Cozy Grove 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 Cozy Grove in the following lists:
Video games are a great way for children to play. However, they are also contested spaces often created with profit as well as play in mind. How do we empower children to play, break the rules and self-determination in light of other pressures and owners of these digital spaces?
We worked with Sara Grimes on this list of games that offer new and emergent ways to provide play possibilities to children. 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.
The politics of children’s play aren’t something we often talk about. This is more than decrying big business muscling in on childhood. 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. Sara describes this as an embrace of the complexity of children’s online playgrounds, virtual worlds, and connected games.
It comes down to something at the heart of our database: seeing games more than mere sources of fun and diversion. “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.”
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. 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.
Metaverse rule making and breaking in games like Roblox and Fortnite, where the context offers more than competition. Children often invent their own rules and ways to play not instigated by the developer.
Citizenship their own way in games like Alba, Cozy Grove or Unpacking where children have agency to influence and contribute (or not) to public spaces. Then there's games like and Please Touch The Artwork and Sloppy Forgeries that invite usually discouraged behaviour.
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.
Purposeless Exploration in games like , Proteus and Ynglet can be used as a way to waste time, not progress and refuse direction.
Misbehave in games like Untitled Goose Game, Donut County, Carrion, Fable, Scribblenauts and Beholder is expected. But how children stretch and reinvent (or refuse to partake in) this usually frowned on behaviour opens unexpected possibilities.
The Let's Game It Out
YouTube channel is a great example of games you can play in ways (very) unexpected by the developers. These aren't all child friendly, but are fascinating examples of play transgressing intended rules.
Cottagecore is an online term celebrating an idealised rural life. Although games are usually considered to be hard, harsh and technological, many of them play to this aesthetic that is sentimental about traditional skills and crafts such as foraging, baking, and pottery.
Games sometimes use these rural pursuits as play mechanics, like Stardew Valley
, Potion Craft
and Fantasy Life. Others use Cottagecore as a guide to how they look and feel, like Everybody's Gone to the Rapture
, The Stillness of the Wind
However it plays out in the game, Cottagecore aims to satisfy a desire for aspirational nostalgia and an escape from stress or trauma. The New York Times described it as a reaction to hustle culture and the advent of personal branding. The Guardian called it a "visual and lifestyle movement designed to fetishize the wholesome purity of the outdoors."
These games emphasize simplicity and the slow pace of pastoral life as an escape from the modern world in favour of the bucolic. Unsurprisingly this has become more popular on social media during the COVID-19 pandemic. In some ways the resurgence of retro games could be seen in a similar light, although here the sentimental nostalgia is for virtual entertainment rather than rural lifestyle.
Video games are often thought to be about the quick hit or instant rush of dopamine gratification. In fact, many video games take a long time before they are enjoyable. It takes patience and investment of effort to start making an impact in the game world, and in many ways is actually hard, slow work.
Some games double down on this mechanic, using, as Brad Gallaway recently said "using the real passage of time passing as a way to progress the story or game mechanics. Without cheating a system's clock, they're meant to play out over long periods. Seaman was something like a month, and The Longing can be as much as 400 days."
The games in this list are designed to be played slowly over a large number of days. This includes games like Animal Crossing
, which requires regular visits at particular times of day to progress your island. But it also includes games like The Longing
, that test the player's willingness to wait long periods of time and limit their ability to accelerate progress. Or there are games you can play quickly, but require the real passage of time for certain aspects, like Nier Replicant, forcing you to wait 24 real hours between planting a crop and harvesting it
Video games are usually thought to be about fighting, shooting and adrenaline. As regular readers will know, there are video games about everything. Recently I've been noticing games that combine the stewardship of the land and the nurturing of resources.
These games, like Animal Crossing
, present an "ambience of bucolic" and a "reassuring mix of the pastoral and the industrial," wrote Simon Parkin
recently. They offer an escape to simpler times, that provides meaningful work along with the possibility of also working at friendships.
The games collected in this list each offer the chance to escape and absorb yourself tending to a plot of land and nurturing often surprisingly moving relationships. Whether you are diligently cleaning someone's empty flat as in Sunset
, setting up a farm after retiring from your adventures in Littlewood
, reconnecting with grown-up children in The Stillness of The Wind
, nurturing a musical garden in Mutazione
, establishing a coffee shop in Coffee Talk
or even eeking out provisions while you care for children in This War Of Mine
all these games have something to tend to and people to get to know while you do it.
These games offer ways to consciously step outside the day's stresses and pressures to create space for self-care. This may be to distract yourself with calming unpressured tasks or to visit a world that is tranquil and relaxing or maybe just spend time reflecting on your emotions in a safe space.
Games include interactions, narratives and characters dealing with all aspects of life (and death). This means that some care is necessary if players are sensitive to losing significant people. But also, games can provide a helpful space in which to process, consider and understand death and loss.
I've come up with some games that explore this topic, along with help and suggestions from Gaming The Mind
), an organisation of UK-based mental health professionals who aim to promote positive mental health within the gaming community. By focusing on the intersection between gaming and mental health, they want to raise awareness of mental health challenges and reduce the stigma surrounding these issues.
"We express grief in different ways depending on our age," they said. "To help children cope with loss, it is important that they receive honest explanations about death, appropriate to their level of understanding. With these games, players may find valuable space in which to acknowledge grief as a completely normal reaction to bereavement."
"The games we have selected don't necessarily offer an ideal way to cope with death but tackle the topic of death openly and with a positive attitude. They can help show the player that they are not alone in what they are going through. Playing these games with young people, and answering questions they might have along the way, can be a useful starting point for important conversations about grief."
Video games create fantasy space in which we play. These are often enjoyable because they are an escape from everyday life. Some, however, want to become a part of our day. One way they do this is to make things happen in the game in accordance with the time (and sometimes date) in the real world.
This can be games like The Longing
or Animal Crossing
that tie events in the game with the passing of real world time. Maybe you have to wait for a certain number of hours, or maybe you need to come back at a certain time of day. Either way, your in-game play is linked to the real world by the hands of time.
Other games use the real clock to reward you for not playing. Neo: The World Ends With You
for example, offers certain types of pins (upgrades) that level up the longer the game has been off. Games like Pokemon
have creatures that change form based on the season on your DS clock. Cozy Grove
is synced to real world time, and provides 30-60 minutes of new quest content each day.Mario Party 6
has certain mini-games and game boards that are different in day and night. The Legend of Zelda: The Wind Waker's
start-up screen varies depending on the time of day you were playing. In Simpsons Hit and Run
, during Halloween, Christmas, Thanksgiving and New Year in the real world you get game characters dressed up in a special outfit. Simpsons Hit and Run
also has a different start screen depending on whether it's Christmas or another holiday. Finally, how about Superbrothers Sword & Sworcery EP
that uses the real world lunar cycle so that certain puzzles can only be completed during a full moon, and other elements only during a new moon.
This is a novel thing for games to do. It's also quite useful for families as it means you are usually limited in what you can do in a game in any one day. These games encourage players to pop in for 30 minutes or do, do their tasks for the day, and then leave until tomorrow.
While a significant portion of video games focus on combat and competition, these titles offer a less aggressive way to progress and win. None of these games enable or require the player to cause harm to another living thing -- even Mario's merciless campaign to stomp on every Goomba he meets bars him from this list. Or then there's catching and selling fish in Animal Crossing that rule that one out.
Many of them are aimed at children and families, but you'll be surprised how many explore deeper, more mature themes in their narratives, or require just as much skill as a fast-paced first-person shooter. This means there's plenty of offer for parents who might lack the reflexes (or interest) to survive a round of Fortnite.
We've focused on the games you might not expect to be played non-violently here, but you can find the full list at Non-Violent Games Of the Day
curated by James Batchelor.
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