
The Sims, for example, has an avid community writing and creating all kinds of content online. This can also be to write fan-fiction after being inspired about a game world or character. This can be to contribute to the many online forums and message boards to talk about the game. Routes Into Books: Many popular book series, such as Beast Quest, offer a range of video games as an easy first step into those worlds that lead to then reading the books themselves.Ĭommunication Around Games: As well as reading, games encourage all sorts of creative output.
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Knights and Bikes, for example, has spin off books, a cartoon series and recipes to read. This can be official novels that expand the world or guide books that offer instructions and help. Reading Around Games: Video games create worlds that often spawn secondary texts. Then there are games like Thousand Threads that help players think about the power and the consequence of words. This can be from simple narrative in a game like Florence to dialogue in a game like Mutazione or even just identifying useful items and game mechanics with in-game descriptions in a game like Zelda Breath of the Wild. Reading In Games: Video games offer all sorts of reading at all levels. There are different ways that video games create this kind of collateral reading and aid literacy: The rise of video games on smartphones and tablets, as well as more affordable game consoles has made the sharing of interactive stories easier. Video games also have benefits for families where parents may not be confident readers, meaning that sharing stories as a family is still accessible to all. They give them access to stories through interaction and world building which they may not have been able to read in print. Video games have significant benefits for children who are reluctant or struggling readers. The National Literacy Trust is a charity dedicated to improving the reading, writing, speaking and listening skills of children and young people who need it most, giving them the best possible chance of success in school, work and life. We have partnered with the National Literacy Trust to create this resource of video games that encourage and enable reading and writing skills. The games in this list use these two things to create experiences that engage on a deeper level. Voices and choices are a large part of what it means to be human. These games use the immersion of the human voice and branching stories to create engaging experiences. Then there are games for older players like Detroit: Become Human, Last Stop, Grand Theft Auto, Twelve Minutes and Heavy Rain combine branching stories and fully voiced characters. Other games like South of the Circle, Before Your Eyes, Firewatch and It Takes Two offer fully voiced experiences with choices that don't create new endings but still add a sense of involvement. Games like the Frog's Princess, King of Dragon Pass and Call of the Sea offer a story-book feel with branching narrative that can be a novel way for younger players to discover the joy of stories. For former reduces friction for the player. Choices have a tangible effect on how things turn out. While some video games revel in the density and effort required to discover the narrative in their virtual worlds, others want to make it as easy and accessible to make their story your own. Proteus | Joust | Uncharted 3 | Alan Wake | This War of Mine | Journey | Limbo | Spaceteam | A Dark Room | Altos Adventure | A Year Walk | Bioshock Infinite | The Last of Us | Disney Infinity | Everybody's Gone to the Rapture | That Dragon Cancer | Spec Ops The Line | Papo and Yo This is one way to interpret them which of course invites further and possibly counter interpretations from other perspectives.įirewatch | Everything | Bury Me My Love | Abzu | Wilmot's Warehouse

I aim to make connections with faith, the bible and the experience of these video games. These are two publications for Christian audiences, that have invited me to shed light on what a range of video games might mean for those communities. Firstly, from 2013-2015 for ThirdWay magazine, and more recently for Youth and Children's Work (YCW) magazine. The games in this list have been the subject of a series of articles I have written about video games and faith. They offer a chance for response and emotion to grow. They invite us to reconsider how we see the outsider and the marginalised. They include themes of hope, loss and love.

Games offer a unique way to encounter what is beyond us: other people, the world and possibly even the divine.
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However, many games offer experiences that invite you to explore buildings, worlds, cities and the countryside full of potential for spiritual reflection. Video games aren't high on the list of most people's spiritual spaces.
