The technical games that have largely replaced the traditional electrical train and cars of the boomers and older generations shift towards robotics. This has the touch of more future orientation and fun for the young used to gadgets, automation and the beginnings of AI. Therefore, the robots of our children and the ones they assemble in technical games include more sensors. Infrared emission and reception have been present already for some years, but the capture, use and application of sound in children’s games is a bit more recent. In order to assess and understand the far reaching potential of these additional sensors in our homes and environments it is essential to raise awareness through technical games and own experiences or experiments. Educational games are a useful addition to the repertoire of learning for younger generations. Accompanied learning is more likely to keep young people interested in technology and raise awareness for the potential of intrusion into privacy of technology as well. The robots will be more and more part of our daily lives. A better understanding of limitations and potentials will be necessary for all citizens in the 21st century.
Kids Gaming
The pressure on children and their parents is high to succumb to the temptation of digital and online gaming. Albeit there are many funny and learning alternatives for them if they are accompanied by an instructor to build or invent their own game. With some adaptations it is possible to assemble for example a coordination game for children which directs a small ball through a labyrinth. Add speed and tricky holes to the “parcour” and the race is on. It is little bit like hands-on physics as the speed and acceleration patterns across the parcour varies a lot. Planning, building and playing are an ensemble in this simple game. Probably also more fun than the x-th repetition of a digital game.
(Inspiration from: Berliner Kultur gestalten, workshops for children).
Game Tech
Gaming has moved digital and online for a long time. Networked gaming and following the best gamers online on video-platforms like twitch has captured a lot of attention from younger generations. With a real trend of gamification for industry and even public services, the digital gaming sector is moving from backstage to front end of companies and services. Public administration as a game. Enjoy the use of a public service through a game-like experience. Walk around in the metaverse world and get your admin work done. I would love to have such an experience. There are so many applications for gamification that the bottleneck is in the human resources to program all these applications. Coding the digital and virtual worlds to get real stuff done is just around the corner. The SCCON 2024 in Berlin showed these technologies next to each other. 2025 we might see integrated prototypes. I have a digital dream, others call it a vision for public services in the 21st century.
Less is better
There is an interesting psychological phenomenon which is called the less-is-better effect. First research on this phenomenon dates back to marketing research more than 25 years ago. The Olympic games have even a mention on the English Wikipedia page on this less-is-better effect. The winner of a bronze medal at the Olympics might feel more happy than the winner of a silver medal. Why? Viewed as separate events winning a bronze medal makes can make you so much happier, because you are among the famous group of medallists in your discipline or with your team, whereas as a silver medallist you might be so disappointed that you did not reach the gold medal that this overrides the joy to come 2nd instead of 3rd. Several interviews of athletes during the Paris 2024 Games gave evidence of the pertinence of this less-is-better effect.
There are other forms of application of this rationale as well. A more sociological perspective highlights the potential change of category from less is more to the less-is-better rationale. One variable assessed in less and more frequency or value maybe better or worse in another category. Less pollution leads to better health. It is like a shift from a quantitative variable to a qualitative assessment of the same situation. Olympic Games are full of useful lessons from a social science point of view. Although, more can be worse.
Betting vice
Betting is considered a vice. The industry has moved from the local bookmakers to the internet and is spread across countries and continents. Some legal advisers have classified betting as the fastest growing vice industry and it is about time to launch a wake up call for more oversight of what is going on in the sector. As betting like gambling seems to be working in conjunction with other addictions the potential of cumulative risks is quite high. Our brains tend to wire things together which frequently occur jointly. It is difficult to disentangle these co-occurrences later again. The major angle of attack is prevention.
Health journals start warnings of the detrimental effects persons and observe that the industry follows similar strategies as the tobacco industry to address as many people as possible. And this is very successful and profitable for them. Hence, prevention strategies should also follow what has been applied to smoking like the ban from restaurants and bars as well as the restrictions on advertising. We will have to accept that betting and gambling should not be as easily accessible as it is currently. Age restrictions have to be applied stringently. I bet this will take quite a long time until Europe and elsewhere the regulations will change. Some of the young get interested in even more stimulating activities like exploring arts (image below class at Neue Nationalgalerie Berlin 2024-6) rather than betting on who is going to win the Euro 2024 football matches.

Sandbox Games
Children from a very early age onwards play strategic games. Even in the sandbox we can learn from surprising talents of how to get the shovel from the other player(s). Having grown up a bit the repertoire of strategies becomes a bit more sophisticated, but most children tend to apply the same ones now and then. For example, to obtain one of the always scarce places on the swing or the balance, you may reach your goal in attracting the occupant(s) to a supposed even more exciting object on the playground or outside of it. Once the occupants leave the swing to join you somewhere else, you rush back to the swing and hope that the other child(ren)/parents are not more powerful to take back the swing. Strategies on the playground are abundant. Most children run, or get run, through the full set of tricky strategies during their youth. If you still want to learn more, study economics (typical economist’s joke). Alternatively, if you like strategies claiming that other children are not following the rules or want to know how best to fix the rules so you’re going to win anyway, study law (lawyer’s jokes). If you believe fairness is your real best argument study sociology, philosophy or theology. Make sure most other people in the playground have a similar set of strategies otherwise fists and tears will be gaining the upper hand.
Schachnovelle
Die Schachnovelle von Stefan Zweig gehört seit langem zu den Klassikern der deutschsprachigen Literatur. Zuletzt hat Jean-Philippe Toussaint in seinem autobiografischen Roman « L’échiquier » dieses Werk nochmals gewürdigt. Die psychische Belastung der fortgeschritten Schachspielenden macht spannende Lektüre. Bei Stefan Zweig ermöglicht das kognitive Training mittels Schachspielen die Bewahrung vor dem drohenden Wahnsinn durch Isolationsfolter. Gedankliche Fokussierung auf das Schachspiel und Spielen gegen sich selbst im Gedankenexperiment werden Rettung und Flucht in virtuelle Welten. Dennoch hinterlässt die Intensität der Erfahrung Spuren. Absorption ins Game, heute als Gaming meist verharmlost, lässt sich in vielen anderen Lebenssituationen wiederfinden. Es kann zur Sucht werden und Personen komplett absorbieren. Alleine Rauskommen oder vom Trip runter kommen ist schwer. Glück haben diejenigen, die professionelle Hilfe suchen und bekommen können.

L’échiquier
The game of chess has been subject of an ever increasing amount of literature. Not only historically the game, where two kings fight against each other, but the queens are the most powerful figures on the chessboard attracted a great deal of attention. We studied chess in books and watched live tournaments between the best players of the world. Most of this has successfully moved online and we have gotten used to losing against computers for almost all human beings some time ago. The internal federation of chess FIDE lists the top players male and female. The calendar of face to face events is still impressive. The federation operates somehow like a platform of players, as well as for players, to organize their lives as chess players. Anther kind of chess literature is the one that is constructed around the lives of chess players. Some characters get really absorbed into the mental or virtual world of the dialogue between 2 or more characters or players. The real world experience and the game on the board become intertwined or entangled. Losing or winning, to win or not to win, may unbalance whole personalities. Beyond the “Schachnovelle” von Stefan Zweig we have a new addition of fictional writing with autobiographical traits by Jean-Philippe Toussaint (2023) on our desks. « L’échiquier » is a story unfolding in 64 chapters just like the 8 x 8 spots on the chessboard. Of course, the story does not unfold in a linear fashion. It seems as if the players or opponents even change as the game unfolds. Maybe there are more than one game in action. Simultaneously as in some chess tournaments. Some games are blitz games taking just a few minutes, others go on beyond a lifetime. The experience of playing chess even against yourself has a psychological and sociological dimension. You can go round in circles for some or you are like “bowling alone” in the individualized society. About time to shed an additional light on the mystery of the chessboard. Self isolation with a chessboard was also a way of coping with the Covid pandemic. Some still suffer from long Covid and cures are not always easy to find.

Special
We all value special skills and specialists. In Berlin is a whole week devoted to the special event of the #SOWG. These are the special Olympics world games. Berlin is booming with special people all around. Already the arrivals of the athletes to Berlin tests the public transport system as much as private infrastructure to welcome persons with special needs. Rather than the waste that is produced for normal Olympic games the same incredible amounts of money should be devoted to make cities more welcoming to special people every day. We have become as societies so used to speed up things as much as we can that we have forgotten the value of allowing people to live their lives with their own speed and rhythm. Looking at the huge numbers of private sponsors for the SOWG it becomes obvious that many people care to support these special people on their journey. I am more willing to pay taxes for such efforts than the public money wasted for football, like TV-rights or stadium buildings. The joint experience of love and joy with these extraordinary persons makes us all happy and rich. Happiness is the new “wealth of nations”. Inclusion brings happiness to more than just the normal. We wish you all a happy #SOWG. The stars are you.