tag:theconversation.com,2011:/au/topics/game-design-46981/articlesGame design – The Conversation2024-03-13T16:44:21Ztag:theconversation.com,2011:article/2240992024-03-13T16:44:21Z2024-03-13T16:44:21ZI created a ‘cosy game’ – and learned how they can change players’ lives<figure><img src="https://images.theconversation.com/files/578950/original/file-20240229-30-ra1ord.jpg?ixlib=rb-1.1.0&rect=0%2C0%2C3964%2C2245&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">Cosy games exploded in popularity during the pandemic.</span> <span class="attribution"><a class="source" href="https://www.shutterstock.com/image-vector/cozy-pixel-art-lofi-banner-8bit-2319246649">Takoyaki Tech/Shutterstock</a></span></figcaption></figure><p>The COVID pandemic transformed our lives in ways many of us are still experiencing, four years later. One of these changes was the significant uptake in gaming as a hobby, chief among them being “cosy games” <a href="https://theconversation.com/cosy-gaming-how-curling-up-with-animal-crossing-is-changing-what-it-means-to-be-a-gamer-196609">like Animal Crossing: New Horizons</a> (2020).</p>
<p>Players sought comfort in these wholesome virtual worlds, many of which allowed them to socialise from the safety of their homes. Cosy games, with their comforting atmospheres, absence of winning or losing, simple gameplay, and often heartwarming storylines provided a perfect entry point for a new hobby. They also offered predictability and certainty at a time when there wasn’t much to go around.</p>
<p>Cosy games are often made by small, independent developers. “Indie games” have long been evangelised as the <a href="https://gamemaker.io/en/blog/what-are-indie-games">purest form of game development</a> – something anyone can do, given enough perseverance. This means they can provide an entry point for creators who hadn’t made games before, but were nevertheless interested in it, enabling a new array of diverse voices and stories to be heard.</p>
<p>In May 2020, near the start of the pandemic, the small poetry game <a href="https://videodante.itch.io/solitaryspacecraft">A Solitary Spacecraft</a>, which was about its developer’s experience of their first few months in lockdown, was lauded as <a href="https://www.rockpapershotgun.com/priceless-play-23-may-2020">particularly poignant</a>. Such games showcase a potential angle for effective cosy game development: a personal one. </p>
<p>Personal themes are often explored through cosy games. For instance, <a href="https://www.youtube.com/watch?v=UTCB9oqWidQ">Chicory</a> and <a href="https://kotaku.com/venba-cooking-game-switch-pc-ps5-xbox-game-pass-review-1850696280">Venba</a> (both released in 2023) tackle difficult topics like depression and immigration, despite their gorgeous aesthetics. This showcases the <a href="https://theconversation.com/how-gamergate-led-the-gaming-industry-to-embrace-more-diverse-and-caring-values-190068">diversity of experiences</a> on display within the medium. </p>
<p>However, as the world emerges from the pandemic’s shadow, the games industry is <a href="https://theconversation.com/the-video-game-industry-is-booming-why-are-there-so-many-layoffs-222685">facing significant challenges</a>. <a href="https://www.pcgamer.com/the-impact-of-16000-games-industry-layoffs-in-one-chart">Economic downturns and acquisitions</a> have caused large layoffs across the sector. </p>
<p>Historically, restructurings like these, or discontent with working conditions, have led talented laid-off developers to <a href="https://www.gameinformer.com/2021/04/16/the-story-behind-supergiant-games-bastion">create their own companies</a> and <a href="https://www.forbes.com/sites/paultassi/2021/05/12/book-review-jason-schreiers-press-reset-ruin-and-recovery-in-the-video-game-industry/?sh=5a245c8139b6">explore indie development</a>. In the wake of the pandemic and the cosy game boom, these developers may have more personal stories to tell.</p>
<h2>Making my own cosy game</h2>
<p>I developed my own cosy and personal game during the pandemic and quickly discovered that creating these games in a post-lockdown landscape is no mean feat.</p>
<p><a href="https://whatwetakewith.us/">What We Take With Us</a> (2023) merges reality and gameplay across various digital formats: a website, a Discord server that housed an online alternate reality game and a physical escape room. I created the game during the pandemic as a way to reflect on my journey through it, told through the videos of <a href="https://www.youtube.com/channel/UCr_2C1KIwdgg6cvEEMVXsdg">game character Ana Kirlitz</a>. </p>
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<figcaption><span class="caption">The trailer for my game, What We Take With Us.</span></figcaption>
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<p>Players would follow in Ana’s footsteps by completing a series of ten tasks in their real-world space, all centred on improving wellbeing – something I and many others desperately needed during the pandemic.</p>
<p>But creating What We Take With Us was far from straightforward. There were pandemic hurdles like creating a physical space for an escape room amid social distancing guidelines. And, of course, the emotional difficulties of wrestling with my pandemic journey through the game’s narrative. </p>
<p>The release fared poorly, and the game only garnered a small player base – <a href="https://www.polygon.com/2018/9/28/17911372/there-are-too-many-video-games-what-now-indiepocalypse">a problem emblematic of the modern games industry</a>.</p>
<p>These struggles were starkly contrasted by the feedback I received from players who played the game, however. </p>
<p>This is a crucial lesson for indie developers: the creator’s journey and the player’s experience are often worlds apart. Cosy, personal games, as I discovered, can change the lives of those who play them, no matter how few they reach. They can fundamentally change the way we think about games, allow us to reconnect with old friends, or even inspire us to change careers – all real player stories.</p>
<h2>Lessons in cosy game development</h2>
<p>I learned so much about how cosy game development can be made more sustainable for creators navigating the precarious post-lockdown landscape. This is my advice for other creators.</p>
<p>First, collaboration is key. Even though many cosy or personal games (like <a href="https://www.gq.com/story/stardew-valley-eric-barone-profile">Stardew Valley</a>) are made by solo creators, having a team can help share the often emotional load. Making games can be taxing, so practising self-care and establishing team-wide support protocols is crucial. Share your successes and failures with other developers and players. Fostering a supportive community is key to success in the indie game landscape.</p>
<p>Second, remember that your game, however personal, is a product – not a reflection of you or your team. Making this distinction will help you manage expectations and cope with feedback. </p>
<p>Third, while deeply considering your audience may seem antithetical to personal projects, your game will ultimately be played by others. Understanding them will help you make better games.</p>
<p>The pandemic reignited the interest in cosy games, but subsequent industry-wide troubles may change games, and the way we make them, forever. Understanding how we make game creation more sustainable in a post-lockdown, post-layoff world is critical for developers and players alike. </p>
<p>For developers, it’s a reminder that their stories, no matter how harrowing, can still meaningfully connect with people. For players, it’s an invitation to embrace the potential for games to tell such stories, fostering empathy and understanding in a world that greatly needs it.</p>
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<p><em>Looking for something good? Cut through the noise with a carefully curated selection of the latest releases, live events and exhibitions, straight to your inbox every fortnight, on Fridays. <a href="https://theconversation.com/uk/newsletters/something-good-156">Sign up here</a>.</em></p>
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<p class="fine-print"><em><span>Adam Jerrett does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.</span></em></p>Cosy, personal games, as I discovered, can change the lives of the people who make them and those who play them.Adam Jerrett, Lecturer, Faculty of Creative & Cultural Industries, University of PortsmouthLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/2178432023-12-04T16:08:12Z2023-12-04T16:08:12ZAll the video games shortlisted for the 2023 Game Awards – reviewed by experts<p><em>Six games were shortlisted for game of the year at the 2023 Game Awards – the industry’s equivalent of the Oscars. Our academics reviewed the finalists ahead of the ceremony, which revealed Baldur’s Gate 3 to be the winner. You can read our <a href="https://theconversation.com/baldurs-gate-3-wins-game-of-the-year-at-2023s-game-awards-219519">full review of it here</a>.</em></p>
<h2>Marvel’s Spider-Man 2</h2>
<p><em>Platform: PlayStation 5</em></p>
<p>Modern life is tough. Maintaining the perfect work/life balance, managing your bills and other priorities – it’s complicated stuff. Add saving the world to that list, and Spider-Man has quite the calendar to manage. Marvel’s Spider-Man 2 brings us two Spider-Men – Peter Parker and Miles Morales – as they balance the challenges of life with being superheroes. </p>
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<p>There have been countless superhero games, but few like this one. It balances a rich story with classic and complex villains such as <a href="https://marvel.fandom.com/wiki/Sergei_Kravinoff_(Earth-616)">Kraven the Hunter</a> and <a href="https://theconversation.com/venom-an-excellent-superhero-film-perhaps-best-not-experienced-in-4dx-104557">Venom</a>. The fast-paced combat is almost balletic – webbing up a manhole cover and flinging it at a villain feels oddly beautiful. Then there’s the open world, a near-perfect replica of New York densely packed with people, life and – of course – super-villains. </p>
<p>It feels less like you’re playing a game, and more like you’re entering someone else’s world for a short period of time – and I love it.</p>
<p><em>by Theo Tzanidis, senior lecturer in digital marketing</em></p>
<h2>Super Mario Bros. Wonder</h2>
<p><em>Platform: Nintendo Switch</em></p>
<p>Super Mario Bros. Wonder is the first traditional side-scrolling Super Mario game since <a href="https://www.youtube.com/watch?v=KdZU1vhxkg8">New Super Mario Bros. U.</a> in 2012. A side scrolling game is one where the player is seen from a side-view camera angle and the screen follows the player as they move from the left to the right of the screen – the classic Mario format. </p>
<p>Wonder, however, is not a reinvention but a remix, crystallising the gameplay of the original <a href="https://www.nintendo.com/us/store/products/arcade-archives-mario-bros-switch/">Mario Bros. arcade game</a> (1983), the experimentation of New Super Mario Bros. U (2012), with nods to <a href="https://www.youtube.com/watch?v=5nW9o6M5zFo">3D World + Bowser’s Fury</a> (2021).</p>
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<p>With 40 years of muscle memory accumulated, playing the latest 2D platformer will instantly feel familiar. However, skill, memory and mastery quickly give way to impulse and adaptability with the activation of Wonder Flowers – in-game tokens that alter the game mechanics. Wonder is brilliant – a return, an extension, an update that mixes and remixes its history in ways that are, well, wonderful.</p>
<p><em>by Michael Samuel, lecturer in digital film and television</em></p>
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<a href="https://theconversation.com/the-super-mario-bros-movie-dont-watch-it-for-the-story-but-for-how-it-successfully-represents-gameplay-203592">The Super Mario Bros. Movie: don't watch it for the story but for how it successfully represents gameplay</a>
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<h2>Baldur’s Gate 3</h2>
<p><em>Platform: PlayStation 5, Xbox Series X/S, Windows, macOS</em></p>
<p>Baldur’s Gate 3 is a computer role-playing game set in the world of <a href="https://theconversation.com/dungeons-and-dragons-licence-changes-threaten-the-fan-community-the-game-relies-upon-legal-expert-explains-199327">Dungeons and Dragons</a> – the fantasy tabletop role-playing game where players choose their adventure and dice rolls determine outcomes. The game features a rich narrative that explores themes of mass displacement, religious fanaticism, political corruption and the allure of absolute power. </p>
<p>While players are free to choose their own moral pathways through this thorny terrain, the team mechanics and the dynamic ensemble cast imply that interdependence, solidarity and trust are the compass points that should guide us. </p>
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<p>Players recruit a diverse band of adventurers to aid them on their travels and each ally has their own compelling backstory, beliefs and goals. Forming friendships – and potentially romantic relationships – with these brilliantly written characters makes every narrative decision feel meaningful and every dice roll feel fraught.</p>
<p>The strengths of Baldur’s Gate 3 are its deft oscillation between immersive role-playing, strategic turn-based combat and careful resource management – in conjunction with its beautiful, expansive gameworld. I don’t really have anything bad to say about it. Having completed a single-player run, I am now hugely enjoying playing in local co-op mode with my partner and I can see myself replaying Baldur’s Gate 3 several more times. </p>
<p><em>By Emma Reay, lecturer in games studies and game design</em></p>
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<a href="https://theconversation.com/baldurs-gate-3-wins-game-of-the-year-at-2023s-game-awards-an-expert-review-219519">Baldurs Gate 3 wins game of the year at 2023's Game Awards – an expert review</a>
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<h2>Resident Evil 4</h2>
<p><em>Platform: PlayStation 5, Xbox Series X/S, PC via Steam</em></p>
<p>This remake of Resident Evil 4 had much to live up to. The <a href="https://www.metacritic.com/game/resident-evil-4-2005/">2005 original</a> represented a substantial departure from the atmospheric horror of its forebears towards action-driven gameplay. And what action! Our hero, Leon, rampages his way across a sepia-drenched Spanish village, in his quest to rescue the president’s daughter from the hands of a diabolical cult leader.</p>
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<p>Leon’s gung-ho intervention is assisted by a splendid armoury of handguns, shotguns and the occasional heavy ordnance. No mere shooting gallery, Resident Evil 4 updates the visceral combat with considerable aplomb, where combat arenas demonstrate highly dynamic and escalating scenarios. Firearms and their corresponding upgrades provide nuanced choices with regards to power, precision and clearance. Understanding the intricacies of combat guides the player’s journey – first fearful, then fearless. All told, Resident Evil 4 is an unforgettable Spanish holiday.</p>
<p><em>Reviewed by David Stevenson, assistant professor in the school of film</em></p>
<h2>Alan Wake 2</h2>
<p><em>Platform: PlayStation 5, Xbox Series X/S, PC</em></p>
<p>Alan Wake 2 marks a significant shift from the original game’s action-adventure mechanics to a narrative-driven survival horror. Players alternate between Alan – trapped in The Dark Place since the first game – and new protagonist, FBI agent Saga Anderson, who is investigating the enigmatic town of Bright Falls. The game oscillates between the two characters, balancing Saga’s investigations with Alan’s nightmarish experiences in the surreal New York of The Dark Place.</p>
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<p>While the original game’s combat returns in a refined form, Alan Wake 2 focuses more on puzzle solving, aligning with the game’s mysterious tone. Enhanced by stellar audiovisual design, the game firmly immerses players in an unsettling atmosphere which constantly sees them question reality with the game’s frequent interplay between gameplay and live action cut scenes. Modern game development techniques like ray-tracing and asset streaming further support this immersion, allowing players to fluidly switch between protagonists and settings at will.</p>
<p>Alan Wake 2 not only surpasses its predecessor, but also pushes the survival horror genre’s boundaries, with game studio Remedy proving once again its dedication to creating polished, haunting and memorable gaming experiences.</p>
<p><em>Reviewed by Adam Jerrett, lecturer in computer games technology</em></p>
<h2>Zelda: Tears of the Kingdom</h2>
<p><em>Platform: Nintendo Switch</em></p>
<p><a href="https://theconversation.com/the-legend-of-zelda-tears-of-the-kingdom-review-a-masterclass-in-rewarding-curiosity-205797">Zelda: Tears of the Kingdom</a> is the Terminator 2 of sequels. It takes everything its predecessor, <a href="https://www.ign.com/games/the-legend-of-zelda-breath-of-the-wild">Breath of the Wild</a>, did right (vast exploration, diverse combat and compelling story) and enhances all of them. The addition of the highly contrasting Sky Islands and Hyrule Depths, as well as the difficult to manage Gloom debuff, adds a whole new challenge to exploration never before seen in a Zelda game. </p>
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<p>Alongside this come old enemies with fresh new looks and combat styles, along with the multitude of new monsters to discover as you run, swim and glide through Hyrule. The game does suffer from the same occasional frame rate issues as its predecessor, but not often and it does very little to detract from the spellbinding gameplay. Do not just take my word for it, this game is well worth picking up and experiencing for yourself.</p>
<p><em>Reviewed by Henryk Haniewicz, game developer and research fellow</em></p>
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<p><em>Looking for something good? Cut through the noise with a carefully curated selection of the latest releases, live events and exhibitions, straight to your inbox every fortnight, on Fridays. <a href="https://theconversation.com/uk/newsletters/something-good-156">Sign up here</a>.</em></p>
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<p class="fine-print"><em><span>The authors do not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and have disclosed no relevant affiliations beyond their academic appointment.</span></em></p>Our academics review the finalists ahead of the announcement of the winner on December 7.Theo Tzanidis, Senior Lecturer in Digital Marketing, University of the West of ScotlandAdam Jerrett, Lecturer, Faculty of Creative & Cultural Industries, University of PortsmouthDavid Stevenson, Assistant Professor in the School of Film, Trinity College DublinEmma Joy Reay, Lecturer in Games Studies and Game Design, University of SouthamptonHenryk Haniewicz, Game developer and research fellow, University of SouthamptonMichael Samuel, Lecturer in Digital Film & Television, Department of Film and Television, University of BristolLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/2132442023-09-19T06:03:45Z2023-09-19T06:03:45ZStarfield is the latest game to be boycotted by conservatives. This time because of pronouns<figure><img src="https://images.theconversation.com/files/549023/original/file-20230919-25-rkla81.jpg?ixlib=rb-1.1.0&rect=3%2C3%2C2552%2C1433&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">
</span> <span class="attribution"><span class="source">XBox</span></span></figcaption></figure><p>One of the most highly anticipated game releases this year is Bethesda Studio’s action role-playing game Starfield. An open world game set in the year 2330 with over 1,000 explorable planets, it’s been <a href="https://www.washingtonpost.com/video-games/2021/06/13/starfield-bethesda/">described</a> by producer Todd Howard as “Like Skyrim in space” and by director Ashley Cheng as “the Han Solo simulator. Get in a ship, explore the galaxy, do fun stuff.”</p>
<p>New game releases are rarely without their controversies. Earlier this month, a clip of YouTuber <a href="https://www.youtube.com/channel/UC_zmPqauxanOAGszXfdipEA">HeelvsBabyface</a> complaining about the inclusion of pronouns in Starfield went viral. </p>
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<p>You take everything we love, all our immersions, all our fantasies, all our escapism, and you can’t help shovel your dogshit fucking crap ideology into everything.</p>
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<p>Other internet gaming personalities are claiming they will boycott the game over its inclusion of pronouns in the character creation system.</p>
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<p>All this is in a response to a window that pops up during character creation asking the player to confirm their character’s pronouns from three options: he/him, she/her, and they/them. </p>
<p>Larian Studios’ Dungeons & Dragons-based game <a href="https://www.rockpapershotgun.com/rpg-experts-on-why-we-love-baldurs-gate-3-and-the-future-of-the-genre">Baldur’s Gate 3</a> was released for Playstation 5 on the same day as Starfield. The game has a similarly detailed character creation system including three “identity” options: male, female, and non-binary/other, which has similarly incited criticism from gamers.</p>
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<h2>What is character creation?</h2>
<p>In an ever-growing age of increasing digital processing power and graphics capabilities, big-budget releases such as Starfield are judged by the level of detail in worldbuilding, graphical realism, and character customisation options. </p>
<p>Open world games <a href="https://www.pcgamer.com/how-game-sizes-got-so-huge-and-why-theyll-get-even-bigger/">keep getting bigger</a> and character creation systems are becoming increasingly comprehensive.</p>
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<p>The Sims (2000) was one of the first games to offer a highly detailed level of <a href="https://youtu.be/_b0Mj3B9JBU?si=5Z2BcFTYIIsvWYcu">character customisation</a>. Most role playing games follow The Sims’ established sequence of choosing male or female, which displays a default character on screen. Players then progress through different selection pages to further customise skin colour, body proportions, hairstyle, facial features and clothing.</p>
<p>Conventionally, the body initially chosen will then go on to limit options for hairstyles, facial hair, and clothing. It may also affect the character’s voice in-game, determine what pronouns with which they are referred to, and limit romance options.</p>
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<a href="https://theconversation.com/hogwarts-legacys-game-mechanics-reflect-the-gender-essentialism-at-the-heart-of-harry-potter-199604">Hogwarts Legacy's game mechanics reflect the gender essentialism at the heart of Harry Potter</a>
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<p>Newer releases are changing their approach to the sex, gender and body options to allow the creation of characters <a href="https://theconversation.com/hogwarts-legacys-game-mechanics-reflect-the-gender-essentialism-at-the-heart-of-harry-potter-199604">beyond the gender binary</a>. Some games, such as Elden Ring (2022), simply avoid gendering secondary sex characteristics by allowing players to choose between “Body A” or “Body B” in place of male or female. <a href="https://www.youtube.com/shorts/Ec24d2-QX80">Splatoon 3</a> does something similar. </p>
<p>Other games go a lot further: CD Projekt’s Cyberpunk 2077 (2020) was the first game to allow <a href="https://youtu.be/4Gk7ZI80-tk?si=ruhgmTr6cko4K22U">genital customisation</a>. Regardless of the gender chosen at the beginning of character creation, players may then select between two penis options (circumcised and uncircumcised) and a vagina, and can select a penis size from “small”, “default” and “big”. </p>
<p>Genital customisation does not affect gameplay, but according to <a href="https://screenrant.com/cyberpunk-2077-genital-options-decisions-change-anything-later/">ScreenRant</a>, “both aligns closely with the cyberpunk subgenre and allows for greater player expression”.</p>
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<h2>What are pronouns, and why do they upset some people?</h2>
<p>Pronouns are some of the first identifying words we learn. They form the basics of how we refer to ourselves and others, and we all have them. </p>
<p>Pronouns include words such as “I”, “me”, “you”, “your”, “she”, “his”, “them”, and “theirs”. When conservative internet personalities complain about pronouns, they are referring to the inclusive in-game options that allow people to create characters beyond the gender binary.</p>
<p>The argument that pronoun and custom genital options impedes player’s ability to have an “enjoyable experience” is a reflection of <a href="https://pursuit.unimelb.edu.au/articles/why-have-nearly-half-of-transgender-australians-attempted-suicide">real-world transphobia</a>. </p>
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<p>Trans and gender diverse people have <a href="https://www.proquest.com/docview/2464191923?accountid=14681&pq-origsite=primo&parentSessionId=A3ev1qHDCjcVo63ZM62pJ1Jf1%2BfffyZuxCAeBDYx%2Bfo%3D">used games</a> as a way to escape this reality, entering worlds where they can play as characters that align with their gender identity in ways their real-world body may not. </p>
<p>This is a <a href="https://youtu.be/G5s2V-K1vwE?si=ERSl06dYUmm-gFqn">common acting-out fantasy</a> among non trans players too, who might create a character who is stronger, taller, or more conventionally attractive than they perceive their real-world selves to be. Games offer a world where almost anything is possible, and with the added features in newer games such as Starfield, trans and gender diverse people have more possibilities than ever to perform their gender.</p>
<p>Those calling for a boycott of these games over their inclusion of pronoun options and customisable genitals are also seeking to act out a fantasy: one where trans and gender diverse people do not exist. To wish the world, even a fantasy world, be rid of all traces of gender diversity, is to impose a political ideology onto a game. </p>
<p>Paradoxically, this is the very thing these conservative reviewers are mad about. Politics informs all forms of media in some way, but especially so science-fiction narratives, which speculate on the myriad future possibilities of humanity and beyond. Inclusive options in character creation are not only a draw for the increasingly diverse consumers of digital games, they are also an important part of storytelling.</p><img src="https://counter.theconversation.com/content/213244/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>This article was co-written with Seth Malacari.</span></em></p>Starfields is one of the biggest games of 2023 – but it’s joined other recent games like Baldurs Gate 3 in being boycotted by conservatives because of the way it interacts with gender.Prema Arasu, Postdoctoral research fellow, The University of Western AustraliaLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/2052292023-05-11T20:09:03Z2023-05-11T20:09:03ZHere’s why The Legend of Zelda: Tears of the Kingdom is big news – even among those who don’t see themselves as ‘gamers’<figure><img src="https://images.theconversation.com/files/525003/original/file-20230509-27-cooabm.jpg?ixlib=rb-1.1.0&rect=0%2C2%2C1914%2C1074&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">
</span> <span class="attribution"><span class="source">The Legend of Zelda: Tears of the Kingdom Press kit</span></span></figcaption></figure><p>Early this morning, millions of people around the world rushed to their Nintendo Switch to play <a href="https://www.zelda.com/tears-of-the-kingdom/">The Legend of Zelda: Tears of the Kingdom</a> and immerse themselves anew in this game’s vast, mythical kingdom of Hyrule.</p>
<p>This fresh release, a sequel to 2017’s <a href="https://www.zelda.com/breath-of-the-wild/">The Legend of Zelda: Breath of the Wild</a>, has been long awaited by Zelda fans around the globe, and the subject of breathless coverage in both specialist gaming media and the <a href="https://www.nytimes.com/interactive/2023/05/04/arts/zelda-nintendo-history.html">mainstream press</a>. </p>
<p>So, why is this game such big news – even among those who don’t necessarily see themselves as “gamers”?</p>
<p>I’m a game design researcher focused on creating and developing systems that allow games to be played by anyone – and there cannot be a better example of that than The Legend of Zelda: Tears of the Kingdom. </p>
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Read more:
<a href="https://theconversation.com/the-super-mario-bros-movie-dont-watch-it-for-the-story-but-for-how-it-successfully-represents-gameplay-203592">The Super Mario Bros. Movie: don't watch it for the story but for how it successfully represents gameplay</a>
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<h2>Who is this game for?</h2>
<p>This game situates itself in the action-adventure genre, but that descriptor only scratches the surface. It offers an unparalleled open world, both in size and detail, and is uniquely able to cater to a huge audience. </p>
<p>Want to explore and discover a breathtakingly beautiful world? This game has you covered. Want to absorb a rich story built up over many years? This game lets you do that. Want to test your mettle and take down tough foes? This game is for you.</p>
<p>From the limited game play footage already released, it’s obvious Tears of the Kingdom allows the player to use their critical thinking skills to overcome puzzles their own way.</p>
<p>Taken together, Tears of the Kingdom and Breath of the Wild suggest Nintendo is pioneering a model focused on inclusivity and approachability. Players can take things at their own pace. The open-world exploration, engaging storytelling, mind-bending challenges and serene atmosphere draw audiences ranging from franchise veterans to those completely new to games. </p>
<p>Accessibility and creativity combine to give players an unparalleled level of freedom. The puzzles around every corner of the kingdom of Hyrule make this game compelling for newcomers and old hands alike.</p>
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<figcaption><span class="caption">The Legend of Zelda: Tears of the Kingdom – Official Trailer #3.</span></figcaption>
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<h2>What is The Legend of Zelda: Tears of the Kingdom?</h2>
<p>Despite the franchise name, the game’s protagonist is the young knight Link (Zelda is the name of the princess he must help to set free). His task is to save the mythical kingdom of Hyrule by ridding it of the tyrannical overlord Ganon. In the previous game, Link must travel across the kingdom, seeking aid from the diverse species and tribes of the lands to uproot and vanquish Ganon.</p>
<p>From the promotional videos and early game play footage of the new game, we know Ganon has returned and Link must embark on a new adventure to defeat him. </p>
<p>To do so, players must navigate and explore new mysterious sky islands high above Hyrule, as well as the familiar sprawling landscapes of the previous game.</p>
<p>With the shift to the skies, Link has also received an updated suite of skills. He can now rewind time, ascend through ceilings, and – most importantly – combine items to create new and exciting weapons or vehicles.</p>
<p>This game allows you to combine real-world and in-game knowledge to literally invent your own solutions.</p>
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<figcaption><span class="caption">The Legend of Zelda: Tears of the Kingdom – Official Trailer #2.</span></figcaption>
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<h2>Why was Breath of the Wild such a, well, game-changer?</h2>
<p><a href="https://www.zelda.com/breath-of-the-wild/">The Legend of Zelda: Breath of the Wild</a> caused genre-defining waves when it was released in 2017, forcing many to rethink what an open world game is.</p>
<p>Most open world games at the time featured much more linear narratives, forcing players to experience the world one small area after another. Many blocked players from content until they have progressed further in the story. This denies players from the freedom and choice Breath of the Wild relishes in.</p>
<p>At its core, Breath of the Wild allows you to do what you want, when you want, without forcing you down a particular path. After brief tutorials, you’re off on your quest to find Ganon – but what you do between now and then is completely up to you. You can spend the entire time picking and cooking mushrooms, if you like.</p>
<p>Subtle environmental cues help deliver a gripping narrative, and there are plenty of side quests along the way. Players who want the story can seek it out, while those who’d rather skip it are free to wander around deserts, oceans, forests and plains on their own personal voyage.</p>
<p>Another reason this game garnered such a vast and loyal fanbase is it allows players to do as much or as little as they feel up to that day. </p>
<p>Had a hard week and just want to relax? You can take to the skies with your paraglider and soar around breathtaking landscapes or hop on your horse to explore the nooks and crannies of Hyrule. In the mood for a challenge? Try your hand at one of hundreds of expertly designed puzzles (many of which have more than one solution). Keen for some biffo? Battle one of Ganon’s minions or practise your skills with a new weapon.</p>
<p>Unplanned interactions between game characters, landscapes or puzzles abound. That’s how this game can keep surprising even those players who have sunk hundreds of hours into it.</p>
<p>“What would happen if I do this?” you ask. This game always has an answer.</p>
<h2>What do we know so far about Tears of the Kingdom?</h2>
<p>Building on the previous game’s focus on discovery, players in The Legend of Zelda: Tears of the Kingdom will be spending a lot of time exploring the mysterious sky islands floating high above the land, bringing both new challenges and stunning scenery.</p>
<p>Players will have a range of new abilities that focus on invention and experimentation. Using the new “fuse” ability, you can combine a weapon with items found throughout the game to create new possibilities. Found a spiky metal ball? Why not stick it to the end of your sword and see what it does?</p>
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<figcaption><span class="caption">The Legend of Zelda: Tears of the Kingdom – Mr. Aonuma Gameplay Demonstration.</span></figcaption>
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<p>The new “ultrahand” feature allows you to combine a huge variety of vehicle components and in-game objects to create vehicles. Found a wooden board drifting in the ocean? Attach some fans, a sail and voilà! You’ve got a powerboat.</p>
<p>This allows player to apply knowledge from the real world and the game world to come up with creative solutions.</p>
<p>This game is extremely approachable, yet has the depth to keep players interested for years to come. </p>
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Read more:
<a href="https://theconversation.com/art-for-trying-times-how-a-philosopher-found-solace-playing-red-dead-redemption-2-142983">Art for trying times: how a philosopher found solace playing Red Dead Redemption 2</a>
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<img src="https://counter.theconversation.com/content/205229/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Padraic Heaton receives a research stipend as a part of his research at UTS.</span></em></p>I’m a game design researcher focused on creating systems that allow games to be played by anyone. There cannot be a better example of that than The Legend of Zelda: Tears of the Kingdom.Padraic Heaton, Casual Academic, University of Technology SydneyLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/1690192021-11-18T13:09:39Z2021-11-18T13:09:39Z5 ways to break into the video game industry<figure><img src="https://images.theconversation.com/files/432192/original/file-20211116-15-pjgghu.jpg?ixlib=rb-1.1.0&rect=0%2C10%2C6709%2C4436&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">Video games are part of a multibillion-dollar industry in which lucrative employment opportunities abound.</span> <span class="attribution"><a class="source" href="https://www.gettyimages.com/detail/photo/teen-boy-plays-video-game-on-home-computer-royalty-free-image/1146553000?adppopup=true">SDI Productions via Getty Images</a></span></figcaption></figure><p>When you break out the game console to play a video game like <a href="https://www.nba2k.com/">NBA2K</a>, chances are the biggest decision you’ll have to make is which player or team you want to be. But have you ever considered becoming one of the people who actually designs a game like NBA2K?</p>
<p>Worth an estimated <a href="https://naavik.co/business-breakdowns/market-sizing">US$336 billion</a>, the video game industry is <a href="https://naavik.co/business-breakdowns/market-sizing">bigger</a> than TV, movies and music combined. And since the industry is <a href="https://naavik.co/business-breakdowns/market-sizing">growing at a rapid pace</a>, there are plenty of opportunities to work in this field. From game designers and software engineers who program the games to graphic artists or electrical engineers who design the game consoles, careers in the video game industry abound.</p>
<p>These jobs pay from about <a href="https://www.animationcareerreview.com/articles/popular-careers-game-industry-and-how-much-they-pay">$55,000 to $100,000 or more</a> annually. But somewhat like the NBA itself, the path into the video game industry is filled with tough competition.</p>
<p>As former head of graphics for a large video game company – and as head of the <a href="https://www.arch.tamu.edu/viz/research-creative-works/learning-interactive-visualization-experience-live-lab/">Learning Interactive Visualization Experience</a> – or <a href="https://www.arch.tamu.edu/viz/research-creative-works/learning-interactive-visualization-experience-live-lab/">LIVE Lab</a> – at Texas A&M University, I know firsthand what it takes to land a job in the video game industry. Here are 5 tips on how to do just that.</p>
<h2>1. Design your own games</h2>
<p>When it comes time to apply for a job or even an internship at a video game company, it helps to show the games you’ve created or modified.</p>
<p>Fortunately, game engines, which are the underlying technology for games, are available free of charge and allow you to create your own game. <a href="https://www.unrealengine.com/en-US/">Unreal</a> and <a href="https://unity.com/">Unity</a> are two you may want to try out.</p>
<p>You can also use free software, such as <a href="https://www.sidefx.com/">Houdini</a> and <a href="https://www.blender.org/">Blender</a>, to create video game assets such as buildings, characters, vehicles and animations.</p>
<p>If it’s too daunting to create a game from scratch, you can always “mod” – short for “modifying” – an existing game like <a href="https://store.steampowered.com/app/620/Portal_2/">Portal 2</a>, <a href="https://civilization.com/">Civilization</a> or <a href="https://www.minecraft.net/en-us">Minecraft</a>. This is a great start to learning the basics of game design and asset creation.</p>
<h2>2. Participate in game jams</h2>
<p>A game jam is a contest in which participants create a new video game within a set time frame. Game jams are a great way to meet and work with others on a game project and just learn how to design games. Many jams feature video game company representatives. These company reps serve as mentors, judges and coaches. They can give you tips and tricks on how to break into the industry. They can also give you leads on jobs.</p>
<p>Game jams are usually short, like a day or two, but some last a week or more. You can enter a game jam as an individual or as a small team. Some game jams are focused on specific themes such as health, conservation or science and provide resources for teachers and students to participate, such as the <a href="https://gamesforchange.org/studentchallenge/">Games for Change Student Challenge</a>. Other game jams are open to anyone including professionals, like the <a href="https://globalgamejam.org/">Global Game Jam</a>. Some game jams are in-person, allowing you to meet face to face with other game designers, artists, developers, industry mentors and game companies, like <a href="http://chillennium.com/">Chillennium</a>.</p>
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<a href="https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1000&fit=clip"><img alt="A group fo men prepare to play a video game on a table at a gaming convention." src="https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=400&fit=crop&dpr=1 600w, https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=400&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=400&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=503&fit=crop&dpr=1 754w, https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=503&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/432495/original/file-20211117-15-3xg23e.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=503&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px"></a>
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<span class="caption">Video game conventions are a great way to advance a player’s career.</span>
<span class="attribution"><a class="source" href="https://www.gettyimages.com/detail/news-photo/brian-brian_f-foster-competes-against-saul-leonardo-menard-news-photo/1353344053?adppopup=true">Joe Buglewicz via Getty Images</a></span>
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<h2>3. Attend game conventions</h2>
<p>One of the biggest conferences in the U.S. is the annual <a href="https://gdconf.com/">Game Developers Conference</a> in San Francisco, which historically has attracted over <a href="https://gdconf.com/news/gdc-celebrates-record-breaking-attendance-and-locks-2020-dates">29,000</a> attendees. In Europe, the annual <a href="https://www.gamescom.global/">Gamescom</a> conference in Cologne, Germany, has drawn over <a href="https://www.gamesindustry.biz/articles/2018-08-29-gamescom-sets-another-record-for-attendance">370,000</a> attendees. Several <a href="https://www.paxsite.com/">PAX conferences</a> happen throughout the year in different locations in the U.S. PAX started out as Penny Arcade Expo before developing into a full conference and exhibition. These conferences enable attendees to find out about new games, meet professionals from the games industry, play games and attend seminars and workshops on topics related to designing and developing games.</p>
<p>A conference like <a href="https://east.paxsite.com/">PAX East</a> also provides opportunities for indie developers to showcase their games and get feedback from the public. Most of the conferences will be back in person in 2022 and require a fee to attend or exhibit. The price for tickets can range from $50 to several hundred dollars.</p>
<h2>4. Take classes in game design</h2>
<p>Many high schools, <a href="https://www.theesa.com/video-game-impact-map/">community colleges and universities</a> now offer game design classes.</p>
<p>In addition to these classes, it helps to take classes in math, physics, art and technology, starting in high school if you can. Almost all careers in the video games industry benefit from all of these fields. A game designer trying to create a <a href="https://www.shacknews.com/article/62807/sid-meier-and-rob-pardo">balanced game</a> requires a solid foundation in math and statistics. Balancing a game requires the designer to use math and statistics to ensure that no particular game element – such as a particular character or strategy – overpowers any other element.</p>
<p>Even if you don’t think you will be using math or doing any art, having a basic understanding of both and being able to talk about those subjects with colleagues goes a long way.</p>
<h2>5. Play away</h2>
<p>In order to create great games, you need to be well versed in the games that are currently being played and have been successful in the past. This means that you should also play games that you normally would not play and even games that you don’t like. Not all people like all games. There are many different types of games from entertainment games to educational games, games for health, games for science and many more. Being able to critically look at games and identify which elements work well, which elements could be improved and which elements you might use for your own games will help you become a great game designer.</p>
<p>Breaking into the games industry is possible with a little bit of work. It can also be hugely rewarding. Just imagine the game you helped create is teaching players <a href="https://www.filamentgames.com/project/diffission/">new knowledge</a>, or helping <a href="https://hopelab.org/product/re-mission/">players heal faster</a>, supporting scientists in the <a href="https://fold.it/">discovery of new proteins</a> or <a href="https://www.epicgames.com/fortnite/en-US/home">entertaining players</a> for hours.</p><img src="https://counter.theconversation.com/content/169019/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Andre Thomas is currently serving as CEO of Triseum an educational game company. He previously worked for Electronic Arts, specifically EA Sports as Head of Graphics for their Football franchises, like Madden NFL, NCAA College Football, NFL Head Coach and NFL Blitz.</span></em></p>A former video game executive offers advice on how to land a job in the industry.André Thomas, Associate Professor of Game Design, Texas A&M UniversityLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/1287702020-01-07T19:03:02Z2020-01-07T19:03:02ZBoard games are booming. Here’s why (and some holiday boredom busters)<figure><img src="https://images.theconversation.com/files/306935/original/file-20191215-85376-zlvgow.jpg?ixlib=rb-1.1.0&rect=31%2C55%2C5228%2C3435&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">Holidays are the perfect opportunity to try out some of the new breed of board games. </span> <span class="attribution"><span class="source">Shutterstock</span></span></figcaption></figure><p>Board games are booming. <a href="https://www.theguardian.com/technology/2016/sep/25/board-games-back-tabletop-gaming-boom-pandemic-flash-point">Article</a> after <a href="https://time.com/4385490/board-game-design/">article</a> describes a “<a href="https://www.theguardian.com/technology/2014/nov/25/board-games-internet-playstation-xbox">golden</a> <a href="https://attackofthefanboy.com/articles/the-golden-age-of-board-games-continues-to-get-better-every-year/">age</a>” or “<a href="https://www.usatoday.com/story/life/2017/07/31/bored-digital-games-join-board-game-renaissance/476986001/">renaissance</a>” of boardgaming. </p>
<p>In Germany, the home of modern boardgaming, the industry has grown by over 40% in the past five years; the four-day <a href="https://www.spiel-messe.com/en/%22%22">SPIEL trade fair</a> this year saw 1,500 new board and card game releases, with 209,000 attendees from around the world.</p>
<p>What is it about board games that attracts people, and what emerging trends can we see in the latest releases?</p>
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<a href="https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1000&fit=clip"><img alt="" src="https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=400&fit=crop&dpr=1 600w, https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=400&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=400&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=503&fit=crop&dpr=1 754w, https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=503&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/306936/original/file-20191215-85412-tnugr9.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=503&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px"></a>
<figcaption>
<span class="caption">Board games are booming with young adults.</span>
<span class="attribution"><span class="source">Shutterstock</span></span>
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<h2>Social, challenging, real</h2>
<p>Four main elements make board games enjoyable for families and <a href="https://boardgamegeek.com/">dedicated</a> hobbyists alike. </p>
<p>Firstly, board games are social; they are played with other people. Together, players select a game, learn and interpret the rules, and experience the game. Even a mediocre game can be fun and memorable when you play it with the right group of people.</p>
<p>Secondly, boardgames provide an intellectual challenge, or an opportunity for strategic thinking. Understanding rules, finding an optimal placement for a piece, making a move that surprises your opponent – all of these are enormously satisfying. In many modern boardgames, luck becomes something that you mitigate rather than something that arbitrarily determines a winner.</p>
<p>Thirdly, board games are material – they are made of things; they have weight, substance, and even beauty. </p>
<p>Hobbyists speak of the tactile joy and sensual delight of moving physical game pieces, and of their appreciation for the detailed art on a game box or board. Some go to great lengths to protect their games from damage, even “sleeving” individual cards in plastic to protect them from greasy fingers, spills or wear. </p>
<p>Collectable Monopoly sets and other <a href="https://www.workandmoney.com/s/valuable-vintage-board-games-32b5423591a94861">vintage games</a> can fetch hundreds of thousands of dollars at auction. </p>
<p>Finally – and this helps to explain the enormous volume of new releases each year – board games provide variety. Beyond “the cult of the new” lurks a desire to have the right game for the right situation – whatever combination of gamers and strategic depth that might require. </p>
<p>The game’s theme matters, but so do the mechanisms of its play, as well as the game’s expected duration. Like authors, <a href="https://www.boardgamequest.com/top-10-board-game-designers/">game designers</a> such as Pandemic creator Matt Leacock attract a following of fans who enjoy the style of games that they produce. </p>
<h2>‘Escape room’ experiences</h2>
<p>To meet the demand for variety, designers look for new elements to offer in their games. “<a href="https://nonstoptabletop.com/blog/2017/6/17/tear-up-your-cards-legacy-games-explained">Legacy</a>” style games – where players customise the game as they play it, writing on the board, and discarding rules or game components – create a one-off, individualised variant of a core game. They also invite a group to play together over several play sessions, modifying “their” game throughout the experience. </p>
<p>That can feel confronting to those of us who grew up protecting our games from “damage”.</p>
<p>If writing on game pieces is confronting, the <a href="https://boardsandpawns.com/2019/05/11/the-complete-list-of-exit-the-game-series/">Exit</a> game series, by German couple <a href="https://opinionatedgamers.com/tag/inka-markus-brand/">Inka and Markus Brand</a> is even more so. </p>
<p>These small, inexpensive games aim to replicate the experience of an “<a href="https://en.m.wikipedia.org/wiki/Escape_room">escape room</a>” experience by providing the players with a series of puzzles to solve together, as a cooperative activity. To solve the puzzles, however, players must literally destroy the game – cutting up cards, tearing objects, folding and gluing and writing on them. </p>
<figure>
<iframe width="440" height="260" src="https://www.youtube.com/embed/39w0tyYS92Q?wmode=transparent&start=0" frameborder="0" allowfullscreen=""></iframe>
<figcaption><span class="caption">Board games are not fading away in the digital world. They are booming.</span></figcaption>
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<p>There’s a lot to be said for these low cost single-play games, which build communication and teamwork skills and – like real-world escape rooms – provide an opportunity for friends and families to work together to solve a common problem.</p>
<p>For those who would like to be able to retrace their steps, or to pass a game on to friends, the <a href="https://www.spacecowboys.fr/unlock-demos-english">Unlock!</a> game series takes a different look at the escape room genre by using an integrated app to provide clues and answers. </p>
<p>This ensures that the game itself is replayable, even if the players do not wish to revisit the same story. </p>
<p>Like Exit games, the Unlock! series offers creative opportunities to combine different objects as part of solving the puzzles, but adds occasional multimedia elements and uses the various properties of a smartphone as problem-solving tools.</p>
<h2>Real boards, digital play</h2>
<p>For people who enjoy solving puzzles, there are many other new games that combine <a href="http://www.digra.org/digital-library/publications/digitising-boardgames-issues-and-tensions/">digital technologies</a> with the components and feel of a board game. </p>
<p><a href="https://boardgamegeek.com/boardgame/239188/chronicles-crime">Chronicles of Crime</a> puts players in the role of police detectives, who must travel to different locations to interview suspects, consult experts, and conduct searches. </p>
<p>Similarly, <a href="https://detectiveboardgame.com/">Detective</a> sets players to solve a series of crimes. In this game, however, it is not enough to simply learn who committed a crime, it also must be proven by the chain of collected (and registered) evidence registered by players on a custom website.</p>
<p>These games reflect the broader development of a small group of games that use digital tools to add new features to board games. </p>
<p><a href="https://boardgamegeek.com/boardgame/286927/one-night-ultimate-super-heroes">One Night Ultimate Superheroes</a> uses an app to run the game, taking on an administrative role that would otherwise have to be performed by a player. </p>
<p>The <a href="https://www.fantasyflightgames.com/en/products/the-lord-of-the-rings-journeys-in-middle-earth/">Lord of the Rings: Journeys in Middle-Earth</a> uses an app to speed setup, set game maps, resolve rules and track the players’ progress, streamlining and simplifying play. </p>
<p><a href="https://boardgamegeek.com/boardgame/185709/beasts-balance">Beasts of Balance</a> – a simple, dexterity-based stacking game – uses an app to create a story world which brings the tabletop animal figures to life and encourages players to stack different figures to continue its narrative.</p>
<p>These digital tools add variety to the range of boardgames that are available. More than simple battery-enabled games like <a href="https://en.wikipedia.org/wiki/Operation_(game)">Operation</a>, they provide new ways to interact with the game material and mechanisms while still supporting the sociability, intellectual challenge and tangibility so enjoyed by players. </p>
<p>Physical board games aren’t going anywhere, but apps add exciting new possibilities to this play space.</p>
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<img alt="" src="https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=739&fit=crop&dpr=1 600w, https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=739&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=739&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=929&fit=crop&dpr=1 754w, https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=929&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/306786/original/file-20191213-85417-yy5xh6.png?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=929&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px">
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<img alt="" src="https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=739&fit=crop&dpr=1 600w, https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=739&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=739&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=929&fit=crop&dpr=1 754w, https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=929&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/306805/original/file-20191213-85376-py5ee1.png?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=929&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px">
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<span class="attribution"><span class="source">The Conversation</span></span>
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</figure><img src="https://counter.theconversation.com/content/128770/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Melissa Rogerson receives funding from Game-in-Lab, a French non-profit which promotes the development and valorisation of board games as a source of societal value. She is a committee member of Boardgames Australia, a non-profit which aims to build the boardgaming hobby and industry in Australia.</span></em></p>Far from fading away in the digital age, board games are enjoying a boom time because they are social, challenging and tangible. And designers are using technology to create new ways to play.Melissa Rogerson, Lecturer, School of Computing & Information Systems/Interaction Design Lab, The University of MelbourneLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/1110372019-03-27T10:31:14Z2019-03-27T10:31:14ZBeyond ‘Bandersnatch,’ the future of interactive TV is bright<figure><img src="https://images.theconversation.com/files/263261/original/file-20190311-86713-1yqd5ty.jpg?ixlib=rb-1.1.0&rect=0%2C66%2C1897%2C985&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">Make a choice to see the next phase of the story.</span> <span class="attribution"><a class="source" href="https://media.netflix.com/en/only-on-netflix/341557">Netflix</a></span></figcaption></figure><p>Make a choice: Do you want to engage with your media passively or actively?</p>
<p>The December 2018 premiere of Netflix’s “Black Mirror: Bandersnatch” offered consumers a new way to influence the entertainment they’re watching. <a href="https://help.netflix.com/en/node/62526">Netflix has a growing list</a> of choose-your-own-adventure movies. What viewers might see as a simple choice, such as which breakfast cereal a character begins the day with, could affect the whole show’s storyline. There are other choices to make as well – some of which change the plot, and some of which may not.</p>
<p>Viewers aren’t watching these interactive films just once. Rather, they are <a href="https://mlatgt.blog/2019/01/03/machine-learning-meets-interactive-stories/">watching them over and over again</a> to find each ending and <a href="https://www.ign.com/wikis/black-mirror/Bandersnatch_Endings">post maps of the diverging plot lines</a>. I think I sat on my couch for nearly three hours straight trying to <a href="https://www.thewrap.com/black-mirror-bandersnatch-netflix-5-main-endings-secret-kill-dad-movie-set-mom-pearl-ritman/">exhaust all of “Bandersnatch’s” choices</a> as it followed a programmer and designer through the process of game development.</p>
<p>I’ve been teaching and researching <a href="https://scholar.google.com/citations?user=C7XXFqMAAAAJ&hl=en">game design and development</a> since 2001. I see this type of experience not as just the future of entertainment, but as the expansion of a standard method of storytelling that <a href="https://forensic-games.csec.rit.edu/">game designers have been using</a> for decades. Netflix is introducing new technology and new audiences to this type of entertainment, but fiction writers have been exploring similar themes for far longer, creating stories of time travel and alternative realities that let people fantasize about redoing decisions in life.</p>
<h2>Controlling your own destiny</h2>
<p>There is a kind of game made popular by “<a href="http://dnd.wizards.com/">Dungeons & Dragons</a>” that provides a way to understand and expand what “Bandersnatch” explores. Role-playing games let players pick characters with multiple traits, such as strength, health and special skills, and work together to achieve story-driven goals. </p>
<p>Fans of “<a href="https://www.tolkiensociety.org/">The Lord of the Rings</a>” books and movies will recognize the idea of a <a href="https://lotr.fandom.com/wiki/The_Fellowship_of_the_Ring_(group)">team of characters with different backgrounds</a>, abilities and motivations, all trying to work together toward a goal. The adventure is not just in whether they achieve the task, but the encounters, mishaps and even battles that happen along the way. The ultimate outcome depends on the choices players make along the way.</p>
<figure class="align-center zoomable">
<a href="https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1000&fit=clip"><img alt="" src="https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=402&fit=crop&dpr=1 600w, https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=402&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=402&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=505&fit=crop&dpr=1 754w, https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=505&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/263679/original/file-20190313-123545-14ybvhk.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=505&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px"></a>
<figcaption>
<span class="caption">Many role-playing games get people together around a computer to explore a collective adventure.</span>
<span class="attribution"><a class="source" href="http://www.apimages.com/metadata/Index/Business-of-Life/417a3174c8dd44da9f3269c0ec266081/11/0">AP Photo/Ted S. Warren</a></span>
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<p>Role-playing games started with players gathered around a table, keeping notes on paper and rolling dice to incorporate the role of chance and probability into the adventure. A human game master coordinated everything, keeping track of what was happening and working with players to advance their stories and the overall plot of the adventure. </p>
<p>Early computer games, such as the 1980s-era <a href="http://www.infocom-if.org/games/games.html">Infocom</a> <a href="https://classicreload.com/the-lost-treasures-of-infocom-volume-i.html">text adventures</a>, turned the role of game master over to a game designer, who controlled the choices and their consequences. In the decades since, more powerful computers have let modern digital games offer a great many choices. Teachers have begun to use <a href="https://doi.org/10.1145/1536513.1536526">elements of role-playing games</a> to help students learn.</p>
<h2>Illusion of choice</h2>
<p>With “Bandersnatch,” Netflix used software to process viewers’ choices and deliver the appropriate video. When watching and “playing,” I wondered if there were too few choices. The show offered only two choices of breakfast cereal, and the viewer couldn’t choose to skip breakfast, make eggs or open the freezer to grab some ice cream. But, there’s a very good reason for these constraints.</p>
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<a href="https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=45&auto=format&w=1000&fit=clip"><img alt="" src="https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=45&auto=format&w=237&fit=clip" srcset="https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=449&fit=crop&dpr=1 600w, https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=449&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=449&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=564&fit=crop&dpr=1 754w, https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=564&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/263685/original/file-20190313-123531-19debn0.png?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=564&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px"></a>
<figcaption>
<span class="caption">Every story decision requires more writing and more development.</span>
<span class="attribution"><a class="source" href="https://www.flickr.com/photos/psychemedia/2383101962">Tony Hirst/Flickr</a>, <a class="license" href="http://creativecommons.org/licenses/by/4.0/">CC BY</a></span>
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<p>I often tell my students that when they’re creating role-playing games, the problem isn’t giving players choices: It’s deciding what happens next. Giving players lots of options is great, and fun – but with every choice the job gets harder. If there are three kinds of ice cream in the freezer, that’s three different sets of video to show vanilla, chocolate and strawberry – and possibly three different scripts, if the choice actually has consequences. </p>
<p>In game design, we call this a “<a href="https://thestoryelement.wordpress.com/2015/02/11/designing-branching-narrative/">branching narrative</a>,” where every choice spawns as many new branches as there are options, and the tree gets bigger and bigger all the time. A movie with an enormous number of options would require multiple sets, extra time for actors, huge amounts of special effects work, extended production times and increasing budgets. </p>
<p>Such a complex film would also take viewers huge amounts of time to experience. Digital game players can handle this sort of effort by saving their progress and taking a break, returning to resume play hours later, or even days. </p>
<p>With an interactive movie, would a viewer want several days’ worth of watching? I don’t know if anyone has an idea of how long a typical interactive movie experience should last. My three hours on the couch watching “Bandersnatch” seemed about right – and ran through most of the options. </p>
<p>The Netflix producers borrowed from game designers, and the classic “<a href="https://www.cyoa.com/">Choose Your Own Adventure</a>” book series, to give viewers the illusion of choices when really the alternatives were limited. My own research recommended the same technique: <a href="https://doi.org/10.1109/ISECon.2015.7119899">Allow the players some choices</a>, but bring them back to the main narrative thread at key points.</p>
<h2>Future of interactive media</h2>
<p>There will be more interactive movies. Netflix has <a href="https://www.vulture.com/2018/12/netflix-created-wild-software-for-black-mirror-bandersnatch.html">built its own software</a> for “Bandersnatch,” which it can use <a href="https://arstechnica.com/gaming/2019/03/beyond-bandersnatch-netflix-plans-to-double-down-on-interactive-tv/">for other stories</a> too. There are already several addictive <a href="https://help.netflix.com/en/node/62526">interactive kids’ shows</a>, including “Puss in Book: Trapped in an Epic Tale,” “Buddy Thunderstruck: The Maybe Pile” and “Stretch Armstrong: The Breakout.”</p>
<p>Gamers are already familiar with this convergence of film, interactivity and branching narrative. Cinematic video games, like “Indigo Prophecy” and “<a href="http://www.quanticdream.com/en/#!/en/category/heavy-rain">Heavy Rain</a>,” let players make choices in dialog and other cinematic aspects, all of which alter the endings. An academically published game, “<a href="https://www.playablstudios.com/facade">Façade</a>,” is considered important not just for showing that scholarly games can be fun to play, but also demonstrating that academic concepts of branching narrative and story can create meaningful play: The <a href="https://theconversation.com/the-future-is-in-interactive-storytelling-76772">player visits a couple’s apartment</a>, and depending on where the player moves and what the player says, the couple reacts in different ways.</p>
<figure class="align-right zoomable">
<a href="https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1000&fit=clip"><img alt="" src="https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=237&fit=clip" srcset="https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=440&fit=crop&dpr=1 600w, https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=440&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=440&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=553&fit=crop&dpr=1 754w, https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=553&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/167219/original/file-20170428-12999-1e203kp.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=553&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px"></a>
<figcaption>
<span class="caption">Engaging with a couple on the rocks.</span>
<span class="attribution"><a class="source" href="http://www.interactivestory.net/screenshot4.html">'Façade,' by Michael Mateas and Andrew Stern.</a>, <a class="license" href="http://creativecommons.org/licenses/by-nd/4.0/">CC BY-ND</a></span>
</figcaption>
</figure>
<p>I anticipate different genres of shows will explore interactive formats. Imagine playing through historical fiction where you can choose to <a href="https://www.history.com/topics/france/marie-antoinette">execute Marie Antoinette</a> or not. I also expect viewers will be able to make their choices in different ways than just pressing buttons on their remotes – perhaps by using voice recognition on their phones. </p>
<p>If artificial intelligence and machine learning systems get better at telling stories, viewers might even be able to suggest new possible choices, with the resulting content generated on the fly while people watch. Of course, there’s a strong overlap with virtual reality, offering <a href="https://mitpress.mit.edu/books/hamlet-holodeck-updated-edition">immersive escapism</a>, which is, in my experience, a key goal of interactivity.</p>
<p>In the meantime, “Bandersnatch” fans who want to continue exploring choosing their own adventures to direct a story can look for local gaming groups and game stores. “<a href="http://dnd.wizards.com/">Dungeons & Dragons</a>” and “<a href="https://www.kenzerco.com/hackmaster/">HackMaster</a>” are regaining popularity lately. So is <a href="https://larping.org/">live-action role-playing</a>, in which people physically act out their fictional encounters. In these environments, players can ask “what if” without running into the limitations of software development and movie production teams. Human players can engage in the full extent of their imagination without any illusion of choice.</p>
<iframe src="https://content.jwplatform.com/players/m4QKaKkH-puACk8ZV.html" width="100%" height="340" frameborder="0" scrolling="auto"></iframe>
<p><a href="https://www.businessinsider.com/what-is-larping-live-action-role-playing-steampunk-aurum-larp-2018-10">Live-action role playing</a>.</p><img src="https://counter.theconversation.com/content/111037/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>David Schwartz receives funding from the National Science Foundation (nsf.gov).</span></em></p>As Netflix plans additional choose-your-own-adventure TV movies, a game designer explains how they’re made and the long history of audience-directed fiction.David I. Schwartz, Associate Professor and Director, School of Interactive Games and Media, Rochester Institute of TechnologyLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/1039252018-10-02T13:55:28Z2018-10-02T13:55:28ZHow the humanities can equip students for the fourth industrial revolution<figure><img src="https://images.theconversation.com/files/238442/original/file-20180928-48653-n3qtif.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">A humanities degree can open people's minds in the fourth industrial revolution.</span> <span class="attribution"><span class="source">Shutterstock</span></span></figcaption></figure><p>The term “<a href="https://www.weforum.org/about/the-fourth-industrial-revolution-by-klaus-schwab">fourth industrial revolution</a>” is understood in various ways. Some people are excited about it. Others are cautious. Some assume it means that technology and robots will take over every human activity. And still others imagine that this “revolution” will lead only to joblessness and automation.</p>
<p>There are also those who are sceptical and <a href="https://www.independent.co.uk/voices/there-s-no-such-thing-as-the-fourth-industrial-revolution-a7441966.html%20and%20insist%20that">insist</a> it’s no revolution at all. They argue that it’s just an improvement and fusion of various technologies – like artificial intelligence and 3D printing – and acceleration in productivity. </p>
<p>In all these instances, the interaction of technology with humans and humans with technology is underestimated. The emphasis on interaction is key to understanding the fourth industrial revolution. And this epoch will, like all times of change, require universities to push the boundaries of teaching and learning. </p>
<p>Universities will need to ensure that students are equipped with approaches to learning that involve agility, adaptability and curiosity. It will be a challenge for us all. </p>
<p>The fourth industrial revolution will also raise many questions for universities to consider. What needs to shift in how lecturers teach and how students learn and will be learning? What does the blurring of the lines between the physical, digital and technological mean for social relationships and for student learning? What do these shifts mean for different countries? Is learning in an environment with peers (virtually or in a class) better than learning online?</p>
<p>In seeking answers, societies must create the space to have conversations across social, academic, industry and community boundaries. The purpose of these conversations is to determine priority areas that need to be improved by the rapid technological changes we are currently experiencing as well as thinking about how we redefine the human condition. </p>
<p>Universities have a crucial role to play in these conversations. And a humanities education has a lot to offer when it comes to preparing students for the fourth industrial revolution.</p>
<h2>Harnessing the humanities</h2>
<p>A humanities education inculcates the importance of reflecting on the vast array of methodological and societal issues that arise from any practices. These include the technological and computational practices that underpin the fourth industrial revolution.</p>
<p>Critical thinking, debating and creative problem solving are taught in the humanities. This kind of critical orientation allows students to explore the complex human-to-human relations and the <a href="http://www.wits.ac.za/news/latest-news/research-news/2017/2017-09/human-vs-machine.html">human to robotic relations</a> that we are already encountering and that will become ever more common.</p>
<p>This isn’t to suggest that <em>only</em> the humanities are relevant. Cross-disciplinary communities of researchers and educators matter and will matter now more than ever. </p>
<p>This is particularly true in South Africa where the education system hasn’t provided for the breaking down of boundaries between the sciences, let alone between the disciplines in the humanities. Collectively we will need to do more when it comes to drawing on approaches from various disciplines, which will allow for quantitative reasoning, problem solving and systems thinking that are socially relevant. </p>
<p>Such partnerships are already happening in small pockets, and are yielding promising results.</p>
<h2>Collaborating and mutuality</h2>
<p>For instance, the Faculty of Humanities at the University of the Witwatersrand in Johannesburg collaborates with the Faculty of Engineering and the Built Environment to offer a <a href="https://www.wits.ac.za/wsoa/digital-arts/undergraduate/game-design-/">joint undergraduate programme</a> that meshes engineering with arts to make a programme in game design and digital arts. </p>
<p>Bachelor of Arts and Bachelor of Engineering students work alongside each other in courses that are team-taught to design innovative high tech games. It’s not all fun: games, after all, are a means of challenging ourselves, controlling outcomes, competing, and figuring out successful strategies of doing things. </p>
<p>Students from this programme draw on a variety of skills like problem solving, inferential thinking and visualisation. They have produced games that are frequently downloaded from various app stores.</p>
<p>Similarly, the university’s faculties of science and humanities offer a postgraduate programme on <a href="https://www.wits.ac.za/course-finder/postgraduate/humanities/e-science/">e-Science</a> or Data Science. The programme brings together science and humanities students and staff to work on complex, big data problems. They’re also taught to think of ways to visualise and communicate this information and to question the predictive powers of big data. </p>
<p>Students are exposed to various interdisciplinary approaches like statistical computing and modelling, data visualisation, text analysis, and geographical information systems. Master of Arts students take courses in data privacy and ethics alongside MSc students. This course is team-taught and students engage with complex problems from two or more science and humanities disciplines.</p>
<p>These and other examples of innovative teaching and learning help to disrupt the current techno talk that dominates conversations about the fourth industrial revolution. It’s essential that we bring our ideas to the fore and reshape the conversations in ways that resonate with who we are, where we are located and what this means for us and our futures.</p><img src="https://counter.theconversation.com/content/103925/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Ruksana Osman does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.</span></em></p>More innovative teaching and learning is needed to disrupt the current techno talk about the fourth industrial revolution.Ruksana Osman, Professor and Dean of Humanities, University of the WitwatersrandLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/940252018-07-15T18:51:14Z2018-07-15T18:51:14ZGames boost student nutrition in Nigerian schools<figure><img src="https://images.theconversation.com/files/226875/original/file-20180710-70066-12gwibh.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">Women selling farm produce in Jos, Plateau State, Nigeria.</span> <span class="attribution"><span class="source">(Shutterstock)</span></span></figcaption></figure><p>The worsening of dietary habits among youth appears to have no geographical bounds.
And improving dietary behaviour has become a critical public health challenge around the globe. </p>
<p>This is especially true in many parts of sub-Saharan Africa (SSA), where we have seen a rapid transition from wholesome traditional diets to a more Western diet consisting of foods high in sugar, saturated fat and salt.</p>
<p>This trend — generally referred to as the <a href="https://doi.org/10.1079/PHN19980004">nutrition transition</a> — has imposed a double burden of diet-related chronic diseases in SSA, a place where malnutrition and obesity now coexist. </p>
<p>This transition is affecting many youth, who make up approximately 33 per cent (344.4 million people) of the population. And the size of this demographic group is set to double — to reach <a href="https://www.prb.org/wp-content/uploads/2013/11/youth-data-sheet-2013.pdf">605 million by 2050</a>.</p>
<p>With the exception of South Africa, where over 40 per cent of the adult population is now overweight or obese, most countries in SSA are still in the <a href="http://www.dx.doi.org/10.1177/0379572116637723">early stages of the nutrition transition</a>. </p>
<p>This offers a window of opportunity to learn from other countries and take proactive steps to intervene at earlier ages and lessen the harm to the health of the population.</p>
<p>I have just <a href="http://journals.sagepub.com/doi/full/10.1177/0260106018782211">published the results of a new study</a> that documents the effectiveness of a nutrition gamification program — Nutrido — in improving dietary behaviour among youth in Abuja, Nigeria.</p>
<h2>Why a nutrition game?</h2>
<p>Given my experience working on food security issues for more than 10 years and teaching a food security and food sovereignty course at the University of Toronto, one question I see a lot is: How do I get youth to eat more fruits and vegetables and less junk food? </p>
<p>This question was very pronounced for me during a seven-year food security study across nine African countries, where I witnessed first-hand the rapid nutrition transition occurring in many urban city centres, from Nairobi to Abuja to Cape Town and Cairo.</p>
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<img alt="" src="https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&fit=clip" srcset="https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=600&h=450&fit=crop&dpr=1 600w, https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=600&h=450&fit=crop&dpr=2 1200w, https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=600&h=450&fit=crop&dpr=3 1800w, https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=754&h=566&fit=crop&dpr=1 754w, https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=30&auto=format&w=754&h=566&fit=crop&dpr=2 1508w, https://images.theconversation.com/files/226873/original/file-20180710-70054-q1tbni.jpg?ixlib=rb-1.1.0&q=15&auto=format&w=754&h=566&fit=crop&dpr=3 2262w" sizes="(min-width: 1466px) 754px, (max-width: 599px) 100vw, (min-width: 600px) 600px, 237px">
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<span class="caption">Canal Walk Food Court, Cape Town, South Africa.</span>
<span class="attribution"><span class="source">(Wikimedia Commons/Henry M. Trotter)</span>, <a class="license" href="http://creativecommons.org/licenses/by/4.0/">CC BY</a></span>
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<p>During the same time period, there has been an increased interest in games and social media platforms among African youth. </p>
<p>This raised the possibility of piggybacking on this trend, to nudge youth towards healthier eating habits. </p>
<p>We wondered: Could games play an important role in nutrition education, and even in reversing this trend? </p>
<h2>Designing for adolescents</h2>
<p>Gamifying nutrition can be referred to as the strategy of employing game design elements to improve dietary behaviour. </p>
<p>A good example is the <a href="https://www.sciencedirect.com/science/article/pii/S0091743514001467">FIT Game</a>, which was shown to increase the intake of fruits and vegetables by at least 30 per cent among elementary school children in the United States.</p>
<p>Looking at how we could bring this concept to the sub-Saharan African context, our teams in Abuja and Toronto came together to develop a gamification program (Nutrido) tailored for adolescents. It consists of a nutrition board game, student clubs and vouchers that are redeemable for fruits and veggies.</p>
<p>The board game comes with a stack of playing cards, dice, playing pieces, play money and a list of rules. Players must navigate scenarios such as choosing whether to purchase a healthy meal or an unhealthy meal (given their play money) or landing on an action card that requires them to perform physical activity exercises (e.g., “Do 10 push-ups”).</p>
<p>The core strategy of the game is to buy healthy food cards to get as many points as possible. These points can be “cashed in” through a voucher system, integrated in the game, to buy real fruits and vegetables from partnering tuck shops.</p>
<h2>More fruits and vegetables</h2>
<p>To test the impact of our idea, we tried this program in three secondary schools in Abuja. Participants were male and female students in Grade 11 and Grade 12. </p>
<p>Each student took part in a game session (20-30 minutes) once per week over a period of about six weeks. We then assessed its impact on students’ nutrition knowledge, attitudes toward healthy eating and eating behaviour — using semi-structured focus groups.</p>
<p>Importantly, we found that the game improved eating behaviour, specifically the intake of fruits and vegetables. One student said: “I used to skip fruits sometimes, like give it out, but now, I take my fruits.” </p>
<p>When asked exactly how her consumption of fruit had changed, she explained that “on a daily basis, I will say like one or so, but after the game, like five to four times.”</p>
<p>There was also a change in behaviour whereby students spent their own money to buy fruits from the tuck shop while forfeiting junk food. For example, a female student said: “When we go there (the store) every week day, there’s a section for fruits and all that, but then when nobody ever used to look at that area but now that Nutrido started coming around, people like fruits like apple, people begin to like and learn to have some bit of fruit.” </p>
<p>By extension, participants also redeemed their Nutrido vouchers to purchase fruits from merchants at participating tuck shops.</p>
<h2>‘Let food be thy medicine’</h2>
<p>The results of the study are now published in the <a href="http://journals.sagepub.com/doi/full/10.1177/0260106018782211">journal <em>Nutrition and Health</em></a>, and the Nutrido program has been introduced in 10 secondary schools across Abuja.</p>
<p>Almost 2,500 years ago, when Hippocrates made the statement, “Let food be thy medicine and medicine be thy food,” he was pointing at the profound impact that nutrition has on our health. </p>
<p>Until entire communities begin to think differently about the way they approach food, Hippocrates’ words serve merely as a motto — rather than a lifestyle we should strive for.</p><img src="https://counter.theconversation.com/content/94025/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>“Obidi Ezezika is the founder of the African Centre for Innovation and Leadership Development which hosts the Nutrido program” </span></em></p>Obesity and malnutrition now coexist across sub-Saharan Africa thanks to a transition to Western diets. “Gamifying” nutrition programs can help nudge youth towards healthier eating patterns.Obidimma Ezezika, Assistant professor, Teaching Stream, University of TorontoLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/937322018-03-22T01:44:28Z2018-03-22T01:44:28ZAn exploding creative economy shows innovation policy shouldn’t focus only on STEM<p>Australians in creative industries <a href="https://research.qut.edu.au/dmrc/wp-content/uploads/sites/5/2018/03/Factsheet-1-Creative-Employment-overview-V5.pdf">have grown</a> from 3.7% of the workforce in 1986 to 5.5% in the latest census. </p>
<p>Creative services, a subset of the creative economy that includes software and digital content (including web design and games) and social media management and marketing, are growing as much as three times the rate of the overall workforce. </p>
<p>These findings make it imperative that Australian governments develop policies that don’t fixate on what NSW Education Minister Rob Stokes <a href="https://www.brisbanetimes.com.au/politics/nsw/stem-has-become-a-buzzword-and-a-fad-nsw-education-minister-20180321-p4z5iw.html">calls</a> the STEM “buzzword”. </p>
<p>The government should focus on education and training that combines the acquisition of both technical and non-technical skills. This will support the sustainability of creative industries.</p>
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Read more:
<a href="https://theconversation.com/we-can-rebalance-australias-economy-with-creative-industries-23458">We can rebalance Australia's economy with creative industries</a>
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<p>Altogether 600,000 people work in Australia’s creative economy, which combines cultural production (film and broadcasting, music and performing arts, publishing and visual arts) with creative services (advertising and marketing, architecture and design, creative software and digital content).</p>
<p>It also includes “support professionals” who work in these creative industries such as technicians, accountants, lawyers or salespeople, as well as “embedded” creatives who work outside the creative industries, across the rest of the economy. </p>
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<p>The creative economy is a job-intensive sector. It immerses human talent in meaningful, creative, well-remunerated activity at a scale few other sectors can offer. </p>
<p>The creative economy as a whole is growing at a rate nearly twice that of the Australian workforce as a whole and it is highly likely to continue to grow into the future.</p>
<p>Compare that to sectors that are <a href="https://theconversation.com/explaining-the-figures-why-we-shouldnt-worry-about-the-loss-of-23-000-mining-jobs-1705">shedding jobs</a> through automation, such as mining, or whose contribution to employment in Australia has been trending down for decades, such as agriculture.</p>
<p>In 2013, <a href="https://www.oxfordmartin.ox.ac.uk/downloads/academic/The_Future_of_Employment.pdf">one study</a> estimated that 47% of jobs in the United States were at risk of being automated.</p>
<p>But <a href="http://www.real-world-futures.qut.edu.au/The_future_of_employment.pdf">every serious study</a> since then has dialled back on that dramatic prediction, with <a href="https://www.nesta.org.uk/publications/future-skills-employment-2030">the latest study</a> offering a much more granular account of what we can expect in skills for jobs of the future. </p>
<p>It found that creative skills are some of the most likely to grow in employability. The report says that “artists”, for example, possess skill sets that entail high-level, subtle decision making that are less susceptible to machine substitution.</p>
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<p>But the creative economy is experiencing some disruption. </p>
<p>While digital creative services grow rapidly, publishing (this is mostly newspapers and magazines) has continued its downward spiral. And workers in music, performing arts and visual arts, earn well below the Australian mean income – and their relative situation is stagnant or deteriorating. </p>
<p>On the other hand, creative services workers command wages 30% higher than the Australian average, with software and digital content professionals earning the highest incomes of the whole sector.</p>
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<h2>What this means for policy</h2>
<p>When Prime Minister Malcolm Turnbull came to power he <a href="https://www.facebook.com/malcolmturnbull/posts/10153698142356579">stated</a> “there has never been a more exciting time to be an Australian”.</p>
<p>But the electorate didn’t buy it. Its anxiety that innovative responses to technology-driven change was all about inner city start ups and tech love-ins contributed to the Coalition’s near death experience in the 2016 election. </p>
<p>The government <a href="https://www.theaustralian.com.au/national-affairs/innovation-for-all-businesses-says-greg-hunt/news-story/d914fda12d2ec2981aae2b0e6067d154">soon shifted</a> to talking about “innovation for all businesses”, and innovation has been put away in the bottom drawer ever since. </p>
<p>Australian does need an innovation policy, but it needs to be broader than STEM (science, technology, engineering and maths) fields. Creative jobs are transforming the Australian economy. </p>
<p>Instead, research tells us that the most innovative Australian enterprises all thoroughly <a href="https://acola.org.au/wp/saf10/">mix</a> STEM with business, creative, and communication skills, and that digital literacy skills are far wider than what is encompassed in a STEM definition of technology. </p>
<p>The government should focus on education and training that combines both technical and non-technical skills and support the sustainability of creative industries.</p>
<p>That way, we can begin to set the country on an innovation path that is holistic and takes better account of where some of the strongest growth in job creation is occurring.</p><img src="https://counter.theconversation.com/content/93732/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Research that informs this article is funded by an Australian Research Council's Linkage project LP160101724.</span></em></p>The federal government should set the country on an innovation path that takes account of where some of the strongest job growth is occurring.Stuart Cunningham, Distinguished Professor, Media and Communication, Queensland University of TechnologyLicensed as Creative Commons – attribution, no derivatives.tag:theconversation.com,2011:article/891202017-12-20T12:20:17Z2017-12-20T12:20:17ZIt’s 35 years since the ‘worst video game ever’ was released – has anything beaten it?<figure><img src="https://images.theconversation.com/files/200162/original/file-20171220-4973-jkb4q9.png?ixlib=rb-1.1.0&q=45&auto=format&w=496&fit=clip" /><figcaption><span class="caption">
</span> <span class="attribution"><span class="source">Atari</span></span></figcaption></figure><p>Rumour has it there is a site somewhere in New Mexico where you could once find definitive proof of ET. This hallowed ground is not Area 51 but a former landfill site that <a href="https://arstechnica.com/gaming/2015/08/881-e-t-cartridges-buried-in-new-mexico-desert-sell-for-107930-15/">until recently</a> contained truckloads of unsold cartridges of E.T.: The Extra Terrestrial, the video game that spectacularly bombed when it was released 35 years ago in December 1982. </p>
<p>Huge numbers of copies of this game were sent back because consumers found the game so unenjoyable. This was all that could be said for a much-anticipated movie tie-in that the designers only bothered to spend <a href="https://www.gamespot.com/articles/et-was-made-in-5-weeks-and-other-facts-revealed-in/1100-6423719/">five weeks coding</a>. It has since been dubbed the “<a href="http://www.bbc.co.uk/news/magazine-35560458">worst video game in history</a>” and <a href="http://www.denofgeek.com/games/24531/the-1983-videogame-crash-what-went-wrong-and-could-it-happen-again">cited as</a> the catalyst for the 1983 US games industry crash.</p>
<p>You’ve probably gathered this is a game legendary for its stupendous disappointment. But it is not alone. Since E.T.’s release at the start of the home video game era, there have been many, many turgid offerings. Let us take a quick wade through the cesspool of gaming history and see what specimens we can find. Perhaps they’ll teach us something about what counts as good game design – and what doesn’t.</p>
<h2>Catfight (1996)</h2>
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<p>What’s that brushing past my leg? Ah, yes, it’s a copy of Catfight. This act of politically correct genius was touted as “the ultimate female fighting game”. Not so, suggested GameSpot, who made it another contender for “<a href="https://www.gamespot.com/reviews/catfight-review/1900-2538331/">the worst game ever</a>”, and that’s saying something, given what we know about E.T.</p>
<p>If the inherent sexism wasn’t bad enough, the game came in for harsh criticism due to its low-quality graphics, unresponsive controls, and poor quality music and sound effects. In particular, it was accompanied by an annoying heavy metal soundtrack that couldn’t be turned off due to a poor options menu. There was even a difficulty setting that caused opponents to do nothing.</p>
<h2>Superman Returns (2006)</h2>
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<p>Bubbling up behind it is <a href="http://uk.ign.com/articles/2006/11/28/superman-returns-review-2">Superman Returns</a>, another movie tie-in for the film of the same name. This should have been a game you played as the Man of Steel, able to fly anywhere and show off your superpowers. In reality, Superman Returns is what would happen if the eponymous hero woke up as Bill Murray in Groundhog Day, cursed to repeat the same day over and over again.</p>
<p>On top of the near endless repetition, there wasn’t even a satisfying end-of-game boss battle. Instead, all that happens is that you fight a tornado (meteorological, not the aeroplane) and you’re then left to face the same villains again and again, ad infinitum. A superlatively dull game.</p>
<h2>Assassins Creed 3 (2012)</h2>
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<p>Stalking in the stinking shadows is <a href="http://uk.ign.com/articles/2012/10/30/assassins-creed-iii-review">Assassins Creed 3</a>. Up until this game was released, I felt the franchise was perfect. But this had to end sooner or later. From the very beginning of this game, it was like you’d been placed in a minefield of cut scenes. No matter which direction you walked in, a cut scene just seemed to explode into being. I don’t know about you but I like to play video games. If I want to watch a movie, I’ll browse Netflix.</p>
<h2>Kinect Star Wars (2012)</h2>
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<p>My boot has just connected with something. Oh no, not <a href="http://uk.ign.com/articles/2012/04/03/kinect-star-wars-review">Kinect Star Wars</a>. This title was the much-awaited Jedi game for the motion-capture console Microsoft Kinect. Sadly, the end result just turned out to be a set of ill linked mini games. And because you didn’t actually have to physically hold a controller, there was none of the anticipated sense of wielding a lightsaber. The rotting cherry on the souring and mouldy cake was the Galactic Dance-off. Watching your favourite Star Wars characters pantomime dance moves for the player was just one rubbish idea too far.</p>
<h2>Death Stranding (2018)</h2>
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<p>As I try to pull my wellies free from the all-consuming suction of crap game history, let us end on a prediction. It relates to the much-anticipated Death Stranding, due for release some time in 2018 and designed by Hideo Kojima of Metal Gear Solid fame. If you look at the trailers for this game, they literally make no sense. There is nothing that can be gleaned from these previews, which consist of people randomly floating into the air, and some people in the same scene not doing so. There are babies being carried around in bottles, invisible creatures, entire scenes shifting from being underwater to instantly being on dry land.</p>
<p>What’s more, when the designer first tried to describe this game to his team, <a href="https://gamerant.com/death-stranding-kojima-team-story/">nobody got it</a>. When he tried to explain the plot to actor Mads Mikkelsen, who will play the main antagonist, <a href="https://www.gamespot.com/articles/death-stranding-mads-mikkelsen-talks-about-working/1100-6446011/">he didn’t get it</a>. Nobody who has played the game during its development phase seems to have any idea what it’s about.</p>
<p>Now, if you’re like me and believe that good design is all about good communication, then you’ll probably see where this game is going to end up in gaming history. But who knows? Perhaps Death Stranding’s heavy reliance on well-known celebrity talent will help keep its toes out of the bog of eternal stench. I guess we’ll have to wait and see.</p><img src="https://counter.theconversation.com/content/89120/count.gif" alt="The Conversation" width="1" height="1" />
<p class="fine-print"><em><span>Craig Weightman does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.</span></em></p>E.T.: The Extra Terrestrial has some stiff competition when it comes to terrible computer game design.Craig Weightman, Lecturer in Games and Visual Effects, Staffordshire UniversityLicensed as Creative Commons – attribution, no derivatives.