Some games try to be explicitly political, while others tap into contemporary moral debates. But how much of a moral message can pixels carry?
Games are not films: if a player is going to invest in a character's actions, they need to have a chance to do the right thing.
Violence isn't unique to cinema or games - they're just the latest recruit to the aftermath blame tradition.
A culture of violence is something that normalises violence and makes it acceptable. Games don’t do that because they don’t feature real violence or anything that feels like it, argues Phil Hartup.
Games as ballet, a playwright on the medium, and (sorry) me talking about ladies, again.
How internet communities encourage bad behaviour online.
All the best reading, digested.
What makes you care about a videogame character? Clue: it's not ladles of expository dialogue.
Text-based games are saying things about the wars we fight that the AAA shooter cannot.