In ‘Big Huggin,’ players control the action by giving affection to a teddy bear controller.
Game by Lindsay Grace; Photo by Stacey Stormes
Readers read, viewers watch and players do. That level of engagement gives games real power to influence people both within and outside the play itself.
Seeking to make stories that surround us.
'Screen,' by Noah Wardrip-Fruin, Robert Coover, Shawn Greenlee, Andrew McClain, and Ben "Sascha" Shine
People want video games and interactive experiences that help them explore deep and meaningful themes, such as creating family, valuing diversity and living responsibly.
Videogaming's rich cultural history is already being lost. We need to do more to save it.
How did we go from videogames played in bedrooms to watching live in front of an audience of millions?
Parents could certainly do more to be aware of what their children are playing. But threatening letters are unlikely to help.
Are these assaults ‘simply part of the game’ or a disturbing and unwelcome development?
Are video games societal microcosms wherein deviant behaviour flourishes and spills into “real life”? Or are they just harmless fun in which nobody really gets hurt? This endless debate usually concerns…