Read it! In truth, I don't think it will help you make better games by any significant degree, but it'll get you thinking about all manner of issues in relation to what it means culturally and cognitively to make games in the first place. It contains a lot of ideas and information I either just didn't know about or hadn't thought deeply on before. One thing about this book I haven't seen mentioned anywhere is its format, which makes it really fun to read (got it yesterday, finished it yesterday): it's sideways like a Dilbert book, and each pair of pages has one of text (not a lot - for a 250 page book, this is a very quick read) and one with a cartoon of some sort on it. The cartoons reflect and expand on the text to some extent (sometimes they're more like diagrams in fact), and just make jokes sometimes too. For an extremely academic book (containing words like "systematizing" and "ludemes"), it's very light and fun. And as far as improving your game design, it does have a pretty handy checklist you can use to see if your game is good. That's a very small part of it, though. It also brings up a lot of really difficult notions, and probably some things you'll disagree with (I did!). A lot of it is of course common sense (like "don't make your game too hard or too easy"), but it explains the reasons behind it, with psychological stuff. It gives you more you can think about in regard to game designs than you surely ever have. And the epilogue is practically a poem. It's mainly for the epilogue that I am going to try to get my parents to read this. The epilogue talks about why what we do is important (no, I DON'T need a real job, thank you!). It's for the strong connection between my role as a game designer and the role of a teacher that I'm getting my wife to read it. Two thumbs up.