real world can not.

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I agree with Mcgonigal’s claim in paragraph 17 that “video games are fulfilling genuine human needs that the real world is currently unable to satisfy,” I agree with this claim because of the stats given in paragraph 12, “4 million gamers in the Middle East, 10 million in Russia, 105 million in India, 10 million in Vietnam,, 10 million in Mexico…” it goes on and on. If video games were not more fulfilling than the real world, why would “5 million … gamers in the United States play on average forty-five hours a week”? Yes, these games can be seen as addictive or pointless, but if people were satisfied with their jobs, extracurricular activities, families, friends, relationships, etc., they would not feel the need to turn to video games for happiness.

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Video games are a temporary source of enjoyment that cannot fulfill genuine needs. While they can cause people to be happy, they cannot actually do much more than that. If your lonely and crave human interaction, an AI bot on a video game will not be able to be what you need. McGonigal claims that the video games “fulfill genuine humans needs” and that “Reality doesn’t motivate us effectively”, but I believe you simply just haven’t found the right opportunities that make you feel like your needs are met. In conclusion videos games can cause a sense of happiness in the moment, but to really satisfy yourself, video games wont be able to help with that at the end of the day.

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While McGonigal seems to believe that only video games can fill this void, I believe that while they are an option there are plenty of other things in the real world that can fill that hole. McGonigal poses the question of, “Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment,” but she fails to think of any other activities that can do this. She believes without any doubt that, “The real world just doesn’t offer up as easily the carefully designed pleasures, the thrilling challenges, and the powerful social bonding afforded by virtual environments,” yet this might be wholeheartedly the worst take I’ve ever heard. She entirely forgets any sports, board games, or just any hobby in general which offers up the exact things she talks about. While video games are certainly one outlet she ignores any person who simply may not like video games and believes everyone shares the same tastes and preferences. (Also simulation)

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McGonigal’s claim about video games fulfilling genuine human needs is partially false, but it still carries some truth. In her arguement, McGonigal states, “games are providing rewards,” “teaching and inspiring,” and “ bringing us together in ways that reality is not,” which is true for some people, such as the “183 million active gamers… in the United States alone,” but not for others. Many people, like athletes and artists, don’t need video games to feel the same sense of reward, inspiration, and unity that gamers get from their games. Still, the games provide those sensations to millions of people worldwide. Although McGonigal’s claim doesn’t apply to everyone, it still is true about lots of people all over the world.

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I believe McGonigal is correct to a large degree that “in today’s society, computer, and video games are fulfilling genuine human needs that the real world is currently unable to satisfy” because people are using these things as ways to express themselves when they lack it in the real world. This is shown in paragraph 3 “They are the nine-to-fivers who come home and apply all of the smarts and talents that are underutilized at work” which shows the regular day to day workers inability to express their talents at work.

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Video games fulfill human needs that some aspects of society don’t. Video games provide benefits, as elaborated in paragraphs 8 - 9, provide purpose, excitement, and accomplishment. McGonigal is correct for individuals with poor jobs or life’s, but comparably so can different hobbies, and having a job you love. In conclusion her claim about video games is true, but only applies to some individual.

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I disagree with this statement. Even though I play video games and I agree with McGonigal’s claim that people are leaving reality to pursue a more fulfilling life in a virtual world (paragraphs 1-2), I still don’t think that it’s fulfilling our needs because it’s all fake and nothing you do in there can satisfy your needs. I agree with McGonigal’s claim that games provide enjoyment and the ability for players to unlock their full potential, but video games are not vital.

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McGonigal’s claim over gamers and their dissatisfaction with our reality showcases the “favor of simulated environments…[over] real [life experiences].” On the other hand, I believe that though “video games [may be] fulfilling genuine human needs…,” they are only a “designed pleasure” that doesn’t fill or motivate our social bonding.

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The statement said in paragraph 17 is false. The way everyone fulfills themself is different, it is opinion based. In paragraph 17 the author says, “…computer and video games are fulfilling genuine human needs…” I am not sure what the author considers as a need, however the official definition of a need is, “A necessity or Obligation (Oxford Dictionary).” Video games are not an obligation, they are a want, just because they make you happy does not mean that they are a necessity. Just like some people can pensive drugs as a necessity, people are beginning to think video games are the same way. Video games are much more an addiction than a need.

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I believe that there is some truth to Mcgonical’s statement that videos games are fulfilling things that the real world can not fulfill. The truth to this statement lies in that video games allow a massive amount of people to connect with each other when they otherwise would not have. In the real world we are kind of in our own circle of people every day. This is especially true for teenage kids who interact with the same people every day at school. This can make it hard to connect and interact with new people, which is a fundamental human skill. The virtual world however, allows people of every race and country to connect. This can been seen through the passage with Mcgonical says, “the online gamer community… counts 4 million gamers in the Middle East, 10 million in Russia, 105 million in India”. This just goes to show that gaming allows all sorts of people to connect. If not for online games these people most likely would not have ever interacted with each other. I also believe that there are aspects of life that online games can’t fulfill. Things like interacting with people in person face to face. This skill can only be developed by talking to people face to face. This skill is a very important life skill that gamers need to get from real world talking. Overall, the virtual world is a great way to relax and rest, but it will never replace the real world.

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McGonigal’s claim about how games are filling the need that the real world cannot provide is wrong. Games are only tools to consume time which can be used for the better or worse but is currently being used for worse. As McGonigal said herself, “many gamers have already figured out how to use the immersive power of play to distract themselves…” Games are great to release “carefully designed pleasures…” that make time fly by. This is useful during times like summer or on flights to pass long amounts of unproductive time but now this is being abused. People are now, “devot[ing] more and more of their free time to game[s]…” which results in gamers spending every extra moment on the game to escape reality. These gamers are wasting “all [their] smarts and talents…” that could be developed in their free time to gaming. In conclusion games are used to pass time but are now being overused to consume all productive free time.

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I believe that McGonigal’s statement is false because one may be able to find enjoyment in playing computer and video games, but cannot find real genuine human needs that the real world is unable to satisfy. Even though a video game may be entertaining, it should not be the primary way of satisfying enjoyment in life. McGonigal states that “Many of them [nongamers] deem gaming a clear waste of time” (Paragraph 15), suggesting that they may find enjoyment in other ways. Many people find enjoyment in the real world, with socializing, being part of clubs or groups, and simply having real life experiences rather than looking at a screen. People also should look to find fulfillment in God rather than video games. Although video games may be entertaining, they should not the primary way of fulfilling genuine human needs. People should look to God, socializing, and not starring at a screen.

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I disagree with McGonigal's claim that video games can satisfy human needs because there will always be a hole that only one thing can fill. McGonigal states that “Gamers have had enough of reality,” This statement may feel true to some people but it will never be able to fulfill people's needs and satisfy them fully. Another issue that so-called gamers have is that it is too hard to find something to fulfill their needs, as stated “The real world doesn’t offer up as easily the carefully designed pleasures.” The issue with this article is that life is not easy and people should not just give up on reality, although life may seem easier for certain people the only thing that can truly fulfill everybody’s needs is Jesus and he will not give up on us like some people are giving up on reality.

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In Paragraph 17, McGonigal wrote how wrote how video games are fulfilling people in today’s society and gives us human needs that the world doesn’t give us. I believe that McGonigal’s claim is wrong. While video games are fun and are a good past time I believe that video games don’t fulfill us. Constantly throughout McGonigal’s writings she made point after point about why people play video games and they are all good reasons but video games don’t fulfill us in life. Fulfillment in life is full contentment and video games will never ever fully satisfy us. I believe in life connections with others are far more fulfilling than video games will ever be. Video games are not what gives us happiness but it is a false sense of fulfillment. McGonigal wrote in paragraph 6 how gamers “ would rather spend hours in front of just about any computer game than do anything else.” I believe that gaming is unhealthy and is a way of false fulfillment. While many people who are lonely may desert to games I believe if you are trying to find fulfillment in life you should probably find it in other things other than video games.

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I partially agree with the claim McGongial makes in paragraph 17. I myself, do tend to play video games from time to time, but I do not use video games for fulfillment and satisfaction in life. There needs to be a balance of video games and interactions in the real world, balance is important in life. In paragraph 8, McGongial states, “Gamers want to know: Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment?” She claims that only video games can only fulfill being alive, focused, and engaged in every moment. All though, there are experiences in the real world that can fulfill/satisfy those things. This could include traveling, trying something new for the first time and enjoying it, or accomplishing something in school, a sport, or work. Video games can be played for fun, but they are not able to fulfill/satisfy us like things in the real world can.

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I agree with this statement partially. Yes, most people need videogames to fulfill their needs but this only is reasonable if dealt with in a healthy manner. Playing a few hours here and there are all fine and good, but dedicating chunks of your week is when it starts to look like an addiction. McGonigal states the typical time of play for an average gamer, “…a typical gamer plays for just an hour or two a day, there are now more than 6 million people in China who spend at least twenty-two hours a week gaming,” this amount of gaming is equivalent to working a part time job. Thinking about it this way it looks like a waste of time, but the gamers are only thinking about what’s going satisfying their hunger for something real. If all these people took gaming away and focused this time on work they’d be progressing physically but maybe not enough mentally. Being able to manage time correctly and effectively can make a better split between gaming and reality.

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I agree that computer and video games are fulfilling genuine human needs because, games let people escape reality and lets them be able to interact with other people, without having to actually see them. Games give them a feeling that they can’t feel being out in the real world. If games didn’t give this kind of happiness and satisfaction then there wouldn’t be “4 million gamers in the Middle East, 10 million in Russia, 105 million in India, 10 million in Vietnam, 10 million in Mexico, 13 million in Central and South America, 15 million in Australia, 17 million in South Korea, 100 million in Europe, and 200 million in China.” This data shows that all over the world people get a satisfaction from gaming and it’s making reality be in the past. It doesn’t just have to be used for happiness either games can create skills like creativity. This shows how games aren’t all bad and can be a tool used for fun and happiness.

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I disagree with Mcgonial’s statement because I don’t think video games fill a new human need, they simply make it more accessible. Digital games give you new experiences, but they’re almost always something that could happen in real life. Most of the time you just don’t have the money to make it happen. The other problem is that gamers simply just don’t look. When McGonigal’s writing says, “Gamers want to know: Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment?” she explores the idea that the real world can’t compare to video games. However, I’d argue that going on rollercoaster, white-water rafting, rock climbing, or seeing the sun rise are all thrilling experiences. Sure, you don’t do or see it every day, but that’s what makes them special. Video games have changed the way people perceive real life. They see it as something that has to be crazy and exciting every moment, but it doesn’t have to be. If every moment was unpredictable it would begin to feel dull. That’s why life isn’t like video games, and why they don’t fill a new need.

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I agree with Mcgonical and his idea that the real world cannot always fulfill the thrill video games bring to the table because in the real world it’s tough to disconnect do whatever you want. Mcgonical states in paragraph nine,”The real world doesn’t offer up as easily the carefully designed pleasures, the thrilling challenges, and the powerful social bonding afforded by virtual environments.” This statement from Mcgonical is showing the readers that some people have trouble outside and video games allow them to turn off their brain, relax, and not worry and enjoy their time with their friends online and accomplish exciting adventures.

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I don’t agree with McGonigal in the fact that these are satisfying human needs. I say this because she says that these are “Genuine human needs,” which the we know video game 🎮 are not truly human needs they are more of human wants. Sure in a sense humans are getting tired of reality, but this wanting to play constantly is an escape because they feel under valued; said in paragraph 2 “ they are nine to fivers who come home and apply all of these smarts and talents are being underutilized at work and plan to coordinate complex raids and quest.” These are people who have the wanting for other people to appreciate them. That is why I don’t stand with her in the fact that she says this is a genuine human need.

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I find McGonigal’s claim relatable, because the rewarding feeling of playing a video game is much harder to find in real life. Video games deliver a wide range of powerful emotions, ranging anywhere from fear to joy and excitement. Oftentimes, we play video games to connect with friends or to relax and withdrawal from the world. When McGonigal claims that video games are “fulfilling genuine human needs,” she has a point. She offers some examples of needs which aren’t being met with the rhetorical question “Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment?” In real life, we’re often faced with boredom and unfulfillment. Oftentimes it’s hard to find purpose in the monotony of daily life, and games offer a simple escape. In closing, I find this situation relatable, and agree with McGonigal’s claim.

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The aforementioned statement that “video games are fulfilling genuine human needs that the real world is currently unable to satisfy” is what I believe to be an accurate claim. Video Games offer an escape from reality that no other pastime can provide. You can do things in video games that would be unrealistic in the real world and sometimes even impossible. You can fly planes, explore the deep sea, lead an army to victory in Medieval Europe, and so much more. In a day and age where there are so many fun things to do, there are also many limitations that may hinder a person from doing all the enjoyable things that they’d like to. Whether it be financial limitations, physical limitations, or even pure fear, lots of these things are unreasonably difficult and sometimes impossible for a person to do. Video games, however, make the impossible possible by offering an alternative, simulated environment to do these things. It’s no wonder people are abandoning reality in favor of these simulated environments; these environments were made to specifically cater to the unsatisfied desires in your life. They make life more enjoyable by allowing people to do things they wouldn’t otherwise be able to do, which is a perfect explanation as to why they are so prominent in our society.

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I feel this statement has some grounds, Mcgonical states that human needs can (in-part) be fulfilled by video games. In this argument Mcgonical share several facts showing the insane amount of people playing games in different areas. And this shows that a lot of people feel they need to “escape.” However I believe that fulfill isn’t the right word. Because fulfill means totally satisfied and there is no way that just a video game can do that. There are some human needs that can be helped by video games such as: companionship (with friends online), mental challenges, and joy. However all of these can be found in the real world and scripture. So in short video games can be helped to “patch up” the problem but real human and spiritual interaction can truly fulfill you.

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I agree with this statement, since I do game from time to time and it brings me more happiness than I get from an in-person interaction. We can see in paragraph seventeen that, “games are providing rewards that reality is not.” This is further proof that many people can find more pleasure and happiness in virtual games and interactions rather than in-person interactions. We also find in paragraph 8 that, “while gamers may experience these pleasures occasionally in their real lives, they experience them almost constantly when they’re playing their favorite games.” This proof is even more backing that while you may sometimes be happy, or even just have a pleasant time, in your real life, you can feel that way and better in just a video game. This proves why games can be a more commonly used tool for happiness and enjoyment rather than in real life.

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I agree with McGonigal that in today’s society computer and video games fulfill human needs that the real world cannot. In today’s world, communication, feeling alive and experiencing thrill, and utilizing skills to all potential can feel lacking and almost missing. However, in the online world these things are all the more present. First, genuine communication and making friends can be difficult in today’s society. But in games there are so many people online that can connect with people’s interests in the game being played and in real life. McGonigal explains that “the online gamer community…counts more than… 100 million gamers in Europe…105 million in India…and 200 million in China.” This shows how truly large the community is offering for a wide variety of new connections and relationships. Next, gamers can feel like they are missing the feelings of thrill, risk, and being alive in their real lives. This is seen when McGonigal explains that “Where in the real world, is that gamer sense of being truly alive, focused, and engaged in every moment?…Where is the heart-expanding thrill of success and team victory?” Games can bring these experiences in many different generas and varieties allowing for the experience of things that aren’t usually available in the real world. Lastly, gaming allows people to feel like they’ve maximized their potential. McGonigal explains explains that “Reality doesn’t motivate us effectively. Reality isn’t engineered to maximize our potential…to make us happy.” In the real world motivation is missing and reaching maximum potential can feel out of reach, vast, and impossible. With games this becomes a reality and people can feel the power that they lack in their real lives. That why I agree with McGonigal’s claim that computer and video games fulfill human needs the real world cannot.

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I agree with this statement, because I do believe that video games provide things that reality cannot. However, I don’t think that video games should be essential for someone’s genuine fulfillment. This statement is still true, because video games can give gamers a “sense of being fully alive, focused, and engaged in every moment.” (Paragraph 8), showing the things video games can do for people that reality cannot. This proves that video games can be genuinely fulfilling for people, because it gives them feelings of excitement and purpose, that their nine-to-five jobs may not. It is unfortunate that people would rather find fulfillment in the virtual world rather than the real world, but McGonical’s claim that “in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy,” is something I agree with.

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I partially agree that computer and video games are fulfilling genuine human needs, but I don’t like the idea of it. I believe that genuine human needs should be filled through real world interactions. People believe that the real world is missing something because they spend lots of time in the virtual world. Jane McGonigal claims that, “they devote more and more of their free time to game worlds, the real world increasingly feels like it’s missing something.” The real world has all the true fixes to filling human needs, but the virtual world is just a temporary escape. Overall, although it is true that video games can fulfill temporary human needs, the real world is a much better place to fulfill genuine human needs, and will give you a temporary solution.

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McGonigal’s claim in paragraph 17 that video games are filling the genuine human needs is true for some people. These people whose needs are fulfilled through the games are fulfilled because they can express themselves in differnt ways. They can express themselves by doing the things that they love and want to do like play music in “Rock Band and Guitar Hero… [and] to become virtuous.” Also when gamers play games they experience pleasures such as “ being fully alive… feeling of power, heroic purpose, and community.” When gamers play games they feel like they belong and can truly be themselves while when in the real world they don’t feel like they have a community where they belong and have a purpose. In conclusion people who feel like they don’t have anywhere to belong can run to video games to get genuine human needs and connections.

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I disagree with McGonigal idea that computers and video games fulfill human needs. I believe that video and computers can fulfill some human needs but not fully, and there are also other better ways to fulfill them. In paragraph sixteen it says “The fact that so many people of all ages, all over the world, are choosing to spend so much time in game worlds is a sign of something important, a truth that we urgently need to recognize.” Although this may sound like it’s supporting McGonigal I believe otherwise. If people all ages are spending large amounts of time playing on video that can’t be healthy. You meet new people or get rid of your boredom, but meeting people in public is definitely a better way to get to know them and communicate, and your boredom is only gone for a short amount of time. In conclusions I disagree with McGonigal idea that computers and video games fulfill human needs and believe to just step outside and socialize.

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Jane McGonigal makes the claim that "in today's society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy," which is has some truth to it. However, so many people nowadays use the virtual world to satisfy their needs of adventure and real world experiences that video games can only simulate. In paragraph 17, McGonigal states that, “Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not,” which is partially true. Some experiences online can be useful when used correctly, but it can also be harmful. So often kids are using iPads and technology to imitate real world adventures that kids should experience because of improper parenting skills. So, the world needs to remain a place for adventure instead of a place where kids and adults stay away from reality and hide behind a screen.

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My reaction to Jane McGonigal statement is that I agree with her in some areas. Yes, I agree that video games are teaching us and inspiring us that the real world can’t provide, but i do not agree with the statement that they are connecting us that the real world can not do. McGonigal stated that, “where are the burst of exhilarating and creative game accomplishment,” which shows that people do feel more alive and inspired when playing video games. McGonigal also stated that, “They are bringing us together in ways that reality is not.” This statement i do not agree with in some way they are bring us together, but ever since covid everyone has been way to distant, making communities in real life is a lot harder than online because everyone is online. No one is taking the chance to talk to people now. So that is my reaction to McGonigal statement.

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I agree with McGonigal claim that video games are satisfying humans and there needs because it states in the text that people are leaving “in favor of simulated environments on online games” they are applying all there talents to video games that they could have spent in the real world on there nine to five or school. So many people around the world that you would not even expect like United States troops who are also using online as an escape from reality. They have spent all night playing and waking up tired for work not doing there best but when they get home they are able to stay up all night and play there heart out with all there effort. In conclusion people are not putting there best in to there work but they put there absolute best into games.

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My opinion to McGonigal’s claim is that gaming can be a great escape for those who would rather spend their time on a game where they can win achievements, cosmetics, prizes, and unlock new levels. Video games can be a safe space for a lot of people as well, however games can not replace reality. The real world can be a tough place to be in, and escaping it is relieving, but games shouldn’t take reality’s place. In paragraph sixteen, McGonigal says, “The fact that so many people of all ages, all over the world, are choosing to spend so much time in game worlds is a sign of something important, a truth we urgently need to recognize.” I completely agree with McGonigal’s statement because playing games rather than doing something productive, or important to their lives can cause laziness and create short attention spans. Gaming can be a distraction and keep the world’s beauty from those behind a screen. Video games are great for free time, but should not be an alternative to reality.

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I agree totally. It acts as an escape from reality for some people which is what the author says. Which is so sad that our world has came to something like this and how this is an escape. In the first page the author states “they are the 9-5 workers” This shows that the people who get home from work use games as an escape from reality. This escape can be good and bad. If you have no social life other than games then that is very bade for you

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McGonical is most definitely correct especially because our generation is very dependent on technology. All the social media apps and games provide a distraction from whatever is going on in our lives. In the article she mentions, “Our population devotes its greatest efforts to playing games, creates its best memories in the game environments, and experiences its biggest successes in game worlds.” As time goes on technology improves, so does the time we spend on games. Technology provides a purpose for “the nine-to-fivers who come home and apply all of the smarts and talents that are underutilized at work.” Due to the fact that some people don’t enjoy work, games can help put certain skills in to the light.

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There are things that the real world can satisfy that games cannot. McGonigal’s claim in paragraph 17 says, “in today’s society computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy.” McGonical states that, “Reality, compared to games, is broken,” but by abandoning reality to game, gamers are not making reality any better. If gamers want to feel satisfied in the real world they need to fix their reality instead of trying to escape it and ignoring the problem. If reality is “broken” then instead of abandoning it, gamers should work on fixing it rather than trying to satisfy their life with a fake view of the world.

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In today's society, computer and video games are fulfilling fantastical wants, not necessary, genuine human needs that the real world is providing. Video games are only but a big figment of creativity and imagination, which in the real world, does not exist in everyone’s everyday life. Fantastical wants, like experiencing slaying a dragon, is not a day-to-day need. In paragraph 5, it states, “young adults in China…have spent so much play money, or “QQ coins,” on magical swords and other powerful game objects,” which goes to show that computers and video games aren’t fulfilling human needs, but rather just fun wants, because “QQ coins” are not a necessity. The real world provides real money which could go towards necessities. In conclusion, in today's society, computer and video games are fulfilling fantastical wants, not necessary, genuine human needs that the real world is providing.

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I think that it’s sad that peoples’ lives are so terrible that the only way they can feel good about themselves is with online rewards and encouragement. In paragraph 17, it states, “Games are providing rewards that reality is not.” This clearly shows that for some people games are the only thing going well in people’s lives. Because they are the only thing going well, people are depending on games to make them happy. This sort of dependency in unhealthy and harmful. I think this means we need to reassess peoples’ mental health needs, then to hopefully have less people relying and putting their entire emotional state into games and online worlds.

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My stance on this issue is that it makes a lot of sense why people are moving towards video games for fulfillment. A lot of times people with full time jobs or just boring lives might feel a need for something more exciting or fulfilling. This idea of reality not being fulfilling is further explain when Mcgonigal explains that, “Reality doesn’t motivate us effectively. Reality isn't engineered to maximize our potential. Reality wasn’t designed from the bottom up to make us happy.” This brings us back to the idea of some people not having fulfilling lives and needing to find their fulfillment in video game sand digital spaces.

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My reaction to McGonigals statement is that I initially agree with her. While reality can be fulfilling, it usually does not have the same effect as a video game. In a video game, a gamer constantly has the pleasures of “thrilling challenges, and powerful social bonding” (paragraph 9) that reality lacks. It’s true that gamers may occasionally experience these things in reality, although it’s not constant and not as motivating as if it was in a video game. This is only a couple examples of why gamers choose games over reality. I agree with McGonigal that reality lacks these experiences, making gamers spend hours on games to have the feeling of being fulfilled.

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People have always escaped into games it is not something new so there is no reason to be concerned about it. In the text we see Mcgonigal explain how “We can see how games could be a purposeful escape a thoughtful and active escape. And most importantly an extremely helpful escape.” Using this logic there is no reason to be worried about people escaping into games because McGonigal says it can be helpful.

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I definitely do agree with her statement that video games fulfill a need that the current world cannot satisfy. Video games offer a blissful escape from society today and allow for peoples talents and skill to be used in a progressive and useful way. I believe that this sentiment was expressed in paragraph 3 when it states, “They are the music lovers who have invested hundreds of dollars on plastic Rock band and Guitar hero instruments - in order to become virtuosos of video game performance.” This connects to the aforementioned claim by telling us that music lovers are spending lots of money on virtual instruments to become proficient in performing in the video game. Not everybody has the skill or materials to become a successful guitarist or drummer, but they want to experience that, and they have the passion to play music. To summarize, Rock Band and Guitar Hero are good examples of video games fulfilling a need that the real world cannot satisfy.