
Inspired and challenged by the report, we searched our database to identify games that came closest to meeting these high standards. The freedom for risk taking is sometimes present but here, children themselves take on the safety burden from society at large and limit play themselves." Games very rarely leave children to play at their own pace and rate. Where it's more difficult is in the voluntary and intrinsically motivated play. "Children bring a lot to their play that for them is imaginative and sociable. I asked Sonia Livingstone, lead researcher and report author, whether there were many games that already met this criteria.


WHERE DOES THE PICTURE GO IN UNPACKING FREE
The team from 5 Rights Foundation and Digital Futures LSE set out ambitious expectations for children’s free play in all contexts. The Digital Futures Commission's A Vision of Free Play in a Digital World report that outlines the key qualities of "free play" for what "good" looks like in a digital world. However games use these possessions to tell stories, it's always worth slowing down, noticing the objects we are rushing past and reading the literal and metaphorical notes about the world in which we are playing. In Before I Forget, possessions offer a gateway to our own fraying memories.

In Hindsight we are asked to decide which objects to keep and which to let go of. In Overboard, for example, we need to use medication, ear rings and clothing to tell a story that the other characters in the world believe (one where we didn't murder our husband).įinally, games use possessions sentimentally to connect us to the past of characters. Other games use possessions as an important part of how we interact with the world. In this we find the story of a world in panic, but also of the people's lives before everything went wrong.
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In The Last of Us we find people's notes and possessions abandoned. In Unpacking we spend hours placing and arranging someone's things, and as we do we get to know them (and their hopes, loves, losses and travels) deeply. Some games let us get to know characters solely through their possessions. In, we are given a prized camera and bird book from our grandparents to tell the story of their bond and trust. Games like The Sims or Animal Crossing enable us to use possessions to create spaces that reflect the character we are playing. The objects of our lives tell a story about who we are and what is happening to us. Favourite toys, carefully written letters, hurried notes, pictures on the walls, dilapidated architecture, menus, vehicles, ticket stubs. Games often use their character's possessions to tell us about them, as much as what they say or look like. Because we can explore the spaces where games happen, they can also tell stories by the things we find. This can be similar to books and films, offering snapshots, flashbacks and poignant scenes that form a life. Games tell stories about people and places.
