Gaming
Videogame culture provides overlooked opportunity to engage with climate change, says new report
Organisations wishing to have an impact on climate change shouldn’t overlook the opportunities presented by working with the breadth of videogame culture, according to a report from the global entertainment and research charity OKRE and commissioned by UKRI.
Ahead of COP26, Iain Dodgeon, Director of OKRE, said: “Videogames are a global cultural force. Relentless technological and creative innovation alongside the core consideration of the player in the game design process has propelled the sector’s expansion. No other media exhibits quite such a mutability of form and purpose.”
And indeed as videogames have evolved, so too has how people engage with them – not just playing videogames, but playing with them in other media and in other areas of our lives.
Iain Simons, co-author of the report and curator-at-large for the National Videogame Museum, said: “Because so much of the industry marketing around them is about technology – ‘faster! more realistic! better than last year’s model!’ – it’s tempting to think that games are just hardware and software. The most interesting and important part of videogames is how we live with them. They’re a fantastically rich place for public engagement, both in the games themselves and in the cultures we build around them.”
As games such as Fortnite have become social destinations in their own right, they provide a significant and mostly untapped opportunity for public engagement. However rather than focusing on developing a single game with climate themes, the report, Playing With Videogame Culture, identifies seven broader strategic opportunities for public engagement with climate science through videogames
These opportunities include embracing the breadth of videogame culture in both digital and non-digital spaces. This culture includes streaming, fan communities, fan-fiction and cosplay, and provides a rich and collaborative space that can reach diverse audiences.
Harnessing interest in videogames to inspire engagement with a wide array of STEAM skills and careers is another area of focus, and the report says practitioners should particularly try to understand their potential applications in other sectors, such as future innovation around climate change.
Enabling a more diverse range of communities to creatively explore opportunities for climate action is also key, and one recommended way to go about this is by utilising no-code game design tools to open up participation and creative expression, removing a requirement for technical skills. Organisations should also prioritise local and hyper-local engagement, focusing on social and environmental concerns of more direct relevance to these communities who are often underrepresented in public engagement work.
One opportunity for doing this is through the creation of site and time-specific games – projects that are uniquely relevant to different communities and calendar events, and which can enable people to interact with their area in new and exciting ways.
Digital exclusion is a key concern, and OKRE’s report recommends that both digital and non-digital access points should be included in any programme, with public engagement practitioners embracing board games, card games and other physical games alongside videogames to maximise engagement and access.
Iain Dodgeon said: “By embracing the breadth of opportunities available to engage with videogame culture, organisations can create lasting impact in their public engagement work. This is an area that has been overlooked until now, and so there is really exciting potential for organisations to work in fresh ways.”
The report brings to light past and present examples of videogames engaging with climate change and work being done within the industry in a bid to mitigate its own carbon footprint. It concludes that engagement with climate change should not focus on the development of a single game with climate themes, but rather consider the opportunities available within wider videogame culture to engage diverse communities and increase impact.
OKRE is a new charity providing a global centre for collaboration and knowledge exchange across research, the entertainment industry, and the social impact sector. The charity runs the OKRE Network, which connects professionals across sectors, as well as curating events such as the OKRE Development Rooms, and providing funding and resources to catalyse the creation of entertainment that benefits from alternative insights brought via research and lived experience.
Gaming
4Players and ODIN deliver cutting-edge voice chat for Gray Zone Warfare
The globally operating software company 4Players GmbH announces its partnership with MADFINGER Games, the developer behind the highly anticipated tactical first-person shooter Gray Zone Warfare. The collaboration aims to level up in-game communication by integrating 4Players’ next generation Voice Chat SDK, ODIN, into MADFINGER Games’ upcoming title.
MADFINGER Games’ goal is to create a complex and realistic gaming experience that allows players to embark on an adventure alone or in a team. To ensure excellent communication during tactical approaches, ODIN was the best choice for MADFINGER Games’ Technical Director Johanny Clerc-Renaud:
“Selecting ODIN as the voice chat in our upcoming title, Gray Zone Warfare, was a pivotal decision driven by both technical and business considerations. Technically, ODIN ticks a lot of our criteria with its support for spatial audio, a ready-to-deploy Unreal Engine 5 plugin and the ability to meet any player load thanks to their cloud hosting.
From a business perspective, the agility and openness of partnering with a company like 4Players meant we could work hand-in-hand to tailor the solution to our specific needs. This includes a seamless integration with Wwise, allowing us to modulate voice data for a more immersive and engaging player experience. Together, these factors made ODIN the undeniable choice for Gray Zone Warfare, enabling us to make our game even more memorable.”
By natively integrating ODIN Voice Chat into Unreal Engine 5, MADFINGER Games’ developers could focus on creating ultra-realistic game content instead of managing complex data sets. By leveraging ODIN’s scalable cloud hosting, MADFINGER Games can also ensure seamless service delivery to players worldwide, improving accessibility and the gaming experience.
With features such as real-time 3D spatial audio – including audio occlusion and ambient effects – for the global voice chat as well as full-volume radio communication, ODIN sets a new standard for multiplayer engagement and promotes immersive and crystal-clear interactions between players. This level of immersive communication not only enhances gameplay, but also strengthens the social fabric in the gaming community.
“ODIN represents the future of in-game communication. We combine cutting-edge technology with decades of expertise in the gaming industry to create a product that is fun and designed to improve gamers’ communication,” says Phillip Schuster, CEO at 4Players GmbH. “We are excited to be working with MADFINGER Games to further optimize the immersion of Gray Zone Warfare. The partnership highlights our shared goal of driving social interaction and creating a unique gaming experience.”With the release of Gray Zone Warfare for Early Access on 30th April 2024, players will experience unparalleled realistic gaming communication with ODIN.
The post 4Players and ODIN deliver cutting-edge voice chat for Gray Zone Warfare appeared first on European Gaming Industry News.
Gaming
Phoenix Games acquires PopReach Games along with its impressive games portfolio and over 100 employees
Phoenix Games, a global gaming enterprise specializing in the acquisition and enhancement of game studios, is thrilled to announce the acquisition of PopReach Games, a live operations studio based in Bengaluru, India, from Ionik for a total aggregate purchase price of up to US$9.8 million, financed from cash reserves. Together with the studio, Phoenix takes over a broad portfolio of free-to-play games that boasts more than 420 million lifetime downloads.
This transaction substantially diversifies the Phoenix portfolio by including globally recognized IPs and beloved free-to-play titles on different platforms, such as Smurf’s Village, Smurf’s Magic Match, Gardens of Time, Kitchen Scramble games, Kingdoms of Camelot, and War of Nations as well as the Brain Training app Peak..
The acquisition of PopReach Games India strengthens Phoenix Games’ global presence and adds a dedicated workforce of more than 100 employees from the Indian studio.
“The acquisition of PopReach Games signifies a remarkable enhancement of our portfolio, introducing not just a team of 100 passionate professionals but also a suite of globally acclaimed IPs and games that continue to captivate millions,” states Klaas Kersting, CEO of Phoenix Games. “We look forward to elevating these games to new heights with our proprietary Uplift platform and exciting new game experiences that we can craft around them.
Echoing this sentiment, Jairaj NS, General Manager at PopReach Games India, shares, “I am excited about joining forces with the stellar team at Phoenix Games. This marks the beginning of an exciting journey we can’t wait to embark on with Phoenix as our new home. This is great news for all the stakeholders, especially for the millions of our loyal players across the globe. I am happy we have found a new ideal home for our globally acclaimed games. This partnership enables us to continue pouring our hearts and souls into creating unforgettable experiences for our players worldwide and create value for stakeholders.”
Ted Hastings, CEO of Ionik, adds: “It’s truly remarkable that we’ve discovered the perfect home for our former games division, PopReach Games India, with Phoenix Games, ensuring a promising and successful path ahead. This strategic move enables us to turn our full attention to our core responsibilities”.
Based in Karlsruhe, Germany, Phoenix Games boasts an impressive lineup of studios, including Upright Games, Sixteen Tons Entertainment, Well Played Games, Smileygamer, and the recent addition of Canadian developer Sad Panda Studios in November 2023.
Utilizing its proprietary Uplift platform, Phoenix Games enhances the financial performance and reach of the titles of acquired game studios, providing their expertise in user acquisition, ad monetization, and live operations to ensure an economic upswing.
The post Phoenix Games acquires PopReach Games along with its impressive games portfolio and over 100 employees appeared first on European Gaming Industry News.
Gaming
Midjiwan Supports Reforestation Efforts With New Elyrion Tribe Skin In The Battle Of Polytopia
Midjiwan, the award-winning independent studio behind The Battle of Polytopia, is celebrating Elyrion (∑∫ỹriȱŋ) Tribe Week with a brand-new Midnight (₼idŋighţ) skin and donations to support reforestation.
Tapping into the Elyrion Tribe’s nature magic abilities, every purchase of an Elyrion item in the game will plant one real-world tree from April 22-28 2024. Midjiwan has teamed up with The Canopy Project, an organisation that works with global partners to reforest areas in urgent need of rehabilitation, combining The Battle Of Polytopia’s themes with a desire to make real change in the world. Previous years of Elyrion Tribe Week have resulted in the planting of over 12,000 trees.
The Elyrion Tribe is a mysterious group of elves, dedicated to defending their woodland home with their unique magic and connection with nature. Players using the Elyrion tribe have the ability to enchant animals into Polytaurs and summon powerful Fire Dragons.
Christian Lövstedt, General Manager at Midjiwan, commented:
“This is a hugely exciting partnership, allowing players to support the planet and contribute to reforestation whilst also accessing brilliant new content to use in The Battle Of Polytopia.”
Alongside donating to The Canopy Project, The Battle Of Polytopia also boasts a brand-new skin for the Elyrion Tribe! The Midnight skin allows players to create graves, build crypts, and summon demons in dark forests, all in service of the mysterious Shard of D’Naeh.
The Midnight skin re-skins the entire Elyrion Tribe as the Midnight Cult. Everything the Elyrion Tribe is all about – nature, enchantment, and sanctuary – is turned on its head, corrupted into a dark, twisted dystopia of itself.
Midjiwan has already invested €250,000 in solar power projects in rural areas around Africa, and other charitable projects. The studio continues to seek opportunities to combine its in-game creativity with real-world benefits. The Battle of Polytopia is available on Nintendo Switch, the App Store, Google Play, PC, and Tesla cars.
The post Midjiwan Supports Reforestation Efforts With New Elyrion Tribe Skin In The Battle Of Polytopia appeared first on European Gaming Industry News.
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