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This article appeared in the January 04, 2019 edition of the Monitor Daily.

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Gaming a future that prizes compassion

PRNewsFoto/Academy of Interactive Arts & Sciences
The team from thatgamecompany accepted Game of the Year honors for 鈥楯ourney鈥 at the 2013 D.I.C.E. Awards in Las Vegas. From left to right: Tom Frisina, Kellee Santiago, Jenova Chen, Robin Hunicke, Martin Middleton.
Clayton Collins
Director of Editorial Innovation

Even if your own video-gaming days date back to Atari Pong, you鈥檝e surely noticed the entertainment art鈥檚 halting evolution 鈥 and its see-sawing reputation.

Along the way to fueling big-money 鈥渆sports,鈥 gaming has reflected some real social ugliness 鈥 the blatant misogyny of Grand Theft Auto, the sociopolitical violence of .

It has also showcased efforts to teach complex systems (Sims) and even to promote physical activity (sports games for Wii). Today social media and even staid magazines buzz with , the deeply immersive diversion of the moment.

Gaming is too nuanced to deserve binary views, but extremes stand out. This week brought news of a recruitment campaign by the British Army that about young gamers to military skills.

But also in the news: , an independent game designer. One of his offerings, Flower, was enshrined in the Smithsonian in 2013. (Its players inhabit the wind and affect environmental change.)

His next act: Sky. It鈥檚 a phone-app-based game 鈥渁bout 鈥榮preading light,鈥 鈥 writes Quartz鈥檚 Ephrat Livni. For its players, 鈥 鈥榞enerosity and compassion [are] key鈥 to finding their way.鈥

Can the thinking that Chen鈥檚 art reflects seep into the gaming culture 鈥 and the broader culture? 鈥淚 realized the only winning condition is to do something that isn鈥檛 about you,鈥 ;聽鈥測ou can win when you focus on change.鈥

Now to our five stories for your Friday.聽


This article appeared in the January 04, 2019 edition of the Monitor Daily.

Read 01/04 edition
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