In creative industries labour exploitation can happen because employers can get away with leaning into the passion creative workers bring to their field. The video game industry may be a young industry, but the tricks of getting free labour from workers are old ones. As a result, movements like Game Workers Unite have popped up to help video game workers get the respect they deserve.
The game tests your moral fortitude. Dr. Trolley’s Problem brings the classic philosophical quandaries of the trolley problem to life and asks you to make life or death decisions on the fly. Explore your moral fiber in ways you never imagined (or asked for)! I’ve created 50 situations that are all based on the famous trolley problem, with more coming.
Dr. Trolley’s problem is available for both Mac and PC.Check it out.
Violent video games get attacked a lot. Media and news companies are quick to blame the influence video games have on youth to be the reason that youth commit acts of violence. This is not the case though. Every year there is more evidence that it’s not true that violent entertainment leads to real-world violence. In fact, it can be stingily argued that playing violent video games can be a good thing in your life.
First, an international research team from the USA and Canada found that by playing a game together we can change attitudes of players towards others. They had people kill zombies with someone who the player thought was from the States (and in the USA they thought they were playing with a Canadian).
The research concluded that having people play with someone they thought was from another country increased playerâ€™s opinion of people from said country.
Some entrepreneurs in Vancouver have discovered that there are not enough games designed specifically for women and they are looking to change that.
As a game designer myself, I think that this is a great thing to see!
Few mainstream video games are made â€” or marketed â€” with women in mind, even though nearly 40 per cent of video game players in the United States and Canada are female. The likely reason? Few women are actually designing the games.
Brenda Bailey Gershkovitch and Kirsten Forbes hope to ride to the rescue. Last July, the two Vancouverites launched Silicon Sisters, the first game development studio in the country owned and run by women. It is unique in its mission to design games for young girls from a female perspective.
Their first game, School 26, launches in early spring on computer and portable Mac devices. Itâ€™s a role-playing game in which players act as a high school student who helps peers with personal and school-related problems.
People who have been paralyzed (from a stroke or spinal injury) now have a new tool to help them regain control over their hands and arms thanks to a Canadian researcher. A wand that stimulates muscles using electricity combined with a video game has produced impressive results.
“We can now offer people with spinal cord injury and stroke continued therapy for many weeks in their homes,” said the device’s designer, Arthur Prochazka.
Physiotherapist Su Ling Chong works with patients for an hour each day. Using a videoconferencing link, she sees and talks to them and is able to gauge their progress accurately.
“We get the user to go through the range [of movement], and it actually records how strong their grip is, how much their range is, and then from there we can modify the games to challenge them even more.”