Key Moments

Jane McGonigal Interview (Full Episode) | The Tim Ferriss Show (Podcast)

Tim FerrissTim Ferriss
Howto & Style3 min read98 min video
Oct 27, 2015|6,302 views|72|3
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TL;DR

Jane McGonigal discusses using games to improve mental health, resilience, and real-world problem-solving.

Key Insights

1

Gamers possess unique cognitive and social strengths applicable to real-world challenges.

2

A 'gameful' mindset, focused on embracing challenges and learning from failure, can be cultivated outside of digital games.

3

Games like Candy Crush can reduce cravings, while Tetris can prevent PTSD symptoms, demonstrating therapeutic potential.

4

Playing games can enhance empathy, improve relationships, and provide a sense of purpose and achievement.

5

Post-traumatic growth can be achieved by embracing challenges voluntarily, not just through uncontrollable trauma.

6

Limiting gameplay to under 21 hours per week and focusing on real-world benefits, rather than pure escapism, prevents addiction.

THE POWER OF A GAMIFIED MINDSET

Jane McGonigal, a leading researcher in game studies, advocates for a 'gameful' mindset, distinct from gamification, which involves embracing challenges with optimism, determination, and collaboration. This mindset, naturally adopted during play, can significantly enhance problem-solving, learning, and resilience in everyday life. McGonigal's work, inspired by her own recovery from a severe concussion, explores how adopting an avatar-like perspective, focusing on strengths, and engaging in 'quests' can reframe difficulties as conquerable obstacles, thereby boosting dopamine levels and reversing negative emotional states.

GAME-BASED THERAPEUTIC APPLICATIONS

Emerging research highlights the therapeutic potential of common video games. Studies show that visually intensive games like Candy Crush Saga can reduce cravings for food or cigarettes by as much as 25% by occupying visual processing centers in the brain. Similarly, playing Tetris for short durations after witnessing a traumatic event can prevent PTSD symptoms and intrusive flashbacks. These examples illustrate how accessible games can be harnessed as low-risk, high-reward interventions for various mental health challenges, offering a readily available tool to improve well-being.

TRANSFORMING TRAUMA INTO GROWTH

McGonigal's own serious head injury led her to develop 'Jane the Concussion Slayer,' a game designed to reframe recovery as a heroic quest. This experience solidified her research on Post-Traumatic Growth (PTG), which suggests that individuals can develop greater self-understanding, stronger relationships, and clearer life priorities by confronting significant challenges. The 'gameful' approach emphasizes that while pain is inevitable, suffering is optional, allowing individuals to seek out voluntary obstacles to build psychological resources, similar to how athletes train or individuals embark on challenging spiritual journeys.

ENHANCING SOCIAL CONNECTION AND EMPATHY

Beyond individual benefits, games like Call of Duty can significantly improve social bonds and empathy, particularly when played in the same physical space. This enhances mind-body synchronization, leading to mirrored breathing, heart rates, and even brain activity, fundamentally building compassion. Games also serve as powerful social connectors, fostering shared experiences and opportunities for mutual support, whether it's collaborating in a game or discussing strategies with friends and family, thereby enriching one's social support network and improving overall quality of life.

NAVIGATING GAMING RESPONSIBLY

McGonigal acknowledges the addictive potential of modern games but stresses that responsible engagement is key. She identifies a critical threshold of 21 hours per week beyond which negative impacts on other life aspects become apparent. Crucially, viewing games as an 'escape' predicts negative outcomes, whereas recognizing their benefits, whether cognitive enhancement, social connection, or stress management, fosters a gameful mindset that translates to real-world gains. The recommendation is to engage in short, intentional play sessions (10-20 minutes daily) with a clear purpose.

CURATED GAME RECOMMENDATIONS AND FUTURE POTENTIAL

For practical application, McGonigal suggests accessible games like Tetris (for anxiety and PTSD prevention), Candy Crush Saga (for cravings), Minecraft (for resilience), or co-op puzzle games like Portal 2 (for collaboration and problem-solving). She also highlights the value of non-digital games like board games or sports, emphasizing that any enjoyable game can foster a gameful mindset when approached with intention. Her upcoming work aims to further explore the spiritual and cognitive benefits of gameplay, drawing parallels with Buddhist practices and advocating for wider understanding of games as tools for profound personal growth.

Gameful Mindset for Health & Performance

Practical takeaways from this episode

Do This

Adopt a 'secret identity' or avatar for real life to focus on strengths and skills, like 'Jane the Concussion Slayer'.
Recruit allies (friends/family) to support your 'quests' and keep you accountable.
Collect and activate 'power-ups' (quick bursts of positive emotion) throughout the day to balance negative emotions.
Play games (digital or traditional) regularly, even 10-20 minutes daily, to build a gameful mindset.
Engage in purposeful play, understanding the specific benefits you seek, rather than just escaping reality.
Limit total gaming time to under 21 hours per week (3 hours per day average) to prevent negative life impacts.
For addiction, gradually reduce gaming time to 20 hours/week instead of quitting abruptly to avoid withdrawal.
Play visually intense games like Tetris or Candy Crush for 10-15 minutes to reduce cravings, within six hours (or even 24 hours after re-priming the memory) of a traumatic event to prevent PTSD flashbacks.
Play co-op video games in the same physical room with others to increase Mind-Body synchronization and strengthen relationships.
Watch professional sports while making predictions to boost dopamine and improve mental alertness.

Avoid This

Do not view games solely as an escape from real life or problems, as this can lead to compulsive behavior.
Do not exceed 21 hours of gaming per week, as this is a tipping point for negative consequences on health, mood, and work/school.
Do not take away games from someone struggling with addiction without offering alternatives, as games can act as psychological support.
Don't rely on therapy alone; combine game-based interventions with traditional treatments for amplified benefits.

Common Questions

Jane McGonigal is a senior researcher at The Institute for the Future and author of 'Reality Is Broken' and 'SuperBetter'. Her pioneering work focuses on the psychological strengths of gamers and how the 'gameful mindset' can be applied to real-world problems to improve happiness, health, and resilience.

Topics

Mentioned in this video

Software & Apps
Wired

A publication where Jane McGonigal's work has been featured.

99designs

A graphic design platform used by Tim Ferriss for everything from banner ads to book covers.

World of Warcraft

A role-playing game mentioned as an example of a game that can be highly addictive; Jane McGonigal acknowledges its quality but limited her playtime.

Bejeweled

A game similar to Candy Crush Saga, mentioned as highly visually intensive and capable of occupying the visual processing center of the brain.

Tetris

A puzzle game that occupies the visual processing center of the brain, shown in studies to reduce cravings and prevent flashbacks related to PTSD.

Portal

An incredibly challenging yet hilarious single-player puzzle game recommended for provoking positive emotions.

Jane McGonigal's Website

Jane McGonigal's personal website (janemcgonigal.com) where people can find out more about her work.

Candy Crush Saga

A visually intensive mobile game that clinical studies suggest can reduce cravings for food or cigarettes by occupying the visual processing center of the brain.

Remission

A free-to-play video game designed by HopeLab, shown in clinical trials to improve optimism, self-efficacy, and adherence to chemotherapy doses in cancer patients.

Call of Duty

A high-speed, fast-action video game that can improve relationships and compassion when played with others in the same physical space due to Mind-Body synchronization.

Clash of Clans

A popular mobile game recommended for its social benefits through micro-conversations with friends and family while playing.

Words With Friends

A popular mobile game recommended for its social benefits through micro-conversations with friends and family.

Minecraft

A popular building game for kids and adults, recommended as a great resilience-building game due to its challenges and fresh starts after 'dying'.

Portal 2

A co-op puzzle game that Jane and her husband used to improve their race navigation skills, demonstrating physical carryover from game skills.

showmethescience.com

A website created by Jane McGonigal where she collects and provides access to scientific studies supporting the benefits of gameful living.

People
Jane McGonigal

Senior researcher at The Institute for the Future and author of 'Reality Is Broken' and 'SuperBetter'. She specializes in game design to improve human lives.

George Bush

Mentioned by Jane McGonigal as the president she knew was not in office after her concussion, highlighting her memory loss.

Kelly McGonigal

Jane McGonigal's identical twin sister, a psychology professor at Stanford University, who acted as her 'Watcher' (ally) during her concussion recovery.

Adam Gazzaley

A researcher from UCSF whose work on cognitive enhancement benefits of video games was referenced by Tim Ferriss.

Joseph Campbell

A mythologist known for his work on the 'Hero's Journey', referenced in the context of epic game narratives and their spiritual elements.

Milo of Croton

An ancient Greek wrestler, whose legend of gaining strength by carrying a calf daily is compared to the progressive resistance of carrying a growing baby.

Bill Gates

Initially came to Jane McGonigal's mind when asked about a successful person, but she consciously shifted to a woman.

Elizabeth Warren

U.S. Senator, mentioned by Jane McGonigal as a successful woman for her efforts in pushing back against powerful interests and advocating for systemic change.

Oprah Winfrey

Media mogul and talk show host who completed exercises from Jane McGonigal's 'SuperBetter' book and collaborated on 'The Thank You Game' to spread gratitude.

Tony Hawk

Legendary skateboarder and entrepreneur, mentioned as someone who completed exercises from Jane McGonigal's 'SuperBetter' book.

James Carse

A professor of religious studies at New York University and author of 'Finite and Infinite Games'.

Sheri Huber

Jane McGonigal's favorite Buddhist teacher and author of 'Suffering is Optional'.

Tara Brach

A mindfulness and Buddhist teacher recently interviewed by Tim Ferriss, mentioned for her fantastic contributions.

Marcus Aurelius

A Stoic philosopher whose writings Tim Ferriss is a huge fan of.

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