Abstract
Games involve their own special brand of uncertainty. Uncertainty is chosen, an elective experience that adds to the fun and exhilaration of play. Described by game developer Greg Costikyan, games are 'a series of elaborate constructs that subject us to uncertainty - but in a fictive and non-threatening way' (Uncertainty in games, 2013, p.2). We are in need of non-threatening spaces to engage with the very real, often terrifying uncertainties we face in life, everything from hotly contested identity politics to helplessness in the face of environmental change. Like all designers of serious games, I am on the hunt for ways to express the troubling realities we inhabit in the medium of games in a way that is enjoyable in the moment, but also leaves players with something to think about when play is done.
Original language | English |
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Title of host publication | Beyond Virtual Production |
Subtitle of host publication | Integrating Production Technologies |
Editors | Tully Barnett, Jason Bevan, Cameron Mackness, Zoë Wallin |
Place of Publication | London |
Publisher | Taylor and Francis - Balkema |
Chapter | 16 |
Pages | 192-202 |
Number of pages | 11 |
ISBN (Electronic) | 9781003449492 |
ISBN (Print) | 9781032582931 |
DOIs | |
Publication status | Published - 2025 |
Keywords
- Computer games
- game-based learning
- uncertainty
- play