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  <title>Shared Links on Pixel Poppers</title>
  <link href="https://pixelpoppers.com/link/index.xml" rel="self"/>
  <link href="https://pixelpoppers.com/link/"/>
  <updated>2024-06-27T13:09:35-07:00</updated>
  <id>https://pixelpoppers.com/link/</id>
  <author>
    <name>Doctor Professor</name>
    <email>docprof@pixelpoppers.com</email>
  </author>
  <generator>Hugo -- gohugo.io</generator>
  <entry>
    <title type="html"><![CDATA[The Golden Rule of Game Promotion: No One Cares About Your Game]]></title>
    <link href="https://pixelpoppers.com/link/53hb3e/the-golden-rule-of-game-promotion-no-one-cares-about-your-game/"/>
    <id>https://pixelpoppers.com/link/53hb3e/the-golden-rule-of-game-promotion-no-one-cares-about-your-game/</id>
    <published>2024-06-27T13:09:35-07:00</published>
    <updated>2024-06-27T13:09:35-07:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="TOPIC: Marketing" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=-341jEXj-iI&#34;&gt;The Golden Rule of Game Promotion: No One Cares About Your Game (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Thomas Reisenegger gives a fascinating and actionable overview of how to think about marketing indie games. Some principles are timeless; others are targeted to the current social media landscape.&lt;/p&gt;
&lt;p&gt;My favorite insight (and one that has frustrated me when it isn&amp;rsquo;t followed) is that all your marketing should &amp;ldquo;work for the newcomers&amp;rdquo;. It&amp;rsquo;s important to remember that every post, trailer, etc. you make will be the first time a significant number of people will even hear of your game.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Why NYT’s Connections makes you feel bad]]></title>
    <link href="https://pixelpoppers.com/link/f114ad/why-nyts-connections-makes-you-feel-bad/"/>
    <id>https://pixelpoppers.com/link/f114ad/why-nyts-connections-makes-you-feel-bad/</id>
    <published>2023-09-03T06:23:40-07:00</published>
    <updated>2023-09-03T06:23:40-07:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Raph Koster" /><category term="GAME: Connections" /><category term="GAME: Wordle" /><category term="GAME: Red Herring" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.raphkoster.com/2023/09/02/why-nyts-connections-makes-you-feel-bad/&#34;&gt;Why NYT’s Connections makes you feel bad (Raph&amp;#39;s Website)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Raph Koster takes a look at &lt;em&gt;Connections&lt;/em&gt;, the new daily puzzle at the New York Times, and delves into the design consideration of puzzles and puzzle games to explain why this one is perhaps less well-received than its predecessors like &lt;em&gt;Wordle&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;I found this very interesting, and it pulled into the light a lot of things I had only experienced as instinctive reactions. (Including how I felt about the similar earlier &lt;a href=&#34;https://www.blueoxfamilygames.com/red-herring-press-kit&#34;&gt;&lt;em&gt;Red Herring&lt;/em&gt;&lt;/a&gt;.) (Plus I felt a bit vindicated by the fact that one of the things Koster calls out is one of my favorite hobby-horses: the game &lt;a href=&#34;https://pixelpoppers.com/2019/10/super-mario-maker-2-showed-me-why-i-dont-like-2d/&#34;&gt;punishes you for trying to learn&lt;/a&gt;.)&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Consoles and Competition]]></title>
    <link href="https://pixelpoppers.com/link/0de734/consoles-and-competition/"/>
    <id>https://pixelpoppers.com/link/0de734/consoles-and-competition/</id>
    <published>2023-01-01T06:04:24-08:00</published>
    <updated>2023-01-01T06:04:24-08:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Ben Thompson" /><category term="TOPIC: History" /><category term="TOPIC: Consumer Experience" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://stratechery.com/2022/consoles-and-competition/&#34;&gt;Consoles and Competition (Stratechery by Ben Thompson)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Ben Thompson summarizes the history business models of the most prominent game console makers, as background for discussing Microsoft&amp;rsquo;s ongoing attempt to acquire Activision Blizzard.&lt;/p&gt;
&lt;p&gt;As someone who lived through most of this history but spent a lot of it too young to have the perspective to understand it, I found this look fascinating. The shifts in approach play out differently based on interactions with broader market trends in a way that reminds me a lot of competitive players adjusting to a shifting metagame.&lt;/p&gt;
&lt;p&gt;See also Super Bunnyhop&amp;rsquo;s &lt;a href=&#34;https://www.youtube.com/watch?v=_dqZoSLhwUY&#34;&gt;history of game industry buyouts&lt;/a&gt;.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Mario but I&#39;m Blindfolded]]></title>
    <link href="https://pixelpoppers.com/link/fb8ada/mario-but-im-blindfolded/"/>
    <id>https://pixelpoppers.com/link/fb8ada/mario-but-im-blindfolded/</id>
    <published>2023-01-01T06:03:41-08:00</published>
    <updated>2023-01-01T06:03:41-08:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="CREATOR: Jaiden Animations" /><category term="TOPIC: Difficulty" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=ZYnaQS3ezzM&#34;&gt;Mario but I&amp;#39;m Blindfolded (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Jaiden makes a lot of &lt;a href=&#34;https://www.youtube.com/@jaidenanimations/videos&#34;&gt;fun videos&lt;/a&gt; with a recent focus on &lt;a href=&#34;https://www.youtube.com/watch?v=iIaJLdW0bLg&#34;&gt;obscure games&lt;/a&gt; or &lt;a href=&#34;https://www.youtube.com/watch?v=HePvLYiZVko&#34;&gt;self-imposed challenges&lt;/a&gt;. In this one, she plays &lt;em&gt;Super Mario World&lt;/em&gt; blindfolded with verbal guidance from a friend.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s amusing and entertaining like most of her videos, but it&amp;rsquo;s also fascinating to see where the difficulty spikes end up being with this approach. It reminds me of Razbuten&amp;rsquo;s &lt;a href=&#34;https://www.youtube.com/playlist?list=PLordXx8iNEyStcX_WzqM0JCpiJYgqhinc&#34;&gt;&amp;ldquo;Gaming For A Non-Gamer&amp;rdquo; series&lt;/a&gt;, revealing surprising things about what makes a game hard if you have different constraints from the typical player.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Sam Barlow&#39;s guide to making narrative games]]></title>
    <link href="https://pixelpoppers.com/link/e54c3e/sam-barlows-guide-to-making-narrative-games/"/>
    <id>https://pixelpoppers.com/link/e54c3e/sam-barlows-guide-to-making-narrative-games/</id>
    <published>2022-11-05T13:04:27-07:00</published>
    <updated>2022-11-05T13:04:27-07:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Sam Barlow" /><category term="TOPIC: Storytelling" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.gamesindustry.biz/sam-barlows-guide-to-making-narrative-games&#34;&gt;Sam Barlow&amp;#39;s guide to making narrative games (GamesIndustry.biz)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Sam Barlow (of &lt;em&gt;Her Story&lt;/em&gt; fame) discusses his approach to building stories for narrative-based games. I found it refreshing to see discussion of how the medium affects what&amp;rsquo;s possible and how to get the most out of it, by incorporating challenge, opportunity for expression, a space to explore, and simulation of a richer reality. (I couldn&amp;rsquo;t help but look for parallels to my own, far-less-qualified, &lt;a href=&#34;https://pixelpoppers.com/2009/11/what-makes-a-metanarrative/&#34;&gt;take on the subject&lt;/a&gt;.)&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Valve’s Steam Deck makes a brilliant case against walled gardens]]></title>
    <link href="https://pixelpoppers.com/link/80d6bb/valves-steam-deck-makes-a-brilliant-case-against-walled-gardens/"/>
    <id>https://pixelpoppers.com/link/80d6bb/valves-steam-deck-makes-a-brilliant-case-against-walled-gardens/</id>
    <published>2022-06-25T06:14:36-07:00</published>
    <updated>2022-06-25T06:14:36-07:00</updated>
    <category term="Shared Link" /><category term="TOPIC: Consumer Experience" /><category term="CREATOR: Valve" /><category term="TOPIC: Steam Deck" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.fastcompany.com/90761990/steam-deck-install-apps-operating-systems&#34;&gt;Valve’s Steam Deck makes a brilliant case against walled gardens (Fast Company)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We can argue all we want about the relative merits of closed versus open systems and so on, but it&amp;rsquo;s rare that this actually persuades any decision-makers. What they pay attention to is what&amp;rsquo;s been shown to make money. So it&amp;rsquo;s exciting that Valve is out here betting pretty big on releasing the Steam Deck as an open system and that they seem to be having success with it so far. If that success continues, then maybe the Nintendo/Sony/Microsoft/Apples of the world will start to take notice.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s also an interesting lesson on productization and marketing. All these unusual capabilities of the Steam Deck are really nothing new and have been available on general computers for quite a while. But by presenting the Steam Deck as primarily a Switch-like hybrid games handheld/console with buttons and analog sticks, giving it an approachable works-out-of-the-box setup and configuration, and pricing it affordably, it targets a new audience and is suddenly seen as a direct competitor in what had previously seemed like a different market.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[How to handle land value tax in online games and virtual worlds]]></title>
    <link href="https://pixelpoppers.com/link/644c95/how-to-handle-land-value-tax-in-online-games-and-virtual-worlds/"/>
    <id>https://pixelpoppers.com/link/644c95/how-to-handle-land-value-tax-in-online-games-and-virtual-worlds/</id>
    <published>2022-05-01T05:32:00-07:00</published>
    <updated>2022-05-01T05:32:00-07:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Lars Doucet" /><category term="CREATOR: Daniel Cook" /><category term="TOPIC: Economics" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.gamedeveloper.com/design/land-value-tax-in-online-games-and-virtual-worlds-a-how-to-guide&#34;&gt;How to handle land value tax in online games and virtual worlds (Game Developer)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In one of the frustrating ways art imitates life, games with systems resembling real estate tend to create situations resembling housing crises. In this write-up, Lars Doucet and Dan Cook discuss why this happens (hint: it&amp;rsquo;s the same reasons it happens in real life) and how to fix it in your game design (hint: it&amp;rsquo;s the same way we could fix it real life).&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[The Abridged Videogaming History of Big-Money Buyouts &amp; Mergers]]></title>
    <link href="https://pixelpoppers.com/link/bd5817/the-abridged-videogaming-history-of-big-money-buyouts-mergers/"/>
    <id>https://pixelpoppers.com/link/bd5817/the-abridged-videogaming-history-of-big-money-buyouts-mergers/</id>
    <published>2022-02-19T05:01:49-08:00</published>
    <updated>2022-02-19T05:01:49-08:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="CREATOR: George Weidman" /><category term="TOPIC: History" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=_dqZoSLhwUY&#34;&gt;The Abridged Videogaming History of Big-Money Buyouts &amp;amp; Mergers (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Super Bunnyhop contextualizes the recent large-scale game company buyouts by summarizing their history over the several decades the industry has existed and discussing the difference in how they are seen by insiders versus consumers.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Mods Make Games Evergreen | GC Vazquez]]></title>
    <link href="https://pixelpoppers.com/link/4b90df/mods-make-games-evergreen-gc-vazquez/"/>
    <id>https://pixelpoppers.com/link/4b90df/mods-make-games-evergreen-gc-vazquez/</id>
    <published>2021-11-28T06:46:14-08:00</published>
    <updated>2021-11-28T06:46:14-08:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="CREATOR: GC Vazquez" /><category term="TOPIC: Cheats" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=FbRS7TaYqZQ&#34;&gt;Mods Make Games Evergreen | GC Vazquez (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;ve written a few times about &lt;a href=&#34;https://pixelpoppers.com/tags/topic-cheats/&#34;&gt;mods and cheats&lt;/a&gt; claiming that &lt;a href=&#34;https://pixelpoppers.com/2010/12/uncharted-one-chance-and-cheating/&#34;&gt;in a single-player game, there is no cheating, only house rules&lt;/a&gt; and that &lt;a href=&#34;https://pixelpoppers.com/2019/03/go-beyond-intended-experiences/&#34;&gt;mods/cheats and other subversions of developer intent improve the game landscape and that some devs/publishers restrict them not for artistic reasons but as a money grab&lt;/a&gt;. Here, GC Vazquez makes a similar argument, but also highlights the ways that mods extend the lifespan of a game, meaning that publishers who clamp down on them in an attempt to sell microtransactions lose out in the long run.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Deleting My Ex&#39;s Animal Crossing Save Data]]></title>
    <link href="https://pixelpoppers.com/link/8942cc/deleting-my-exs-animal-crossing-save-data/"/>
    <id>https://pixelpoppers.com/link/8942cc/deleting-my-exs-animal-crossing-save-data/</id>
    <published>2021-11-12T08:45:56-08:00</published>
    <updated>2021-11-12T08:45:56-08:00</updated>
    <category term="Shared Link" /><category term="TOPIC: Play Artifacts" /><category term="GAME: Animal Crossing: New Horizons" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://kotaku.com/deleting-my-exs-animal-crossing-save-data-1848041262&#34;&gt;Deleting My Ex&amp;#39;s Animal Crossing Save Data (Kotaku)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;A personal and relatable look at how play artifacts can overlap and interact with artifacts of the people in our lives.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[how many Super Mario games are there?]]></title>
    <link href="https://pixelpoppers.com/link/4233b3/how-many-super-mario-games-are-there/"/>
    <id>https://pixelpoppers.com/link/4233b3/how-many-super-mario-games-are-there/</id>
    <published>2021-08-15T11:30:17-07:00</published>
    <updated>2021-08-15T11:30:17-07:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="CREATOR: jan Misali" /><category term="SERIES: Super Mario" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=XejJ6PzPtEw&#34;&gt;how many Super Mario games are there? (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We all know that there are a lot of &lt;em&gt;Mario&lt;/em&gt; games. But how many games are there in the mainline &lt;em&gt;Super Mario&lt;/em&gt; series? As jan Misali shows us, this turns out to be a difficult question to answer because of all the questions you have to answer along the way.&lt;/p&gt;
&lt;p&gt;Some of the more-divisive ones include - is it still &lt;em&gt;Super Mario&lt;/em&gt; if the gameplay changes significantly? Arguably, the &lt;em&gt;New Super Mario Bros.&lt;/em&gt; games, which can be seen as their own side series, are more like the original &lt;em&gt;Super Mario&lt;/em&gt; gameplay than, say, &lt;em&gt;Super Mario 64&lt;/em&gt; or &lt;em&gt;Super Mario Odyssey&lt;/em&gt;. What about initial entries in sub-series spinoffs that are titled like sequels to mainline games, like &lt;em&gt;Wario Land: Super Mario Land 3&lt;/em&gt; and &lt;em&gt;Super Mario World 2: Yoshi&amp;rsquo;s Island&lt;/em&gt;? And given the existence of enhanced ports and remakes, what even counts as a game? Is there a game called &lt;em&gt;Bowser&amp;rsquo;s Fury&lt;/em&gt;, and if so is it an entry in the &lt;em&gt;Super Mario&lt;/em&gt; series? It&amp;rsquo;s difficult to come up with a consistent set of definitions and answers to these questions that results in a list of games that &lt;em&gt;feels&lt;/em&gt; correct.&lt;/p&gt;
&lt;p&gt;To me, the main value of an analysis like this is as a reminder that categories are inherently slippery since they are more about &lt;a href=&#34;https://www.lesswrong.com/s/SGB7Y5WERh4skwtnb/p/4mEsPHqcbRWxnaE5b&#34;&gt;grouping similar characteristics&lt;/a&gt; than hard and fast binary definitions, and furthermore that they &lt;a href=&#34;https://slatestarcodex.com/2014/11/21/the-categories-were-made-for-man-not-man-for-the-categories/&#34;&gt;can never really be true or correct - only useful&lt;/a&gt;. It&amp;rsquo;s something I try to keep in mind whenever people start arguing about genre definitions. Surely membership in a well-established game series is &lt;em&gt;much simpler and more clear&lt;/em&gt; than membership in a broadly defined genre. If we can&amp;rsquo;t even agree how many &lt;em&gt;Super Mario&lt;/em&gt; games there are, how can we hope to agree which games count as roguelikes? And if we can&amp;rsquo;t reach consensus on that question, then maybe it&amp;rsquo;s actually not that important.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Before Genshin Impact: A brief history of Chinese RPGs]]></title>
    <link href="https://pixelpoppers.com/link/b23c87/before-genshin-impact-a-brief-history-of-chinese-rpgs/"/>
    <id>https://pixelpoppers.com/link/b23c87/before-genshin-impact-a-brief-history-of-chinese-rpgs/</id>
    <published>2021-08-15T08:53:33-07:00</published>
    <updated>2021-08-15T08:53:33-07:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Felipe Pepe" /><category term="TOPIC: History" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://felipepepe.medium.com/before-genshin-impact-a-brief-history-of-chinese-rpgs-bc962fc29908&#34;&gt;Before Genshin Impact: A brief history of Chinese RPGs (Medium)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Providing &lt;a href=&#34;https://pixelpoppers.com/link/2fed31/all-hail-nintendos-animal-overlords-opinion/&#34;&gt;another&lt;/a&gt; &lt;a href=&#34;https://pixelpoppers.com/link/1c82f1/two-histories-of-myst-picking-up-the-pieces-medium/&#34;&gt;reminder&lt;/a&gt; that gaming is bigger and more diverse than many of us think, Felipe Pepe sets out to examine the history and influence of RPGs in various countries, pointing out that &amp;ldquo;[y]ou hear all the time about how big &lt;em&gt;Fortnite&lt;/em&gt; is, with its 30 million daily users&amp;hellip;. and then you find that &lt;a href=&#34;https://dotesports.com/mobile/news/free-fire-reaches-new-record-number-of-100-million-daily-users-in-2020&#34;&gt;a game from Vietnam has 100 million daily players&lt;/a&gt;.&amp;rdquo; In this first installment of the &lt;a href=&#34;https://felipepepe.medium.com/list/video-game-history-846c95fc7074&#34;&gt;series&lt;/a&gt;, he examines China.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[How Steam works against small games – How To Market A Game]]></title>
    <link href="https://pixelpoppers.com/link/01735a/how-steam-works-against-small-games-how-to-market-a-game/"/>
    <id>https://pixelpoppers.com/link/01735a/how-steam-works-against-small-games-how-to-market-a-game/</id>
    <published>2021-08-09T07:49:47-07:00</published>
    <updated>2021-08-09T07:49:47-07:00</updated>
    <category term="Shared Link" /><category term="CREATOR: Chris Zukowski" /><category term="TOPIC: Marketing" /><category term="TOPIC: Consumer Experience" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://howtomarketagame.com/2021/08/09/steam-hates-small-games/&#34;&gt;How Steam works against small games – How To Market A Game (howtomarketagame.com)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Curation and discovery are tough problems for game storefronts. The easier it is for legit games to get onto a store and be seen by customers, the easier it is for asset flips, shovelware, and outright scams to do the same thing.&lt;/p&gt;
&lt;p&gt;In this writeup, Chris Zukowski discusses several of the current trade-offs being made by the Steam store to combat the flood of fake or low quality games that came with &lt;a href=&#34;https://en.wikipedia.org/wiki/Steam_(service)#Steam_Direct&#34;&gt;Steam Direct replacing Steam Greenlight&lt;/a&gt;. It&amp;rsquo;s clear that the same barriers which make those games less viable on Steam also make small-scale, low-budget, but legit games less viable as well. It&amp;rsquo;s less clear whether there&amp;rsquo;s a better solution.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[The Finding of Prozac]]></title>
    <link href="https://pixelpoppers.com/link/7bd08a/the-finding-of-prozac/"/>
    <id>https://pixelpoppers.com/link/7bd08a/the-finding-of-prozac/</id>
    <published>2021-08-02T15:41:09-07:00</published>
    <updated>2021-08-02T15:41:09-07:00</updated>
    <category term="Shared Link" /><category term="Video" /><category term="CREATOR: ShayMay" /><category term="TOPIC: Psychology" /><category term="GAME: The Binding of Isaac" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=IL6XQun9fAM&#34;&gt;The Finding of Prozac (YouTube)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The therapeutic potential of video games deserves more exploration. In addition to games &lt;a href=&#34;https://pixelpoppers.com/review/depression-quest/&#34;&gt;specifically designed to help deal with mental illness&lt;/a&gt;, games can provide safe ways for us to experiment with and overcome challenges that are harder to tackle directly in real life (as I&amp;rsquo;ve &lt;a href=&#34;https://pixelpoppers.com/2009/11/addicted-to-fake-achievement/&#34;&gt;touched&lt;/a&gt; &lt;a href=&#34;https://pixelpoppers.com/2018/03/who-frustration-is-good-for/&#34;&gt;on&lt;/a&gt; &lt;a href=&#34;https://pixelpoppers.com/2019/04/the-value-of-fake-achievement/&#34;&gt;before&lt;/a&gt;).&lt;/p&gt;
&lt;p&gt;In this insightful and deeply personal video, ShayMay discusses &lt;em&gt;The Binding of Isaac&lt;/em&gt; within the context of his own difficulties with anxiety and how it served as a safe way to practice - and even learn to enjoy - not being in full control.&lt;/p&gt;

</content>
  </entry>
  <entry>
    <title type="html"><![CDATA[Game Demos Need to Come Back For Many Reasons, Especially for Accessibility]]></title>
    <link href="https://pixelpoppers.com/link/f41bc5/game-demos-need-to-come-back-for-many-reasons-especially-for-accessibility/"/>
    <id>https://pixelpoppers.com/link/f41bc5/game-demos-need-to-come-back-for-many-reasons-especially-for-accessibility/</id>
    <published>2021-01-16T08:23:17-08:00</published>
    <updated>2021-01-16T08:23:17-08:00</updated>
    <category term="Shared Link" /><category term="TOPIC: Accessibility" /><category term="TOPIC: Consumer Experience" /><category term="CREATOR: Ben Bayliss" />
    <content type="html">&lt;p&gt;&lt;b&gt;&lt;a href=&#34;https://www.dualshockers.com/game-demos-need-to-come-back-for-many-reasons-especially-for-accessibility/&#34;&gt;Game Demos Need to Come Back For Many Reasons, Especially for Accessibility (DualShockers)&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Most of us know that without a playable demo, marketing materials like gameplay trailers and development blogs aren&amp;rsquo;t always enough to answer the question of whether a game will be enjoyable. Ben Bayliss points out that for those of us with accessibility concerns the question can instead be whether the game is playable at all, making purchases much riskier.&lt;/p&gt;

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