GQ_South_Africa_2017

(vip2019) #1
48 GQ.CO.ZA OCTOBER 2017

essentials


T


he world is woke. Millennials
and the Gen Zs that follow
are bringing about a new
era of social responsibility, and
with it, new standards of business
ethics. Clients and consumers
expect accountability, and thriving
in business requires investing in
social change through authentic
engagement. Serious games (yup,
they’re an actual thing) are one way
of doing this – we spoke to local
experts to fi nd out more.

WHAT ARE SERIOUS GAMES?
‘Serious games are still recognisable as
video games, but they differ from other
games in that they are not made solely
for entertainment or for fi nancial gain. The
intention of serious games, in contrast, is
to educate; to generate academic data
(such as scientifi c or medical information);
to enact social change by enabling
attitude, perception and behaviour
modifi cation; and/or to assist with
physical or psychological rehabilitation.’


  • Nicholas Hall, Interactive Entertainment
    South Africa, CEO, lawyer, and game
    industry development lobbyist


WHY DO YOU THINK SERIOUS GAMES
ARE EFFECTIVE FORMS OF BRAND
AND BUSINESS DEVELOPMENT?
‘In the South African context, a company
can’t just exist solely to make a profi t.

Serious games present a very novel
opportunity to develop products that are
aligned with a social good but also spread
brand awareness for the agency creating
the game.’ – Shane Marks, MD at
RenderHeads, expert in managing and
programming serious games for the
museum industry

WHERE DO YOU THINK SERIOUS
GAMES ARE GOING IN SOUTH AFRICA?
‘Serious games are rarely profi table, so
they need strong funding, marketing and
support. If South Africa drives education
via serious games as a policy to reach
our population that’s underserved by the
traditional education model, perhaps
we’d be able to produce enough serious
games to create a viable ecosystem.’


  • Danny Day, game designer, CEO,
    specialist in systems design of learning
    for QCF Design


ARE SERIOUS GAMES SOMETHING
THAT ONLY MAKES SENSE FOR
BIGGER BUSINESSES?
‘Absolutely not. Serious games can
be used by high schools, by smaller
companies to train their teams and upskill
staff in needed soft skills, or by local
governments to teach citizens how to save
water... the question is the development
budget.’ – Lars Espeter, course manager,
Friends of Design - Academy of Digital
Arts, Cape Town

BOOKS

Words by Cayleigh Bright

HOME AND AWAY


Three very different books
take a look at relevant-right-
now issues through the lens
of personal stories – all of
them touring through time
and place

THE ESSAYS
Firepool by Hedley
Twidle (Kwela Books,
R250 at loot.co.za)
In his debut essay
collection, Hedley
Twidl e p re se nt s
critique through
nostalgia: his warmest
memories are funny
and entertaining, but
ultimately offer a look
at how memory should be a starting point
for change, not stagnation. From the
everyday bigotry of an all-boys boarding
school to the UCT steps during
#FeesMustFall, the scenes are set for fresh
thought about South Africa’s transformation.

THE THEMED
COLLECTION
Migrations: New
Short Fiction From
Africa edited by
Efemia Chela,
Bongani Kona &
Helen Moffett
(Short Story Day,
R179 at loot.co.za)
The Short Story Day
project continues with more excellent
fi ction from a continent with plenty to tell.
Contributing writers like Fred Khumalo,
Sibongile Fisher and Megan Ross address
internationally relevant issues of movement
and belonging in the time of refugee crises.

THE NOVEL
The Wangs vs The
World by Jade
Chang (R199 at
takealot.com)
The story of a family,
a road trip, a lost
fortune and plenty
of questions about
‘home’, The Wangs
vs The World is as
funny as it is smart.
For generations who have grown up in the
midst of a fi nancial crisis and quick-shifting
politics displacing many without ceremony,
it’s also highly relatable.

Games are far more than play –
they can enact social change

LET’S GET


SERIOUS


Words by Aléz Odendaal


GAMES
Free download pdf