Design Contest Highlights Video Games With a Purpose
drew30319 writes "Game developers' website Gamasutra discusses a video game design contest with socially redeeming qualities — is this a productive role video games can play? Quoting: 'A unique game design competition aimed at teen violence prevention has announced its winners, revealing that Grace's Diary is taking home the top prize. The annual contest is sponsored by Jennifer Ann's Group, a non-profit organization focused on teen violence education and prevention since its founding in 2006. The "Life. Love. Game Design Contest" challenges entrants to design a game about the issue — without using violence itself.' The winning games are available to play online now."
Like layers of an onion you can wrap them with the outermost being life itself.
I thought we already had this in postal....
Games already have a purpose. To be fun. They can have secondary purposes. Training reflexes, imparting information, yadda yadda yadda. However, games with a *message* often push the message at the expense of the primary purpose of enjoyment. After all, you're not going to keep playing a game if you're not having fun in some fashion. So while these all may be beautifully design games that really speak about the issue, how effective will they be generally?
Honestly, a situation like this is probably the *worst* to try and get across in a game. It's aimed at people in their mid-teens, it says. Okay, so those people should be old enough to have a talk with and explain the dangers of abusive relationships and such. And if you can't have a talk with them, how the bloody hell do you expect a game to work?
"Hey Suzie/Johnny, I know you completely disregard everything I ever tell you, but I want you to play this game and really pay attention to the message it's trying to tell you." Because they're really going to pay attention to a message from a video game given to them by the people they won't listen to in the first place (even IF the game's fun enough to get them past being preached at).
Canada: The US's more awesome sibling.
Fold proteins to cure disease and outscore your opponent.
Some drink at the fountain of knowledge. Others just gargle.
How is it a game if it's played for some value beyond having fun? I'd call that work, or edutainment.
I "played" the winning "game" for about 5 minutes. I think I "played" all the way through. Outside of the few bad grammatical errors, this was not entertaining at all. It's not even a game. It is a mildly interactive narrative. You are in this girl's room, and you can click on things in the room and she will talk about them. ("Oh, that's a picture of my friends..."). There's a print out of a violence prevention website she talks about. The main "goal" seems to be the cell phone you click it you'll learn a boring sob-story about a friend of hers with an abusive boyfriend. Then the credits roll. This does not qualify as a game. It would not teach anyone anything.
If would take an extra 5-10 minutes to add a "choose your own adventure" to this and actually provide a mild form of entertainment where you get to decide what happens, and maybe in one version you convince the friend to get help or something. This fails on so many levels. But I guess, if anyone ever wants to win a game design contest, anyone could win this if they were able to put in more than 30 minutes of effort into the "design." (I admit the art was decent, that's really the only redeeming quality.)
Jella's Friends deserves a couple points for using a more-or-less correct 16-color VGA palette.
One might ask the same about birds. What ARE birds? We just don't know.
a consistent but counterintuitive finding is that female adolescents inflict more physical violence than male adolescents, with female perpetration rates ranging from 28% to 33% in contrast to male perpetration rates ranging from 11% to 20% (Foshee, 1996; Malik et al, 1997; O’Keefe, 1997).
(source)
I nominate Grand Theft Auto. It's so addictive. It causes a large percentage of teenage males to lock them selves up in their dorm rooms and basements. Like prison only cheaper.
And when they do eventually emerge, they're muscles are to weak to attack anyone.
The moral of the second game seems to be that if you (and this is an encouraged practice) dig through a potential date's belongings while they are busy preparing dinner for you, you will find all the necessary evidence to pass judgment upon them in a couple minutes. In fact, you really don't need to dig much further than the first piece of evidence because if they are a bad person, everything in their house will point to it! The situation is completely black and white, and hence the logical extension is that if you find yourself in such a relationship you aren't very smart because the signs were everywhere.