U of T nursing prof draws on video games to design learning simulations

U of T nursing prof draws on video games to design learning simulations

Simulation discovering can be like a pick out-your-have-journey story: there are various decision points for a university student to take into consideration when they are in the simulation discovering environment. This will allow them to make medical choices though studying, furnishing them opportunities to see the results of their steps, devoid of fear of harming a real patient.

“Simulation enables students to make blunders and get messy, try points as they master, and make massive conclusions,” says Erica Cambly, an affiliate professor, instructing stream, at the Lawrence S. Bloomberg College of Nursing. “Many of my pupils will remark on how significantly superior well prepared they were being for a circumstance in scientific exercise due to the fact they experienced now been exposed to a little something similar in a simulation and been given responses.”

Cambly, who is also the direct of the simulation group in the bachelor of science in nursing system, has been given a grant from the Schools and Institutes of Canada (CICan) to make improved online games for simulation finding out for wellness sciences students, which includes nurses.

Digital simulation, much like video online games, requires end users to be associated in optimum choice-creating in a strategic environment. Cambly is working with recreation idea in her development of 3 new “games” or digital scenarios, as element of a Canada-extensive simulation task involving a partnership involving Simulation Canada and CICan.

She and her colleagues have created their simulation online games utilizing very best practices in pedagogy and simulation and have been proactive in making certain these scenarios contain marginalized populations, this sort of as LGBTQ2S and racialized patients. 

Designing the scenarios to be inclusive and diverse is a large component of the venture, Cambly says, as nurse educators have historically found it difficult to obtain resources that are representative of all people.

“We require to make positive we are providing learners with the appropriate resources to treatment for all clients,” Cambly suggests. “Simulation discovering, no matter if it transpires in-man or woman in a lab or remotely, is an integral piece of nursing education. It presents students the chance to assume critically and study from the choices they make. And it gives them an opportunity to follow or experience medical predicaments that we cannot warranty they will be exposed to whilst in their placements.”

1 of the simulation scenarios that Cambly and colleagues are at present producing will involve the care of a non-binary patient, who speaks a language other than English. The affected person is dying, with their situation deteriorating around the study course of a change in hospice. Students operate by means of the simulated situation making a series of choices about this patient’s treatment alongside the way.

“For the learner, this variety of circumstance requires building selections close to how to connect with the affected person, sorts of suffering prescription drugs they will be providing and other nursing interventions like how and when to touch the individual to market ease and comfort,” Cambly says.

To create just a single circumstance like this for simulation involves an array of components, starting up with the advancement of discovering outcomes. The work necessitates building a storyline, composing queries and dialogue, developing conclusion details and operating with artists to develop graphics.

“With these sorts of scenarios, our objective is to capture the learner’s desire so that they want to study extra and interact with the conclusion points,” Cambly claims. “That is exactly where the video game idea, or narrative arc, results in being important in our growth. We also require to embed a rationale behind just about every choice position so that the learner understands why some thing is taking place to their client dependent on their selection and the simulation route they selected to abide by.”

In addition to giving advanced affected person situations for learners to exercise their skills, Cambly’s do the job with CICan will purpose to offer discovering obtain to pupils throughout Canada, together with those in remote communities. Every single of the eventualities is developed to be utilized on a computer system, tablet or phone, and does not essentially have to have an in-human being lab ingredient. The layout permits college students to go again and test yet again if they want to get improved at dealing with a unique state of affairs, or if they essential to make better choices for the affected person.

This palms-on technique is one particular of the essential reason’s Cambly turned a simulation instructor, and it is a person of the main concepts of her training apply in nursing.

Next methods for Cambly and her crew will be to see these simulation eventualities piloted to around 6,000 college students in various overall health disciplines throughout Canada.

“Simulation finding out is gaining level of popularity, and when it does not swap in-human being, on-the-position discovering,” states Cambly, “it is a special chance for overall health science pupils to create their self-confidence and learn to offer the greatest treatment for patients in need.”

A Video Game Empowering Black Teens to Prioritize their Health

A Video Game Empowering Black Teens to Prioritize their Health

Damien is knowledgeable about sexually transmitted infections (STIs), open to significant discussions about sexual intercourse, has questionable taste in tunes, and won’t stop talking about his ex Business Class.

Is this an individual you might want to date?

This is the style of dilemma aimed at the players of InvestiDate, a video sport made by peer-reviewed experiments and the tips of Black female adolescents who have delivered assistance to the scientists. It is just just one concern in the movie video game built to support navigate the problems of dating and, if sexually lively, whilst remaining guarded in opposition to STIs, including HIV/AIDS.

All adolescents confront these forms of problems and have similar behaviors throughout demographic groups. Still, Black feminine American adolescents are at amplified hazard for infection thanks to greater premiums of limited accessibility to wellbeing treatment, lessened consciousness of an infection standing, and reluctance to look for enable owing to a increased perception of stigma and worry of discrimination, according to the U.S. Centers for Disease Regulate and Infection.

Exploration has demonstrated that video games can deliver useful wellness facts and affect wellness behaviors.

“Our game is about serving to teens ages 14-18 develop into empowered to defeat the exceptional obstacles they facial area as younger, woman individuals of color in the extremely technological environment of fashionable dating,” claimed Dr. Kimberly Hieftje, leader of the undertaking, assistant professor of pediatrics, and director of the play4Real XR Lab at Yale. “When adolescents are beginning to believe about turning into sexually active or they want to get analyzed for STIs with a lover, we can enable them navigate that.”

Started as a purpose-playing card activity as a result of a Women’s Health Study at Yale grant awarded to Dr. Hieftje and Dr. Lynn Fiellin, director of the Yale Centre for Well being & Studying Game titles, InvestiDate gained further funding from the Nationwide Institutes of Health and fitness (NIH) to evolve into a prototype internet-based collaborative multiplayer activity designed by PreviewLabs. Now, Dr. Hieftje and her colleagues are conducting a randomized controlled trial to appraise the game’s ability for serving to make great selections about well being when courting.

“In developing this activity, it was critical to include voices with lived expertise,” Hieftje explained, emphasizing the contributions of Dr. Ijeoma Opara, assistant professor at the Yale University of General public Wellbeing and founder and director of the school’s Material Abuse and Sexual Health and fitness Lab, and the game’s graphic artist, Leslie Glanville.

The game’s design follows the initial WHRY-funded template, introducing an assortment of male adolescent characters represented with an illustrated headshot and a transient social media profile. As the recreation progresses and storylines sort, the gamers can master beneficial individuality attributes and bits of data that could characterize “green flags” for the gamers — evidence that the possible “date” could possibly be another person value having to know improved. Unfavorable aspects represent “red flags” that may well characterize an individual as somebody not value pursuing. The gamers focus on the particulars — possibly in the exact same home or in an on-line chat — and vote on how risk-free or risky, interesting or uncool, they take into consideration every trait.

Gamers find ambitions well worth many factors, such as starting off to date somebody (50 factors), “unfollowing” a character with two or a lot more risky traits (80 details), having analyzed by a medical professional for HIV (120 factors), or transforming a partner’s brain about condom use (150 factors). The very first player to 300 factors wins the match.

As the players collect data about just about every character, they can come to a decision if they want to day them or pass on them to go after other possibilities. The sport involves a pair of older friends and a doctor to present practical info on matters this kind of as STIs and how to have interaction in safer intercourse methods. Gamers can also obstacle each and every other to trivia contests on health and fitness subjects and even contend to see who has the “best” boyfriend.

“It’s a social recreation,” Hieftje reported. “We deliver essential information on STIs but existing it inside of the larger sized context of healthy relationship and what associations are like currently.”

The researchers, which include Dr. Opara, Dr. Veronica Weser, Brandon Sands, and Dr. Claudia-Santi Fernandes, executed concentration groups with heterosexual Black woman adolescents to greater have an understanding of how they and their peers evaluate and opt for prospective passionate associates on the web. Future iterations of the sport might involve distinctive sexual orientations and genders, but this a single focuses on heterosexuality simply because of the large possibility of STI transmission for females. The sessions aided the scientists design and style gameplay that matched the lived fact of the members, including how teens use distinct social media platforms for distinct uses and how they can encounter racism and bias more than social media.

Hieftje also stressed the importance of WHRY’s early investment, significantly for junior college just starting to establish a investigation system.

“That preliminary pilot undertaking generated the info I desired to receive my initially NIH grant,” Hieftje mentioned. “That kind of funding is crucial for newer investigators, who really do not automatically have a whole lot of opportunities to start our have initiatives. This has been a really fantastic expertise.”

Hieftje is partnering with faculties to check the activity, building absolutely sure contributors have the assist they need. The researchers are taking part in the recreation with 40 individuals, although a further group of 40 will serve as a management group playing a various sport that does not offer the exact instructional articles. When done, the scientists will stick to up to review the teams and see if InvestiDate players retain knowledge and modify behaviors about expressing no and training safer sex, among the other results. The activity delivers distinct resources to entry absolutely free health and fitness products and services in players’ communities, together with STI screening.

Just after demonstrating the game’s usefulness in marketing safer conduct through far more educated, empowered choice creating, Hieftje hopes to supply the sport to colleges and group applications.

“We need to communicate to youthful folks early,” Hieftje mentioned. “So when the time arrives, they can be prepared with the know-how and power to pick out what is best for by themselves.”

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Q and A: Children and video games

Q and A: Children and video games
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Dear MAYO CLINIC: My son began virtual mastering when the COVID-19 pandemic shut down our regional university procedure. He is 14 and enjoys faculty on the web, so we have continued this. Regretably, my son’s only extracurricular functions are display screen-centered, as nicely. Must I restrict his actions online, even nevertheless he is executing perfectly in school?

Reply: In an significantly digitalized earth, exactly where most people—even children—own electronic equipment with screens, lots of mothers and fathers be concerned about the consequences of display use on them selves and their children.

To complicate issues, some display screen time can be academic for small children and guidance their social improvement. With the COVID-19 pandemic and remain-at-residence orders, numerous children and teens spent even much more time playing video clip online games to socialize with pals, given that they couldn’t get jointly in particular person.

With screens nearly almost everywhere, controlling a child’s display time can be complicated. It really is tough to steer clear of screens wholly. However, extreme display time can have an effect on people’s mental, social and bodily overall health.

Too significantly display screen time has been connected to:

  • Obesity
  • Bad sleep or insomnia
  • Behavioral problems, like impulsive steps
  • Reduction of social expertise
  • Violence
  • A lot less time for participate in
  • Eye strain
  • Neck and again troubles
  • Stress
  • Melancholy
  • Troubles with get the job done or college

Several individuals have cried, laughed or been startled while viewing a movie. This is simply because their brains process and react to the sensory input as if it have been happening to them. This same form of engagement is attainable when a individual performs a video activity.

While gaming, a gamer’s mind is processing the situation as if it have been actual. If the sport depicts a perilous or violent circumstance, the gamers’ bodies react accordingly. Their combat-or-flight reaction to that perceived danger is activated by exposure to rigorous stimulation and violence in the sport. Excessive video clip video game use can lead to the brain getting revved up in a continuous point out of hyperarousal.

Hyperarousal appears distinct for every person, and it can consist of challenges with having to pay consideration, taking care of thoughts, controlling impulses, subsequent instructions and tolerating frustration. Some grownups or kids wrestle with expressing compassion and creative imagination, and they have a diminished fascination in discovering. This can direct to a absence of empathy for some others, which can lead to violence. Also, young children who depend on screens and social media to interact with other individuals usually experience lonelier than children who interact in person.

Serious hyperarousal can have actual physical indicators, as effectively, this sort of as lowered immune purpose, irritability, jittery inner thoughts, depression, and unstable blood sugar ranges. In young children, some can develop cravings for sweets whilst enjoying video clip games. Blended with the sedentary character of gaming, kid’s diet program and weight can be negatively influenced, as nicely. From time to time young children will even stay clear of halting the sport to go to the restroom, which can direct to hygiene problems.

Related to tobacco, liquor or medication, screen time or video clip games can come to be an habit if it damages your health and fitness and interactions, and you are unable to management it.

Some indications could contain:

  • Obtaining intensive urges for display time or to participate in video game titles, and these urges block out other views
  • Investing funds on video video games or screens, even however you can’t find the money for it
  • Reducing again on social or recreational routines mainly because of preference for screen time or online video game titles
  • Continuing to enjoy online video games or take part in screen time, even nevertheless you know it is leading to difficulties in your lifestyle, such as very poor functionality at college or function, or permitting domestic duties go
  • Exhibiting signals of irritability, nervousness or anger when compelled to halt participating in, even for transient intervals of time
  • Lying to other people about the extent of your use
  • Needing more monitor time about time to get the exact stage of pleasure
  • Neglecting your look, which include deficiency of interest in grooming or garments

If you are viewing any of these indicators, it could be time to revisit your method to your son’s behaviors and use of screens.

You can need to have to make your mind up how considerably media to let your youngster use each day and what’s appropriate primarily based on your son’s reactions. Set realistic boundaries for your kid’s display screen time and video clip activity kinds, particularly if your kid’s use of screens hinders involvement in other activities.

Also stimulate lively screen time in excess of passive screen time. Active screen time is when you interact with other men and women you know, or when you are cognitively or bodily engaged. For illustration, perform academic games, or online games that involve players to build a little something together—or exercise-sort online games that demand motion when playing. Passive screen time includes watching screens with small cognitive engagement, these types of as scrolling through social media or viewing on the internet movies.

Contemplate these strategies:

  • Comply with guidelines for display time, this sort of as those suggested by the American Academy of Pediatrics.
  • Product healthful use of screens and movie online games. Take into consideration unplugging when you initially get home from function, at supper and when driving. Product other approaches of rest and entertainment, these as having a stroll, taking part in a activity, possessing a dance get together or reading a ebook.
  • Stimulate a harmony in between display screen time and actions that involve in-person social interactions, such as family members things to do or extracurricular things to do.
  • Create structured, display-free moments, these types of as for the duration of mealtimes, in the mornings and in advance of bedtime.
  • Consider using applications that control the duration of time your child can use a unit.
  • Retain screens out of bedrooms.
  • Have to have that all products be billed exterior of bedrooms at night.
  • Discover about the recreation rating groups and only allow for your youngsters to play video online games suited for their ages.

If you’re involved about a little one or loved one’s use of screen time, consulting a behavioral or addictions specialist can assist identify treatment method selections.

—Fiona Swanson, Social Solutions, Mayo Clinic Wellness Technique in Mankato, Minnesota


Mothers and fathers underestimate teens’ social media use in the course of pandemic


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Faculty should study video games to improve their teaching (opinion)

Faculty should study video games to improve their teaching (opinion)

The pandemic forced many of us to move into hybrid, technology-mediated teaching, and as we continue our voyage into such spaces, one thing that we in higher ed should remember is that many students have long been quite good at navigating hybrid environments. Really, it’s about time formal education finally catches up.

In his landmark 2003 book What Video Games Have to Teach Us About Learning and Literacy James Paul Gee detailed the ways video games do a better job of facilitating literacy learning than education institutions. Almost 20 years later, his analysis has become incredibly relevant. It would seem that the move toward more hybrid learning environments should have captivated a student demographic primed by video games. But instead, students—many of whom are video-game players—have often hated the virtual learning environments of their universities. Somewhat ironically, the video-game industry is experiencing a resurgence. Prophetically, Gee wrote, “The theories of learning one would infer from looking at schools today comport very poorly with the theory of learning in good video games.”

Now is the perfect time to revisit the principles of why video games are so good at teaching and learning in ways most virtual classes don’t seem to be. Below is a summary of some of those principles.

  • Storying content. Gee discussed meaning as being situated in specific contexts. Knowledge, in other words, only becomes meaningful in certain situations. For instance, I might know the nutritional content of eggs, but that doesn’t mean I know how to scramble them or even prepare a nutritious breakfast. In video games, the concepts and skills a player learns have specific uses in particular moments. Those situated meanings require players to recognize the patterns that indicate how to best apply their newly acquired knowledge. Typically, situated meanings are created via stories. Within those stories, players assume an identity that motivates them to make use of whatever the video game is teaching them.
  • Applying newly learned skills and knowledge. Video games make frequent use of interest-based interaction with knowledge, promoting self-directed mastery. Very rarely do video games ask players to passively listen to and absorb information—instead, they deliver information in usable chunks. At each stage, players practice applying their new learning, first to familiar situations and progressively to novel situations, facilitating transfer.
  • Providing just-in-time feedback. Players typically receive information at the time they need it. Say a player in a particular game is threatened by an oncoming storm. Right at that moment, the game teaches the player how to construct shelter. Other video games might rely on social interactions, often facilitated through popular apps like Discord or GameFAQs. This approach encourages collaboration, allowing players to actively seek information from others when they require it most.
  • Encouraging risk. Of course, the consequences of failing in a video game are much lower than failing an expensive college class that could perhaps even influence one’s career. The low-stakes challenges of video games empower players to try new strategies and discover novel approaches to problem solving.
  • Rewarding failure. When players take risks and fail, they still learn. On a metacognitive level, players realize a gap in ability or knowledge that might motivate them to persist. On a pragmatic level, they learn not only what doesn’t work but also what might work with modification, the foundation of self-regulation.

These principles remind educators that the virtual wheel does not need to be reinvented. We don’t have to be tech savants to understand what grabs students’ attention and inspires them. We don’t even have to use video games or gamify classrooms. Below are some practical translations of the above principles that can work in our classrooms right now, even without Zoom wizardry.

  • Frame content with culturally relevant themes. If meaning is situated in specific contexts, then one way we can engage students is to consider the stories that matter to them. We can do this by activating prior knowledge, such as personal experience, or asking students to share stories of their potential relationships with the course content. For example, an economics professor introducing the topic of monopolies might ask students to consider how they would shop for items if they wanted to boycott Amazon. Good video games invite the players to also shape the story. Zoom can encourage collaborative story shaping (i.e., learning) through hybrid or online groups. The economics professor could set the narrative stage: let’s boycott Amazon. In groups, students could design a plan for only consuming from markets not influenced by Amazon. As they realize the difficulty of effectively doing so, the professor can explicitly illustrate the principles of monopolies.
  • Create moments for students to use newly learned skills and knowledge. Active learning has long been a trend, but it isn’t always understood. To be clear, active learning should not replace direct instruction, which, of course, is effective. Certainly, video games have moments when the action pauses and information is directly communicated to the player. But it’s combining the two types of learning together—explicit instruction alongside opportunities for application—that create the strongest learning environments. Experience does not need to be taken literally. Fiction, a simulation of reality, can also be an experience. By broadening the concept of “experience,” virtual environments can expand notions of active learning. For instance, students might role-play imagined experiences. Simulating or role-playing experiences immerse students in the task by motivating them to learn the means to succeed at the task.
  • Provide brief checkpoints. Students usually have to complete an entire assignment before receiving any kind of formal feedback. If assignments are broken down into tasks, the way they are in video games’ War and Peace–length epic quests, then instructors can make quick observations of what students are doing, such as through polls. Based on what the instructor sees, they can adapt subsequent class activities. This not only helps educate the students, but it also saves time for the instructor, who then doesn’t have to provide detailed feedback on each student’s final major assignment. Assessment checkpoints can also be social, potentially enhancing student agency. Just as players flock to Discord for help, students could engage each other in some social space. These spaces can be structured—a Padlet with guidelines and examples for students—or open-ended hangouts. Peer review can both save time and be more dynamic in virtual environments.
  • Require reflection. When students begin to take social control over assessment, they become more reflective about their own learning. Reflection doesn’t always happen on its own, however. It must be structured as part of the experience. The low-stakes and learn-from-failure approach to video games is one way to encourage such reflection by offering multiple attempts accompanied by instructor or peer feedback. One suggestion for translating that approach to classrooms comes from the Stanford Life Design Lab. In it, students generate hypotheses about newly encountered knowledge, and then they test their hypotheses in the attempt to rethink problems and solutions.
  • Stay active. There are many ways to incorporate active discovery, but these strategies must again be guided by explicit instruction about how to reflect on and learn from the risks and failures. The flipped classroom is a good model for pairing explicit instruction with virtual experience. Instructors can deliver much of the direct instruction via video or the college’s LMS. Then students can spend the freed-up time in hybrid breakout groups trying to solve a relevant problem.

Technology itself cannot improve or damage learning. It’s our use of it that matters. There are indeed bad video games, and by bad, I mean games that people did not play. There are also many good ones, and what we need are good course designs so that people want to play and learn from them, too.

High school students to create video games for social change at AT&T & RIT ROCtheChange Game Jam Jan. 15

High school students to create video games for social change at AT&T & RIT ROCtheChange Game Jam Jan. 15

Rochester-area public school students will create social change using video games at the AT&T & RIT ROCtheChange Game Jam held Jan. 15—the first free youth game jam in the region.

At the event, local students in grades 8-12 will learn about programming and get hands-on experience creating functional digital video games. With the event taking place on Dr. Martin Luther King Jr.’s birthday, students will be challenged to create games with the theme of social change and social good.

To eliminate economic barriers, the game jam is free. All technology and meals will be provided. Additionally, students are not required to have any previous experience with computer coding or digital game design.

The game jam is a collaboration between RIT’s School of Interactive Games and Media and AT&T. It aims to expand digital literacy skills and coding and game development opportunities for Rochester-area students—especially those from underrepresented schools and communities. The program seeks to help youth from all backgrounds and economic situations consider careers in the growing technology job market, an industry that is known for its lack of diversity.

The AT&T & RIT ROCtheChange Game Jam will take place from 9 a.m. to 7 p.m. Jan. 15, in RIT’s Golisano College of Computing and Information Sciences building. Parents can register their children on the Eventbrite page by Dec. 31, 2021. The event is limited to 65 students.

Throughout the day, professors and students from RIT’s School of Interactive Games and Media will help participants learn the basic technology and digital skills needed to create digital games. Additionally, game makers will be there to talk about what it’s like to have a career in game design and development.

When creating the games, students will incorporate ideas of social change into the themes and actions of the gameplay. Topics can include Go Green, Stand Up, Speak Up, Equality for All, and Mental Health Awareness/Support. The projects will then be scored by a panel of judges made up of game developers, local tech experts, community leaders, education experts, and elected officials.

The event is made possible by financial support and event management collaboration from AT&T, as part of the company’s $2 billion nationwide commitment to help bridge the digital divide and homework gap.

AT&T’s partnership with RIT to develop and offer the free game jam aligns with AT&T’s legacy of supporting the digital divide and educational programs focused on digital literacy and STEM disciplines in New York, through the AT&T Aspire initiative. Aspire is one of the nation’s largest corporate commitments focused on advancing education, creating opportunities, strengthening communities, and improving lives, particularly amongst historically underserved populations, by creating new learning environments and educational delivery systems that promote racial equity in academic and economic achievement.

RIT’s School of Interactive Games and Media offers some of the best programs for aspiring game developers in the world, according to international rankings from The Princeton Review.

For more information and to register for the event, go to the AT&T & RIT ROCtheChange Game Jam Eventbrite page.

Indigenous video game streamers advocate for representation and education

Indigenous video game streamers advocate for representation and education

(RNS) — Marlon Weekusk, a member of the Onion Lake Cree Nation from Saskatoon, in central Canada, is known by his icon: a howling white wolf that has held significance for him throughout his spiritual journey as a Cree. Those who know him expect conversations about tokenizing Indigenous people and representation of Cree characters in the video games he plays for fun and profit — Call of Duty and Dead by Daylight. 

Weekusk is a streamer — an expert video gamer who plays for a public of mostly other avid gamers — and like other Indigenous streamers, he offers running commentary while he plays: critiques of popular games, opinions about streaming platforms like Twitch, YouTube Gaming and Facebook Gaming and stories about his culture and spirituality. 

As well known as Weekusk’s identity is to his fans in the small world of Indigenous gaming, he realizes that he and his culture go almost completely unrecognized in the greater gaming world. And he is determined to change that by educating the online world while empowering other Indigenous content creators.

Weekusk said that on Indigenous reserves, sports tend to be the main pastime for kids, but “there are a lot of Indigenous youth that just don’t fit into the sports area,” he said.

Weekusk fit into the latter category. He and his siblings and cousins spent hours sitting around their TV chatting. He said it was a time to escape.

Marlon Weekusk. Courtesy photo

Marlon Weekusk. Courtesy photo

Today, Weekusk, a commerce student at the University of Saskatchewan who is married with two children, livestreams on his own channel, Marmar Gaming. 

Weekusk occasionally features a Cree word of the day during his streams, explaining its meaning and origins. He also answers questions from viewers: What is the significance of offering tobacco? What is a powwow? What does he think about Indigenous characters in video games?

In a recent stream, Weekusk discussed the controversy surrounding the Chief Poundmaker character in the game Civilization VI. The game developers have been accused of cultural appropriation by the Poundmaker Cree Nation.

Weekusk said his goal is to show that Indigenous streamers can occupy this creative space and do it successfully. He wants to motivate and inspire other Indigenous people to take on similar roles. “Gaming has allowed me to be a positive role model for young Indigenous kids,” he said.

“I’m not prancing around in my regalia or anything like that,” said Weekusk. “I’m just sharing stories and relating to other people.”


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Aretha Greatrix. Courtesy photo

Aretha Greatrix. Courtesy photo

Other Indigenous streamers are bringing their cultures to their gaming platforms. Aretha Greatrix, who is from Kashechewan First Nation in the James Bay area of northern Ontario, has been streaming video games on her channel SimplyAretha for more than a year. Greatrix, who was born and raised in Edmonton, Alberta, is focused on fostering community among Indigenous streamers.

“We need to figure out who we are, so we can help support one another,” she said.

Last year for Native American Heritage Month in November, Greatrix invited streamers to her channel to discuss Indigenous representation in video games as they battled live. She played games such as Never Alone, which includes Indigenous communities in its plot, and Civilization VI (despite its appropriation of Chief Poundmaker).

“I try to create space for education and conversation,” said Greatrix.

Cedric Sweet. Courtesy photo

Cedric Sweet. Courtesy photo

Cedric Sweet, of the Seminole Nation of Oklahoma, shares his identity with viewers around the world via his channel ChiefSweet, named for his great-grandfather and great-uncle, who were both chiefs of his tribe. Sweet said he draws a mix of Indigenous and non-Indigenous viewers, which leads to lots of conversation and questions about his culture.

“There are so many Indigenous cultures,” said Sweet. “And I am happy to educate and talk about mine.”

Sweet, who lives in Ada, Oklahoma, said Indigenous people have flocked to video game streaming since he began in 2016. One reason for the increase, he theorizes, is that historically lamentable internet connections on reservations have slowly gotten better in the United States and Canada.

“I see so many Native streamers in the scene now, it is really blossoming,” said Sweet. “I think right now is the best time to be a Native content creator.”


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Some, however, such as Nathan Cheechoo, from Moose Cree First Nation on Treaty 9 Territory in northern Ontario, said gamers in his home area are still waiting for better internet and more recognition. Cheechoo, who streams on his channel realswampthings, likes to advocate for the support of gaming with hopes that other Indigenous people may choose to pursue it.

Nathan Cheechoo. Courtesy photo

Nathan Cheechoo. Courtesy photo

Cheechoo said it is up to the streaming platforms to feature Indigenous gamers more prominently on their sites. In the past, Twitch has celebrated Black History Month and Hispanic Heritage Month. In June, Indigenous History Month in Canada, and in November, Native American Heritage Month in the United States, the platform held no such events.

“It hurts because we can bring so much to platforms across the continent, yet the support for awareness is lacking,” said Cheechoo.

More support and awareness for Indigenous content creators means more opportunities, said Cheechoo. Knowing that there are companies, games, organizations and platforms that celebrate Indigenous people respectfully is important.

“This will allow for the future of Indigenous players to be proud of their identity,” he said.

On the other hand, both Cheechoo and Sweet said they do not get much hate from viewers because they are Indigenous — in part, they said, because commenters do not realize that Indigenous people still exist.

“Most people assume Indigenous people are extinct,” said Cheechoo. “So, we are definitely not a focus to those that like to criticize.”

This story has been updated to correct Aretha Greatrix’s birthplace.