How To: Create Computer Games
With $116bn of annual revenues, the global video games sector is three times as large as cinemas, according to analysts Newzoo. Yet, there is a perception problem around games.
Media discussion of video games often focuses on violence, gambling or addiction. Many people are put off by these kinds of games. Masculine power fantasies — often a feature of this medium — are not for everyone. For many people, violence and stress are simply uninteresting.
Yet video games can also be spaces for healing, for learning or for connecting with others. I know from my own experiences that interactivity has the power to provide more visceral insight than books or film.