Cover by John Ferrara

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Introduction

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When it started, I have to admit that I was really excited.

As I was in the process of writing this book, out of pure coincidence interest in the positive effects that video games can have in the real world spontaneously erupted within the general culture. Although this was an idea that a lot of people had been promoting for some time, it had mostly flown under the public’s radar. Back in 2008, I had been a little worried that a UX book about solving real-world problems through games would be seen as a bit fringe. So when interest started to gather entirely of its own accord, I thought it was a great thing.

Then it started getting scary.

Things labeled “games” are springing up everywhere, and many them can be seen as games ...

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