Final answer:
The question asks for a personal stance on McGonigal's argument in 'Reality is Broken' regarding the potential of video games to impact cognitive skills and real-world problem-solving. The answer should reflect on the evidence provided, the credibility of the argument, and counter-arguments including concerns over unrealistic expectations set by games versus real-world challenges.
Step-by-step explanation:
The question pertains to whether one agrees with the argument presented by Jane McGonigal in 'Reality is Broken', specifically in Part Two of the book. This discussion centers around the assessment of the effectiveness of video games and their impact on cognitive skills and real-world problems. McGonigal suggests that games can positively contribute to cognitive abilities and can be leveraged for real-world problem-solving, a point that some might find persuasive. However, others argue that entertainment, such as video games, can create a false sense of reality and that tangible achievements in the external world are more significant.
Whether the logic of McGonigal's position is credible requires scrutiny of the evidence and consideration of potential omissions. Additionally, we must consider if the optimism about human innovation is capable of addressing the difficulties highlighted by careful analysis without dismissing the challenges of our time, such as pushing planetary boundaries. It is important to weigh both McGonigal's arguments and the counter-arguments to arrive at a reasoned conclusion about the role of games in enhancing reality and addressing real-world issues.