Peloponnesian Pacifist
Release TBA
Release TBA
As part of Greek Games' initiative for solving the "Covid Kids" issue, the organization is developing a project with the ultimate goal of serving as a catalyst for change. As per the proposal towards the most vital roles (namely Douglas Wreden of DougDoug), the game isn't everything that Greek Games has to offer, but it is socially and psychologically evident that videogames are an important tool in the mission.
Make sure to look at the About page to see how Greek Games plans to tackle the Covid Kids issue outside of the product Peloponnesian Pacifist.
The debut project Peloponnesian Pacifist is the initial catalyst for solving the Covid Kids issue, backed by renowned articles and journals supporting that videogames have drastically positive social effects in children, teens, and young adults.
Additionally to the social initiative of the game, it is a technologically ambitious project, showing promise of an influentially integral presentation at the first iicon presentation.
By pairing with streamers such as you, Douglas, this project can be a stepping stone in solving the social health crisis in teens.
Knowing that there is a positive correlation between improving social health and videogames that incentivize communication and collaboration, you can showcase this product firsthand in one of your streams, which have been influential in the content creation industry for their viewer-interaction capabilities!
Türkay, S., Lin, A., Johnson, D., & Formosa, J. (2022). Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions. Behaviour & Information Technology, 42(11), 1720–1739. Retrieved from https://research-ebsco-com.proxyse.uits.iu.edu/c/m64srv/viewer/html/wm65xbz2xz doi: 10.1080/0144929x.2022.2094832
MacDonald, D. (2016). The relationship between videogames, time allocation decisions, and labour market outcomes – evidence from the American Time Use Survey. International Journal of Time Use Research, 12(1), 34-57. Retrieved from https://research.ebsco.com/c/m64srv/search/details/ldqb3ey2rz?db=sih&limiters=None&q=videogames%20social%20impact&searchMode=boolean doi: 10.13085/eIJTUR.13.1.34-57
Kody. (2025, February 6). Entertainment Software Association Unveils iicon, Game-Changing Thought Leader Summit to Harness the Power of Interactive Entertainment and Shape the Future of Business and Culture. The ESA. https://www.theesa.com/entertainment