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"[Video games are] the most exciting and important cultural form of our time." - John O'Shea, Co-CEO @ The National Videogame Museum
“If Technologists don’t think about the diversity of the end user, we are going to have a bigger gap between what people could achieve and what they can achieve.” - Professor Annalu Waller OBE, Chair of Human Communication Technologies, University of Dundee
"Games really sparkle as a medium for not just fun, but also storytelling, empathy, creative expression, and a million other things." - Dan Hett, Digital Artist, Writer and Video Game Designer
"Video games create an opening for people to express themselves in ways in which they couldn’t in other circumstances. It’s like when a football team creates a community and sticks together." - Shannon Parkes, Founder of ShannonParkesEsports
"Games really do matter, now more than ever. It’s up to us all to decide how the sector moves forward." - Dan Wood, Acting Co-CEO at Ukie
"[We need] to create new ways to build connections, skillsets and community." - Sarah Unwin, Director of The After Lab & Lecturer
"Each person needs a bespoke, individual setup. Their needs and abilities change throughout their lives." - Liam Lawler, Partnerships Coordinator at SpecialEffect
"[Indie games] offer a profound opportunity to make work like this - work that does something new, fresh and challenging, that pushes the boundaries of what a game can be." - Lauren O'Donoghue, Writer and Game Designer
"Along with their economic impact, the video games sector is also a driver of innovation, a key theme of the Treasury’s “Build Back Better strategy”, with much of the technology created by the video games sector repurposed by other creative industries." - Sam Pither, The Business Magazine
"...look at Dark Souls. It has a culture—its own jokes, its own memes. Communities in games are important."
"Exactly. Video games create an opening for people to express themselves in ways in which they couldn’t in other circumstances. It’s like when a football team creates a community and sticks together."
"They're not passive experiences, though, like cinema or TV. They can be whole virtual environments, populated with diverse online communities across the globe."
"I'd say they're the most powerful communications medium of the 21st century. They're where billions of people make friends and socialise."
"And they're generational. Games are passed down from parents to their children."
"We benefit the lives of players as an avenue of fun."
"Wow, man. That's deep."
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"The games industry could provide opportunities and tackle inequality for young and disenfranchised people."<
“There's a digital divide—buying consoles is an income barrier. Historically you could play for free on promotional consoles set up in Curry’s or Toy’s R Us."
"People need financial support to play and build games."
"Charities and non-profits can bridge that gap, since commericialisation is not the main motivation.""
Aging gamers require adaptive technology – <>VR will open this up< > more
Not every game needs to be Esports...
Is there a game you can play on your phone with no sight? No visuals?
SpecialEffect <>was founded in 2007< > to help people with physical disabilities to play video games to the very best of their abilities
People with severe physical disabilities have additional limitations in the experiences that they can have in real life… But games can <>open up a whole world of opportunities to all kinds of experiences!< >
SpecialEffect works with people individually to find out what they want to play and what they need to play it. The charity then <>matches or modifies technology to create personalised gaming setups,< > and backs this up with lifelong follow-up support
EyeMine is a piece of software that uses <>eye movements< > to control and play Minecraft
There are many educational games, such as Roblox Education, available today. We can use games to inspire children to engage in a range of core games subjects (such as maths, physics, computer science, art and music). Games can also help children engage in other topics across the curriculum, for example geography and dance.<
There are positives to using simulation games in educational settings, but there are many potential pitfalls too. Some professionals believe that simulation games make certain jobs look 'easier than they really are'. Is the power to make things 'fun' potentially negative if it 'dumbs down' real skills? Playing Guitar Hero, for example, doesn't mean that you can play the guitar.<
There are many soft skills that can be gained through video games, and there is a lot of value to be found there. By engaging with player culture, communications and other people, game players can develop many important soft skills. 'Gamification' is often used within the industry, as is learning through simulation.<
"Games should tell the stories of the players, giving voice to unheard voices."
"There's been a shift from games being used to market and promote films," one voice says. "Now we're getting films and television based on games." The projection shows a clip from The Last of Us TV show, and another of the Super Mario Bros. movie.
"Marketing is important," an unseen commentator says, over adverts for video game toys and other tie-in merchandise. "Games are a good way of reaching audiences and selling products. They're intellectal property."
The footage shows streamers on Twitch and YouTube playing old games. "It's about nostalgia," a voice says, while Tetris blocks fall into place and aliens explode in showers of pixels. "People like to be reminded of the past."
There's a cheer from the stadium as one of the players gains an advantage.
"You see, this is why Esports matter," says one of the commentators. "They bring so much happiness to participants and spectators. They bring life to events."
"Esports is a microcosm of society," one of the commentators says. "It has a real problem with diversity."
"It does," the other concurs. "But it can provide a good basis for community programmes too. Look at the one at Sheffield United Football Club."
When the current round comes to an end, the overhead screens cut to logos and advertisements for the tournament's sponsors.
"We're seeing more Esports incorporated into corporate events," a commentator says. "What are your thoughts on that?"
The other commentator hums, considering. "It's tricky," they say at last. "These events are expensive–that means they need to make more and more profit to guarantee a return on investment."
"True. Perhaps we need more 'independent' Esports events."
When the tournament comes to an end, the camera pans over the celebrating crowd before cutting to the winning player shaking the hand of the runners-up.
"You see," comes the voice of the commentator. "That's what this community is about. Making friends, creating a supportive environment. Bringing together people with common interests."
<> Games that centre on storytelling seem to have the ability to open the door to empathic responses. Exploration finds a piece of the story. < >> < > Art can be a distraction from the problems of the world, but it can also be a lens or a mirror. < > < > The verbs in games don’t have to just be run, jump, climb, shoot - they can shine a light on exploitation and brutalisation, they can explore what it means to resolve, change, and transform. < > < > Narratives rooted in real-world events are powerful tools for storytelling and experiential learning. They can create empathy, stimulate critical thinking, and prompt conversations about complex issues. < > < > Creativity is at the top of the list of skills required for the video game industry. < > < > Games allow you to inhabit a space, or a person. Absorb it, explore it, see it from different angles. Even in text, that agency within an experience is an incredibly powerful thing to work with. < > <
Heritage deals with the stories we tell about games themselves and the stories they tell about game culture.
It's our job to preserve older games and game cultures.
Through their distribution, through mobile technology and the internet, video game experiences have the potential to reach the majority of humans on the planet, presenting new perspectives, sharing stories and influencing attitudes.
A critical understanding of how and why games are made, and by who, and who plays them and what that means, is only going to become more and more important over the next 50 years.
All museums are concerned with questions of value—What is important? How do we care for it properly? How do we understand our subject? How can we share that understanding? Does the public agree?<
<> The industry says it wants women there, but would that hinder profits? < >> < > There's stigma around being a 'Gamer Girl'. It's not a helpful term. Does it mean you have to wear long socks and plaid, and 'be' a certain way? < > < > The trope of 'pretty' Twitch streamers isn't helpful if you're not male—it's still very narrow. < > < > What about single mothers with very little time? Casual mobile games—something you can pick up and put down—are made to be addictive. < > < > There's potential for women’s Esports to develop in same way as women's football. < > < > It's a male-dominated sector. Women need to be given a chance to enter the industry. < > < > It's important to bring women together and create a safe space. < > < > Men should be encouraged to help women. < > <
<> Games can be outlets or escapes for people experiencing poor mental health. < >> < > In lockdown playing games was a way to reach out to others. They provided social connection, fun and adrenaline. < > < > Games like Stardew Valley can relieve stress. < > < > Gaps in the health industry can be filled by video games–they can help people to save the world. < > < > Video games can be used in social care at end-of-life–there are more opportunities within virtual environments to interact and prevent loneliness. < > < > The 'Animal Crossing Diaries' project showed how people used the game New Horizons to connect during the pandemic. < > < > Games can be beneficial for mental health, you can go on a virtual walk or connect with others. < > < > The game 'Hellblade' has psychosis as a core theme. It's researched well and backed by experts. < > < > Lots of games, such as 'Depression Quest', talk about living with mental health conditions. < > < > <> < > < > < > $mhObs < > <
<> ...The games industry is commercially driven. Profit is the bottom line... < >> < > ...Can the games industry escape wider capitalist structures and pressures? Does it always come back to money and costs?.. < > < > ...Nobody will make and market a game that doesn’t have a clear way to make a profit... < > < > ...Every brand exists to get in front of kids... < > < > ...Games are good way of reaching audiences and selling products in spaces where they already are... < > < > ...Is the UK games industry slipping? Other EU countries have better R&D and tax schemes... < > < > ...Tax breaks in other countries pose a threat to the UK games industry... < > < > ...UK game production companies are growing around the country without state support... < > < > ...There were over 2000 UK games businesses in 2022 (30% growth since 2016)... < > < > ...The game industry generates over £5bn for the UK economy... < > < > ...The game industry drives exports and investment (£2.6bn in 21/22)... < > < > ...The UK population spends over £7bn on games and games related culture annually... < > <
PRACTICES IN THE GAMES INDUSTRY WILL CHANGE THE WORLD
<>60< >% of the UK industry is outside London
The UK industry supports <>73,000< > full time employees
There are <>20,000< > core jobs in the UK industry
Return to the [[job fair|employment]] <
<A Fairer Future > <
" t8n>> A Fairer FutureThe games industry is low paid compared to the tech sector Labour and ownership in the tech industry is a point of contention It's important that we have fair distribution of wealth, and build a stronger foundation from which to create games on
<Unionising the Games Industry > <
" t8n>> Unionising the Games IndustryUnionising a hybrid, remote, project based, disparate workspace is challenging, especially with the influx of AI Collective bargaining can make a difference Older generations have seen labour wins, but there haven't been many recently We want to inspire kids to see that collective bargaining works!
<A Success Story >
" t8n>> A Success StoryCompanies such as Meta, TikTok and ChatGPT use outsourced labour to moderate their content - workers are exposed to material that is often explicit or traumatising for as little as $1.50 an hour In May of 2023, at a meeting Nairobi, over 150 tech workers voted to establish the African Content Moderators Union This was a really groundbreaking moment for the sector
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<> Is the range and nature of the stories being told by games innovating fast enough? < >> < > AAA studios versus indie studios < > < > Non-commercial games need to be funded < > < > Having bodies that fund independent games is important < > < > In many ways making indie games is the digital equivalent of making zines—it’s a labour of love < > < > Indie games are likely to include elements that are personal, playful and subversive < > < > When you’ve made an indie game, getting it into the hands of players is easy, free, and powerful < > <
https://passenger.itch.io/closed-hands" target="_blank">Closed Hands (PASSENGER/Dan Hett, 2021) https://store.steampowered.com/app/808090/Bury_Me_My_Love/" target="_blank">Bury Me My Love (The Pixel Hunt, 2019) (£) https://store.steampowered.com/app/1593030/Terra_Nil/" target="_blank">Terra Nil (Free Lives, 2023) (£) https://store.steampowered.com/app/1337010/Alba_A_Wildlife_Adventure/" target="_blank">Alba: A Wildlife Adventure (Ustwo Games, 2020) (£) https://orteil.dashnet.org/nested" target ="_blank">Nested (Orteil, 2011) https://store.steampowered.com/app/368370/Her_Story/" target ="_blank">Her Story (Sam Barlow, 2015) (£) https://w.itch.io/end-of-the-world" target ="_blank">Queers in Love at the End of the World (Anna Anthropy, 2013) https://sub-q.com/play-human-errors/" target ="_blank">Human Errors (Katherine Morayati, 2018) https://danhett.itch.io/c-ya-laterrrr" target="_blank">c ya laterrrr (Dan Hett, 2017) https://neurocracy.site/" target ="_blank">Neurocracy (Playthroughline, 2021) https://xrafstar.monster/games/twine/myriad%20hypercard_old.html#1o" target ="_blank">Myriad (Porpentine, 2012) http://www.jonas-kyratzes.net/arcadia/arcadia.html" target ="_blank">Arcadia (Jonas Kyratzes, 2012) https://store.steampowered.com/app/1084600/My_Time_at_Sandrock/" target ="_blank">My Time in Sandrock (Pathea Games, 2022) (£) https://tommchenry.itch.io/lets-go-eat" target ="_blank">Let's Go Eat (Tom McHenry, 2015) https://www.fortnite.com/?lang=en-US" target ="_blank">Fortnite (Epic Games, 2017) https://www.roblox.com/" target ="_blank">Roblox (Roblox Corporation, 2006) https://www.ea.com/en-gb/games/apex-legends" target ="_blank">Apex Legends (Respawn Entertainment, 2019) https://www.specialeffect.org.uk/how-we-can-help/eyemine" target ="_blank">Eyemine (SpecialEffect, 2021) for https://www.minecraft.net/en-us" target ="_blank">Minecraft (Mojang Studios, 2011) (£) https://www.animal-crossing.com/new-horizons/" target ="_blank">Animal Crossing: New Horizons (Nintendo, 2020) (£) https://store.steampowered.com/agecheck/app/414340/" target ="_blank">Hellblade: Senua's Sacrifice (Ninja Theory, 2017) (£) http://www.depressionquest.com/" target ="_blank">Depression Quest (Zoë Quinn, 2013) https://www.alzheimersresearchuk.org/research/for-researchers/resources-and-information/sea-hero-quest/" target="_blank">Sea Hero Quest (Glitchers, 2016) https://www.stardewvalley.net/" target="_blank">Stardew Valley (ConcernedApe, 2016) (£)
"Development tools have been democratised–e.g. Twine, Unity, Raspberry Pi, Ink, Scratch etc."
"We should train game designers the same way we teach people to play guitar–as a creative outlet.
"Are their ways we can encourage people to tell their own stories as game players?"
"Having more game creators makes makes video games richer, more vibrant, and more interesting as a medium."
"Tools like Twine make it easy for non-coders without specialist knowledge or hardware to make and distribute a game easily."
"The accessibility of text-game dev tools and proliferation of single authors and small teams creates space for a range of perspectives, as well as the kind of experimental work unlikely to be produced by large studios."
"We’re in a golden age of independent video game creation. The barriers are gone now, and you can use and learn simple–or complex–game making tools very easily with nothing but a web browser."
"Make games on any old machine. Make them on a Raspberry Pi. Make them on your phone. Make them on your toaster."
"We’re throwing open the doors to video games, democratising the tooling and learning, and making sure that if you’ve got a story to tell, or an idea you want to realise, it’s never been easier."
Games are sometimes used for humanitarian purposes They can be a tool for crowdsourcing data–a PhD researcher, for example, tested a game to get people to correct information on a street map Ustwo Games made 'Alba: A Wildlife Adventure', a game about conservation, and planted a tree for every game sold Games can influence people's behaviour and views around climate change
Games are an important change vector They can change the minds that will change the world Games can challenge ideas and perceptions, helping players develop empathy, understanding and social skills They can help us to imagine better futures, and to build the skills needed to create them Some games have mechanics that are collectivist, not individualistic
The games industry needs to have a talk with itself about ethics Monetisation, AI and the ethical use of data are important topics A recent Facebook Games scandal showed players being treated as money pots The government has a role to play in regulation AI could lead to a proliferation of low-quality games How do we ensure that design code is age-appropriate?
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“Mere entertainment becomes art when the communicative element in the work is either novel or exceptionally well done. It really is that simple. The work has the power to alter how people perceive the world around them. And it’s hard to imagine a medium more powerful in that regard than video games, where you are presented with a virtual world that reacts to your choices.” - Raph Koster, A Theory of Fun for Game Design