

If you’re like most people, you have built your network haphazardly, connecting with anyone who will communicate with you. But networking doesn’t have to be so time-consuming. We’re all time-deprived it can be daunting to have to manage work, family, and the “spare” time we spend on the necessary evil we call networking. And that core group should be a lot smaller than you think. Rather, it’s about surrounding yourself with a carefully curated group of people who you admire and respect and with whom you share common beliefs and values - people who will set the tone for the foundation of your larger network filled with people who provide value to one another. But in fact, being what we call a “superconnector” has nothing to do with supersizing your network.
#Smalland vs grounded professional#
So it’s only natural for us to want to supersize our network of connections - both online and off - because the more people we know, the greater our chances of being exposed to opportunities that may lead to professional advancement, potential mentors, material success, and so on. We live in a time when “bigger is better” is the prevailing assumption when it comes to, well, just about anything. Carefully curate your most trusted, inner circle and you’ll be surprised at how much more valuable you’ll become to the larger community of people in the world who care about the same things you do. These aren't all child friendly, but are fascinating examples of play transgressing intended rules.When it comes to networks, the bigger the better, right? Not necessarily. The Let's Game It Out YouTube channel is a great example of games you can play in ways (very) unexpected by the developers. But how children stretch and reinvent (or refuse to partake in) this usually frowned on behaviour opens unexpected possibilities. Misbehave in games like Untitled Goose Game, Donut County, Carrion, Fable, Scribblenauts and Beholder is expected. Purposeless Exploration in games like, Proteus and Ynglet can be used as a way to waste time, not progress and refuse direction. Undirected play can lead to unintended scenarios in games like Pok Pok Playroom, Kids, A Short Hike or Townscaper where play isn’t directed or capitalised upon, but left alone to be an end in its own right. Then there's games like and Please Touch The Artwork and Sloppy Forgeries that invite usually discouraged behaviour. Children often invent their own rules and ways to play not instigated by the developer.Ĭitizenship their own way in games like Alba, Cozy Grove or Unpacking where children have agency to influence and contribute (or not) to public spaces.

Metaverse rule making and breaking in games like Roblox and Fortnite, where the context offers more than competition. These games can be places where children push back at the powers-that-be and take ownership of these digital public spheres in unexpected ways. We’re excited about games in this list as they are not only digital spaces where these things meet, but that children use them in ways they weren’t intended. “Games serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds.” It comes down to something at the heart of our database: seeing games more than mere sources of fun and diversion. Sara describes this as an embrace of the complexity of children’s online playgrounds, virtual worlds, and connected games.

It’s about understanding digital play in a holistic sense so it can be all it needs to be in the life of a child. This is more than decrying big business muscling in on childhood. The politics of children’s play aren’t something we often talk about. Her book, Digital Playgrounds explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades. We worked with Sara Grimes on this list of games that offer new and emergent ways to provide play possibilities to children. How do we empower children to play, break the rules and self-determination in light of other pressures and owners of these digital spaces? However, they are also contested spaces often created with profit as well as play in mind. Video games are a great way for children to play.
