At Play in the Carceral State

“There are over two million prisoners in America—men, women, and children who are confined to prisons, jails, or detention facilities. And despite the fact that they cannot walk to a GameStop or load up Steam, many of them play games. This week, Waypoint is devoting a substantial portion of our publishing schedule to exploring this part of games culture. We’re calling it At Play in the Carceral State.” – Austin Walker, Waypoint

Cuphead & the Racist Spectre of Fleischer Animation

“The artists at Studio MDHR, the Canadian company which developed [Cuphead], have done an impressive job recreating the dynamic rubber-hose character animation that producers like the Fleischers and Walt Disney made famous in the 1930s. By setting their game in this aesthetic, however, Studio MDHR also dredge up the bigotry and prejudice which had a strong influence on early animation.” – Yussef Cole, Unwinnable

How Videogames Demonize Fat People

“When I encounter the fat body in a video game, the disappointment that follows is so hot and pure that there is, as a matter of self-care, an urgent need to remove myself from the moment and get on a plane. I refuse to accept that in the world of prestige video games — AAA in industry speak — a body like mine and those of the people I love and admire, can only exist in one of two ways: a cheap laugh or a site of disgust, usually both.” – Anshuman Iddamsetty, The Outline

Another Lost Phone

“This game is designed as a narrative investigation where you must piece together elements from the different applications, messages and pictures to progress. Scrolling through the phone’s content, you will find out everything about Laura: her friendships, her professional life and the events that led to her mysterious disappearance and the loss of this phone.” – Developer

Cards Against Colonialism

“We are stronger when we laugh and humor makes it easier to talk about difficult issues. Cards Against Colonialism attempts to embrace the modern Native Culture, and allows us to learn and laugh at the same time.” – Publisher

Ethics 101

“Gamasutra interviews Bethesda’s Emil Pagliarulo and 2K Marin’s Jordan Thomas to discuss the importance of building challenging, satisfying ethical gameplay — both in games the duo created such as Oblivion, Fallout 3 and BioShock 2, and in the work of others.” – J. Matthew Zoss

Gaming’s favorite villain is mental illness, and this needs to stop

“Representation is the key to kickstarting discussion, and video games have taken a woefully one-dimensional approach in the mental health conversation. While there’s no shortage of mental health-related content in today’s games, it falls into one of two specific camps, neither of which confront the complex and nuanced issues with the empathy and consideration they deserve.” – Patrick Lindsey