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The witness secret ending
The witness secret ending











the witness secret ending

The problem lies in how we fundamentally think of games and how to make them. what makes games a commercial success does not work for social change.We do need people working on epic problems, but I believe we ignore the people in our lives in order to be the hero for the final boss we don’t know how to reach. Instead we see game design deployed more for entertainment and business, which are fine uses on their own but are not the ways we as creators are going to enable people to change the world. This is an issue when games promised to change epic problems. The discipline doesn’t have a good sense of how they are impacting the world, if they are at all. Not only do very few companies and developers release data on how much they’ve impacted their target issue or audience, few even do that data collection in the first place.

the witness secret ending

I wish I could have a nice bar graph that showed you the issues of the world before and after serious games came around, but there is little research on the topic.

the witness secret ending

  • there’s not enough numbers on whether or not games are changing the world.
  • So how much are games impacting the world for good? My experience in the field finds that players of serious games are only really interested in the game part of that process, and as soon as their interest in the game fades, so does the underlying mission of spreading social messages. Game design here is typically used in a top-down system where a client wants to make people feel or do things differently and a game designer uses fun in order to encourage desired behavior or takeaways. These are epic initiatives, which stand in contrast to this everyday activism I am speaking about today. You may have heard of Games for Change, an organization dedicated to social impact games that’s been around for more than a decade. There is a whole genre called serious games that specifically uses play for education and social interests. It inspired me and many others interested in how culture works to pursue our interest in games as a medium of choice to enable social change. Six years ago, Jane McGonigal gave an influential TED talk about how epic gameplaying can help tackle epic social problems. I am not the first person to suggest games and play can be used to impact the world’s many problems.
  • we need to rethink how we are currently using games for social impact.
  • And the process of this everyday activism will be one of play.

    the witness secret ending

    I believe the answer to better futures is one rooted in everyday activism instead one that engages mostly on an epic scale. But with this heightened awareness, there isn’t a better time to activate grassroots efforts of ordinary people. Many people feel powerless in affecting the world in any tangible way. “How do I end sexism?” It’s easy to be overwhelmed with not only trying to imagine a world without social oppression and irresponsibility, but how to even get there. Police brutality, settler and native conflicts, poverty, climate change, labor, all of these are huge, epic issues that we are now tasked to solve. Over drinks, through social media, the classroom, this is the question I get the most when discussing social problems through my work. Given current events, this is on everyone’s mind.













    The witness secret ending