In front of a smartphone, two players meet. They each grab half the device,
preparing to play. But instead of a competitive matchup, they begin to rock and
spin the phone, each holding their end of the phone tightly. In a few moments,
through awkward giggles, they are twisting and spinning; the game forces them
into a clumsy dance.
But mobile game Bounden isn't just about making players feel a little strange
while pulling them outside their comfort zones. The unique game is also being
honored by the Games for Change Awards (which highlights games that have a
particular social impact) as an innovator when it comes to getting players to
connect.
See also: Tapping Into the Emotional Side of Video Games: Developing Hope,
Healing and Love
"Our digital lives are alienating us rather than connecting us," said Hsing
Wei, awards director for Games for Change. "Bounden is seeking to use movement
and use the form of play to get people outside their comfort zones and connect
in a way that might translate to real life connections."
While Bounden has been honored quite a bit as an innovative mobile title
since its May 2014 release, because it uses a smartphone's accelerometer to
force partners to move together to complete puzzles, the Games for Change
nomination connects that behavior to broader social implications. Wei points out
that moving together can cross language and cultural barriers, and instill
connections through that awkward intimacy.
The awards are part of the 12th annual Games for Change Festival, a New
York-based gathering that focuses on how games can have larger impacts beyond
gaming. The festival gathers game creators, researchers and humanitarians to
share thoughts on how the medium can stretch beyond the simple ideas of
play.
While many games typically associated with this movement focus on hard social
issues like poverty, global conflicts or environmental issues, Wei said a game
like Bounden can be just as impactful, and its inclusion shows how the thinking
behind "games for good" has evolved.
"Bounden touches on empathy and human connection and collaboration and
communication, which can also being a traction point for stimulating change or
solutions," she said. "As the field is maturing, games are starting to touch on
softer personal issues too, like bullying, gender identity and mental health,
alongside the traditional ones we've seen."
It's a trend that can be seen in many of the nominees. Other honorees include
Skip a Beat, a game that uses a heart monitor as a controller and encourages
players to control play by understanding what made their heart rate speed up,
and slow down, and Zoo U, a title that helps children learn how to navigate
social situations by developing emotional skills that will help in them in the
real world.
Of course, the "traditional" social issues are still present this year, but
wrapped in even more nuance. Also nominated is This War of Mine, a game that
puts players in the shoes of civilians trying to survive as war breaks out in
their own country. The game has been commercially and critically successful, and
lauded as being sensitive to the plight of real-life refugees, while still
creating an engaging game.
What makes a game for change?
The awards are broken down into three categories: "most significant impact,"
"best gameplay" and "most innovative." The distinctions are important, and play
into the history of Games for Change as a movement and as an awards event. (You
can see a full list of nominees here.)
Games judged on "most significant impact" had to set their own goals for what
that was, and what change they wanted to effect, Wei said. These games had a
specific outcome in mind when people played, whether it was for raising
awareness or raising money.
The "most innovative" award, which Bounden is nominated for, honors games
doing something completely new inside the space, or "even in terms of the type
of content it's trying to bring into a Games for Change context," Wei said.
The "best gameplay" award, for which This War of Mine is nominated, was much
more about awarding excellence for games that succeeded on more typical video
game metrics.
"Gameplay is looking at the degree of polish and functionality and thematic
execution and whether it actually playable enough," Wei said. "Is the game
something that people would pass along?"
"This category also helped the main tension in our community for several
years, especially at the beginning," said Games for Change president Asi Burak.
"The main complaint was there was too much emphasis on the impact and the
gameplay was lacking. We want to show excellence in both fields."
Sometimes games can succeed in two different award categories, at least in
the judges' eyes. Never Alone, a game created by a developer working with a
group of Alaskan Native people, is nominated for both awards. The game was an
effort to tell a Inupiat (a Native Alaskan group) story from an authentic
perspective, but it's also a cooperative game sold on many platforms.
Leading
by example
Burak said the most important goal of the awards, and the conference itself,
is to inspire more people to create games that fit into any of these spheres.
When the awards were first created six years ago, there were very few games that
fit this criteria.
"Many people told us there weren't enough games and there is no quality," he
said. "Our argument was that it's a bit of a chicken and the egg problem, and if
you don't expose and reward the games being done and create a space for the
developers, then you might not encourage them enough."
This year, the awards saw more than 150 submissions, which Burak said
parallels a bigger shift by the games industry into experimenting with games
that cover broader ranges of topics. Last year, the Game Awards — a large,
independent award show spun off of cable network Spike's own past ceremony — had
an award honoring "games for change." It was won by Ubisoft's Valiant Hearts:
The Great War, a game that took a more serious look at the events of World War I
and offered players more historical context as they played.
"I hope to think that this is a good trend in the industry, that you have
more young designers that want to say things about the world," Burak said. "This
new generation looks at games as a tool of expression, and this is how they want
to relay ideas."
This year's Games for Change Festival is April 21-25, with some events open
to the public. The awards will be held April 22, and passes are still available
for purchase.