Source - Journalism Code, Context & Community
'Video Games Let Readers “Play” a Story
Games are mock realities that, at their best, can make players feel an emotion more powerfully than any other medium. You are the on-screen actor, and you control the game’s plot through your actions. Having control means you’re responsible, within obvious bounds, for what happens in the game, so achievements, failures, consequences, and the emotions those come with, belong to you.
This feeling of owning consequences is what’s at play in a game called Sweatshop. It simulates the life of a sweatshop manager, and in the face of the daily pressures, the player’s moral compass begins to lose its bearing. Betsy Morais wrote, in her New Yorker piece about playing Sweatshop, that “as I continued to play, I began to skip past the interjections of a child worker who popped up at the bottom of the screen to plead for decent treatment. …The longer I played, the more each moving part—workers, children, hats—became abstracted into the image of one big machine.”...'