Playing with Reality: How Games Have Shaped Our World

· Penguin Random House Audio · Narrated by Patty Nieman
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11 hr 39 min
Unabridged
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About this audiobook

NAMED A BEST BOOK OF THE YEAR BY THE ECONOMIST AND THE GUARDIAN

“Absorbing. . . . A revealing look at the hidden role that games have played in human development for centuries.” —Kirkus

“By turns philosophical and polemical, this is a provocative and fascinating book.” —The Economist

A wide-ranging intellectual history that reveals how important games have been to human progress, and what’s at stake when we forget what games we’re really playing.


We play games to learn about the world, to understand our minds and the minds of others, and to make predictions about the future. Games are an essential aspect of humanity and a powerful tool for modeling reality. They’re also a lot of fun. But games can be dangerous, especially when we mistake the model worlds of games for reality itself and let gamification co-opt human decision making.

Playing with Reality explores the riveting history of games since the Enlightenment, weaving an unexpected path through military theory, political science, evolutionary biology, the development of computers and AI, cutting-edge neuroscience, and cognitive psychology. Neuroscientist and physicist Kelly Clancy shows how intertwined games have been with the arc of history. War games shaped the outcomes of real wars in nineteenth and twentieth century Europe. Game theory warped our understanding of human behavior and brought us to the brink of annihilation—yet still underlies basic assumptions in economics, politics, and technology design. We used games to teach computers how to learn for themselves, and now we are designing games that will determine the shape of society and future of democracy.

In this revelatory work, Clancy makes the bold argument that the human fascination with games is the key to understanding our nature and our actions.

About the author

Kelly Clancy is a neuroscientist and physicist who has held research positions at MIT, Berkeley, University College London and the AI company DeepMind. Her research focuses on uncovering the principles of intelligence, and she has invented novel brain-computer interfaces to investigate the biological underpinnings of agency. Her essays on neuroscience and AI have appeared in Wired, Harper's and The New Yorker. She spent her childhood stuck on the first level of the video game Myst, and being repeatedly murdered by her younger sister in GoldenEye 007.

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