Burd is in These Lists
In addition to the similar games listed above, which have been linked to this game specifically in the database, you may find games with a similar theme to Burd in the following lists:
Being able to discern between reliable sources and unreliable sources of information is an important skill for children to develop. This starts with questions of trust and authority but then leads to decisions about how we use and share information ourselves.
We've worked with
Childnet International on this list of games that help children and young people experiment with what they should trust and the potential unintended consequences. Childnet International is an online safety charity working with others to help make the internet a great and safe place for children and young people. They believe that the internet is a wonderfully positive tool for children and young people. Childnet are also part of the UK Safer Internet Centre and organise Safer Internet Day in the UK every February.
Some of the games, like
Thousand Threads, either put them in a world where what people say and believe impacts the other characters. Other games, like
Headliner, put the player in charge of information so they can see the consequences first hand of its misuse. There are even games, like
Papers Please, that enable the player to police who is and isn't allowed access to information or even access to the country.
As Childnet write, "Critical Thinking is an important skill that we need in order to navigate the internet safely and find the latest news headlines or facts and information. With the amount of content that is online sometimes it’s quite easy to be reading something that is inaccurate without realising."
These games each provide different ways for players to develop critical thinking. They provide a space where trust and authority can be experienced first hand, and where the negative and positive consequences of how we handle these topics play out.
All games offer you agency. You can win or lose. You can complete them or stop at any time. But there are some games that offer a story that genuinely branches. Where you end up will be different from other players. This not only makes your actions really matter but also gives you a reason to play them again.
Setting aside games that evolve through simulation, or games where once you die it's game over, these branching narrative games tell a story that ends in a certain way because of the choices you made.
These games offer worlds you explore in unusual ways. Maybe it’s hard to put one foot in front of the other, or maybe you get a chance to climb and jump athletically. These games put you in touch what it’s like to move more easily or more difficulty than real life.
In a culture that often assumes that the route to happiness is with another person, it can benefit us to acknowledge that being alone is not always a bad thing. We teamed up with Courtney Garcia’s
Screen Therapy channel to curate a list of games that give us a chance to experience being alone in different ways.
Garcia’s
Screen Therapy project employs Positive Media Psychology research to highlight and interpret meaningful experiences with games and movies. “With mindfulness, there are even more benefits to gain from intentional consumption of media,” she says, “games can be tools we use to recover or grow, psychologically, and our time with them isn't wasted if they provide us insights or rest we need.”
This list was inspired by the experience of playing the unusually solitary (and long) game
The Longing and the
Twitter thread that followed. In it, you spend 400 elapsed days waiting for the King to wake up and living at a slow pace. The other games offer their own lens on loneliness and solitary seasons of life. These games offer us insight into the benefits of appreciating time alone, such as opportunities for self-reflection, self-discovery, and the chance to curate enriching experiences or environments for ourselves.
Some of the games, like
Never Alone,
Journey and
The Long Dark place you in a harsh environment that emphasises your diminutive size when faced with the expanse of nature. Other games in the list, like
Thomas Was Alone and
Bird Alone offer you the chance to reflect on friendship and the need to nurture relationships. Then there are games we included like
Shadow of the Colossus that let you get lost in the vastness of its landscape. Finally, a few of the games like
The First Tree and
Sunlight invite you to make a connection to other players, once you have come to terms with a journey on your own.
Whether it’s a simple puzzle grid, a battlefield or a universe of planets to visit, all games create virtual spaces in which to play. Some of these are simply the background to a campaign - the game’s unfolding drama, missions or challenge. But others invite you to invest in the worlds they create, move in, tend to and inhabit in fantastical ways.
The games in this section invite you to spend time in spaces that have a sense of place, life and character. Worlds that hold history and lore in their landscapes, flora, fauna and inhabitants; environments that respond to your presence and invite you to restore them to their former glory.
Jocelyn Brewer coined the phrase
Digital Nutrition to introduce a way of thinking about technology that went beyond screen time worries, drug analogies and detoxes. Instead, she encourages us to think about the variety, context and patterns of digital consumption.
"Digital Nutrition is a guilt-free philosophy that guides you towards healthful technology habits and improving your digital literacy and wellbeing. Rather than digital detoxing and unplugging, Digital Nutrition is about intentional and intelligent use of devices and the conscious consumption of news, media and information."
I’ve worked with her on this list of games that provide particularly underserved aspects of our digital play diet. These are the vitamins of the gaming world. Essential to a healthy diet and easy to overlook if we just follow where video game advertising leads us.
Unlike the other lists on the site, it’s an eclectic collection of games. But this is for good reason. These are the games that supplement your digital diet with variety, fibre, vitamins and minerals. They are the “digital super-foods” as Jocelyn puts it.
Digital Nutrition is a brilliant antidote to the guilt, muddled advice and finger-pointing of screen time focus advice. Instead, we can consider what specific games have to offer our children and our family.
This leads to other questions about how, where and when we play. Grabbing a Pizza on the street isn’t the same as sitting down to share a slice around the meal table. Only eating Kale is as problematic disordered eating as eating too many sweets. The same is true with video games, so this list is here to offer a varied diet.
Games tell stories about people and places. This can be similar to books and films, offering snapshots, flashbacks and poignant scenes that form a life. Because we can explore the spaces where games happen, they can also tell stories by the things we find.
Games often use their character's possessions to tell us about them, as much as what they say or look like. Favourite toys, carefully written letters, hurried notes, pictures on the walls, dilapidated architecture, menus, vehicles, ticket stubs. The objects of our lives tell a story about who we are and what is happening to us.
Games like
The Sims or
Animal Crossing enable us to use possessions to create spaces that reflect the character we are playing. In
, we are given a prized camera and bird book from our grandparents to tell the story of their bond and trust.
Some games let us get to know characters solely through their possessions. In
Unpacking we spend hours placing and arranging someone's things, and as we do we get to know them (and their hopes, loves, losses and travels) deeply. In
The Last of Us we find people's notes and possessions abandoned. In this we find the story of a world in panic, but also of the people's lives before everything went wrong.
Other games use possessions as an important part of how we interact with the world. In
Overboard, for example, we need to use medication, ear rings and clothing to tell a story that the other characters in the world believe (one where we didn't murder our husband).
Finally, games use possessions sentimentally to connect us to the past of characters. In
Hindsight we are asked to decide which objects to keep and which to let go of. In
Before I Forget, possessions offer a gateway to our own fraying memories.
However games use these possessions to tell stories, it's always worth slowing down, noticing the objects we are rushing past and reading the literal and metaphorical notes about the world in which we are playing.
Video games and toys are two separate things in a child's life. Online and in stores they are sold separately. At home, however, children will move from toys to video games without such strong distinctions. This list draws together all the games that cross over with toys in this way.
Very young players are often drawn to games with toy-like play. Whether
Toca Boca or
Sago Mini offer video game interactions but without missions, tasks or scores. They are games that create space, characters, locations and items for children to make up their own fun.
Then there are games that import physical toys into the play-process of the game. Sometimes this is to have a figure unlock items and save progress like in
Skylanders or sometimes this is to create new ways to interact like
Tori, Hotwheels id or
Anki.