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Loneliness: there is a video game that can help

Even the game, therefore not the Best online casino, wants to make its contribution for one of the problems most felt by our current society: solitude. Certainly, it has no "health" claim, but it can be a tool to "soften" a few moments of daily life with its "Sea of solitude" which is precisely focused on the essence of solitude and "with its history" Try to touch the emotional ropes of gamers being a reflection of the "real reality". In fact, it seems that his creator has studied this video game in a somewhat particular moment of his life: perhaps, he is having great success because he reflects the needs, emotions and situations that his own creator "felt he wants to convey". It can be said, without a shadow of a doubt, that this product is a biographical video game, considering that the author suffered from this malaise and wanted to share his sensations with those who had to face the weight of solitude: this video game is also the symbol of What could become a game.

Thanks to the introduction of increasingly avant -garde technologies, he was able to take advantage of a truly important technical potential: which today has made the video game to be a means to also tell particular stories, to reflect even on universal, extremely current issues. To give a practical example, without wanting to enter too "scientific" speeches, you want to refer to The Town of Light, or Helblade or Senua's Sacrifice, who have faced mental illness. Last Day of June, that Dragon, Cancer or Journey or Brothers and Ton of Two Brothers who have chosen to focus on more personal issues such as the elaboration of a mourning. Finally with The Last of Us or God of War who built the strength of their history on the difficult relationship between father-child and the lack of communication. Many different themes that, however, managed to "raise the soul and mind" of many people to whom fate had presented situations difficult to manage and complicated to metabolize.

With all this premise we certainly do not want to say that the video game is a "medicine" and that it can solve such important difficulties but, simply, it is simply a tool that you can "support" in some moments of life and by-pass at least For a little sadness and loneliness. In confirmation of this somewhat unpublished path taken by video games in these times, we want to return to "telling" by Sea of Soluude, revealed for the first time in 2015, but presented in detail recently at the Electronic Arts conference at the Californian fair: it is a Project developed by an independent study and reflects on a very common condition such as loneliness. On the other hand, his acronym is after all SOS and, therefore, was born as a real request for help. The game It was conceived in a difficult moment of personal life of the Creator, indeed of the creator, who was swallowed up in a profound insulation and who, in presenting her "work", laconically underlined, moved, that "when humans feel alone , transform into monsters "...

So, Sea of solitude is not just a game: it reports a sort of new route that undertake modern video games. This should be kept in mind how much you can still glimpse today in this form of suspicious entertainment or negativity: it is impossible not to recognize the change of this product in its expressive means. By now the videogame has started a journey that was not expected, exploring paths and issues that was not thought could be addressed with a game, but with the desire to make certain engaging experiences and perhaps make them incorporate in a more direct and realistic way. Sea of Solita is a new piece with which the video game industry is evolving and establishing (or restoring) its foundations, in an attempt to conquer a place among the "different forms of art" which today, with the technological evolution that It also meets in this particular game segment, perhaps it has the right to occupy.

This is why you want to tell the plot of the game so that everyone can draw their own teaching and reflections. It is an adventure played by a young woman, kay, forced to fight an inner struggle daily with the sense of abandonment of her. Kay discovers that he has turned, despite himself, into a monster and forced to wander on a very small adrift boat of a fantastic world submerged by water and populated by strange creatures. The metamorphosis of the monster character, according to the creator, is the reflection of the tormented inner state of her and a tragic conflict that Kay is experiencing in her real life of her. She faces this journey in a kind of parallel universe in an attempt to meet other monsters, obviously also once human: the only ones capable of being able to return her for her original appearances of her. It is clear that the goal that this video game is placed is ambitious and is represented by the great desire to explore a very intimate and particularly current theme.

A reflection that arises from the "reading of this video game" is that in an increasingly connected world thanks to social networks the sense of abandonment and solitude are two feelings that prevail anyway and that, now, are a sad constant. The message that wants to communicate Sea of ​​solitude is undoubtedly positive, at least in the intentions: it proposes an inner and metaphysical path, representing the strong determination of wanting to get out of this particular personal condition. The video game could have the features of the typical "journey of the hero", the one who starts from the bottom to trace the china: the player entertains pleasantly and participates in an experience that involves him not only from an interactive point of view, but Above all emotional. Which should live anyone, since basically each of us always has, during daily life, some moments of solitude even without this representing a problem, but on which it should be thought before it becomes. The video game can, without a shadow of a doubt, help to feel less alone, but above all to know better.

Publication date: 3 July 2019 at 12:00

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