Albany Times Union (Sunday)

Do we need a COVID-19 video game?

There are at least 51 of them for your playing pleasure

- By Todd Martens Tribune News Service

Surrounded, concerned and frustrated by our current pandemic, I certainly didn’t want COVID-19 to enter my gameplayin­g time. The virus and its effects had consumed enough of my life.

Confession: I was wrong.

I 100% did not know I needed a COVID-19 game — let alone 51 of them — but I absolutely did. Of course, it helps that these games generally don’t present dark, complex simulation­s. Also, they were made in collaborat­ion with an arm of the National Academy of Sciences, meaning a number of them contain actual research.

The collection of mostly short vignettes came out of Jamming the Curve, a competitio­n spearheade­d by the team behind Indiecade, the yearly celebratio­n of play that would be happening this month in Santa Monica if the events of the world had not intervened. Participan­ts were challenged to build a game from scratch, known in game developmen­t circles as a game jam, that somehow reflected our pandemic and the data and science that seek to understand it.

To ensure that these short experiment­s in game-making were factbased, the game makers not only had access to epidemiolo­gical models developed by Georgia Tech, but also could consult with a team of medical and health experts organized with input from the National Academy of Sciences’ cultural-education-focused Labx department.

The best of the 51 games felt as if they were opening a dialogue, allowing me to communicat­e digitally about topics I wasn’t always vocal about, or even desired to be vocal about, in my daily life.

Play in this instance became a much-needed exhale, whether I was entering the headspace of someone stubbornly wearing a mask below their nose, trying to stop the spread of disease on an alien planet, witnessing the life of a nurse, or seeing how attempts to control an outbreak among a species is akin to herding cats.

“Cat Colony Crisis,” for instance, is cutesy chaos. Don’t assume anything, I told myself, as Ms. Cat, a calico, sneezed. Maybe Ms. Cat just has a preexistin­g condition? But why isn’t Ms. Cat wearing a mask? And, gosh dang it, why is Ms. Cat starting fights and cuddling with other cats? A pandemic, after all, is no time to behave like cats. Being a cat is no excuse, Ms. Cat!

When it comes to educating people about COVID-19, says Rick Thomas of Labx, a big challenge is the invisibili­ty of the virus and the struggle to recognize when we’re making a difference, when we’re being overly panicked and when we’re simply being selfish.

Games, specifical­ly their ability to visualize abstract subjects as well as their need to ask players to lean in and take an active role, can close that gap, says Thomas.

“Games are good to help combat COVID because games do a good job of translatin­g data into stories and helping show people how individual decisions can impact larger issues,” says Thomas. “That feedback is missing in normal day-to-day interactio­ns with COVID. You don’t actually know if you got someone sick by not wearing your mask because there’s a severalday disconnect. You’re not being told whether what you’re doing is harmful, but in a game you can make the connection clearly. That’s why we got involved.”

The submitted games — most can be played free via a browser, though some require a download for a PC or Mac — largely avoid the tendency of more mainstream games to put the emphasis on a global pandemic spread and how to manage assets. Here, the games generally have a human focus.

“The Covid Express” feels like my daily life — that is, having to navigate among the unmasked in public spaces or on mass transit. “Pandemanag­er” is more complex, asking you to survive one year as mayor amid shifting policy decisions. “Smash the Curve” is influenced by the classic game “Breakout,” where COVID-19 graphs replace the standard bricks, and powerups come in the form of masks and contact-tracing.

For those new to the game jam space, be prepared for an amateur, do-it-yourself feel. The games are made quickly, and the goal is to express an idea through play rather than create a slick, finished product. Yet the most polished of the games, such as “Outbreak in Space,” allow players to go deep in experiment­s with variables.

Against a sci-fi backdrop, “Outbreak in Space” shows us what happens when a certain percentage of the population doesn’t wear masks, isn’t isolated, or continues to engage in activities without social distancing, all of it underwritt­en by Georgia Tech’s real-life-inspired simulation equations. But even a simpler title such as “Everyday Hero,” which boasts an oldfashion­ed arcade feel in which we must keep descending figures distanced and masked, can put a fanciful spin on science.

“People are just walking down the screen and you’re trying to keep them far apart. Then it adds the variable of masks. Then it adds the variable of sick people. Then you have to prioritize,” says IndieCade’s Celia Pearce, a game designer and professor at Northeaste­rn University who helped organize Jamming the Curve as well as this week’s slate of online Indiecade talks and demos.

“It’s a little bit of a plate-spinning game, but it uses real data,” Pearce says of “Everyday Hero.” “At the end, you get a number: ‘This is how many people got infected because you didn’t move them far apart.’ That drives home the same game we all play when we go to the market, where

I’ll be walking around trying to stay six feet away from everybody.”

Scrolling the Jamming the Curve Discord channel reveals conversati­ons between game makers and medical experts that feel more like a public health FAQ than a game developmen­t event; developers asked questions on a range of topics, including mask efficiency, viral load and persistent immunologi­c responses.

Some games deal with those weighty topics. “Lab Hero” is a colorful simulation of a medical profession­al’s challenges and focuses on keeping people distanced, treating patients and researchin­g a vaccine. Others went a more personal route. “Nonessenti­al,” for instance, is an intimate-conversati­on game about the ways in which we deflect our worries and avoid topics of mental health.

Games are good to help combat COVID because games do a good job of translatin­g data into stories and helping show people how individual decisions can impact larger issues.”

— Rick Thomas

 ?? Devil’s Cider Games / TNS ?? A screengrab of “Cat Colony Crisis,” a game that uses cats — and data — to reflect our current COVID-19 crisis.
Devil’s Cider Games / TNS A screengrab of “Cat Colony Crisis,” a game that uses cats — and data — to reflect our current COVID-19 crisis.
 ?? Bakiara / TNS ?? “Together” is a game that shows how the pandemic can mean very different things to different people.
Bakiara / TNS “Together” is a game that shows how the pandemic can mean very different things to different people.

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