Age, Biography and Wiki

Jane McGonigal was born on 21 October, 1977 in Philadelphia, Pennsylvania, U.S., is an American game designer and author (born 1977). Discover Jane McGonigal's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is she in this year and how she spends money? Also learn how she earned most of networth at the age of 46 years old?

Popular As N/A
Occupation Game designer, game researcher
Age 46 years old
Zodiac Sign Libra
Born 21 October 1977
Birthday 21 October
Birthplace Philadelphia, Pennsylvania, U.S.
Nationality United States

We recommend you to check the complete list of Famous People born on 21 October. She is a member of famous Game designer with the age 46 years old group.

Jane McGonigal Height, Weight & Measurements

At 46 years old, Jane McGonigal height not available right now. We will update Jane McGonigal's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
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Who Is Jane McGonigal's Husband?

Her husband is Kiyash Monsef (m. 2005)

Family
Parents Not Available
Husband Kiyash Monsef (m. 2005)
Sibling Not Available
Children Not Available

Jane McGonigal Net Worth

Her net worth has been growing significantly in 2023-2024. So, how much is Jane McGonigal worth at the age of 46 years old? Jane McGonigal’s income source is mostly from being a successful Game designer. She is from United States. We have estimated Jane McGonigal's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income Game designer

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Timeline

1977

Jane McGonigal (born October 21, 1977) is an American author, game designer, and researcher.

McGonigal is known for her game Jane the Concussion Slayer and her role as Director of Game Research and Development at Institute for the Future.

McGonigal was brought up in New Jersey.

Her parents are teachers who emphasized intellectual attainment.

Her identical twin sister, Kelly McGonigal, is a psychologist.

1999

McGonigal received her Bachelor of Arts in English from Fordham University in 1999, and her Ph.D. in Performance Studies from the University of California, Berkeley in 2006.

She was the first in the department to study computer and video games.

2006

McGonigal has been developing commercial games since 2006, some of which are listed in the following chart:

2008

In 2008, she became the Director of Game Research and Development at Institute for the Future, and in 2012, the Chief Creative Officer at SuperBetter Labs.

2009

In 2009, she suffered a debilitating concussion that helped her develop a game, Jane the Concussion Slayer, for treating her concussion and other similar conditions; the game was later renamed SuperBetter.

McGonigal writes and speaks about alternate reality games and massively multiplayer online gaming.

She also writes about the way that collective intelligence can be generated and used as a means for improving the quality of human life or working towards the solution of social ills.

She has stated that gaming should be moving "towards Nobel Prizes."

McGonigal has been called "the current public face of gamification."

Despite this, McGonigal has objected to the word, stating, "I don't do 'gamification,' and I'm not prepared to stand up and say I think it works. I don't think anybody should make games to try to motivate somebody to do something they don't want to do. If the game is not about a goal you're intrinsically motivated by, it won't work."

After earning her Bachelor of Arts in English, McGonigal started developing her first commercial games.

As a designer, McGonigal became known for location-based and alternate reality games.

She has taught game design and game studies at the San Francisco Art Institute and the University of California, Berkeley.

In July 2009, Jane suffered a concussion after hitting her head in her office.

The symptoms were severe and lasted for several weeks.

They made her feel suicidal.

She requested her friends to give her tasks to do each day.

Wanting to recover from her condition, she created a game to treat it.

The game was initially called Jane the Concussion-Slayer (after Buffy the Vampire Slayer), then renamed SuperBetter.

McGonigal raised $1 million to fund an expanded version of the game.

Additionally, she has collaborated on commissioned games for the Whitney Museum of American Art and the Museum of Contemporary Art, Los Angeles.

2011

On January 20, 2011, McGonigal's first book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, discusses gaming, massively multiplayer online gaming and alternate reality games.

Using current research from the positive psychology movement, McGonigal argues that games contribute to human happiness and motivation, a sense of meaning, and community development.

The book was met with a favorable reception from The Los Angeles Times and Wired and mixed reviews from The Independent.

The book received criticism from some quarters, notably the Wall Street Journal, which felt that her thesis—which claimed to use games to "fix" everyday life by giving it a sense of achievement and making it seem more fulfilling and optimistic—made "overblown" claims from minor examples, and did not address conflicting individual goals and desires, or the influence of "evil."

The New York Times Book Review also criticized some points in her book, citing the lack of evidence demonstrating that in-game behavior and values could translate into solutions to real-world problems such as poverty, disease, and hunger.

2015

On September 15, 2015, McGonigal's second book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver, and More Resilient, was published by Penguin Press.

It was #7 on the New York Times Best Seller: Advice, How-to, and Miscellaneous List its debut week.

McGonigal's third book, Imaginable: How to See the Future Coming and Feel Ready for Anything―Even Things That Seem Impossible Today, was released on March 22, 2022.