Colourblind: Modes that invert colours or change colours to accommodate different types of colourblindness, such as in Hue.Non-Visual Cues: Sounds and haptic feedback that help direct the player, like Lego games.Contrast: Settings to adjust contrast and brightness, as well as distinct colours with good lighting, like Splatoon.Zoom: Ability to increase the size of all objects on the screen such as in Untitled Goose Game's zoom feature.Fonts: Larger, scalable font sizes and bold fonts, like Moving Out.These games, compiled by Christy Smith, have graphics styles or options that make the games easier to see for people with impaired vision. 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. These games each provide different ways for players to develop critical thinking. With the amount of content that is online sometimes it’s quite easy to be reading something that is inaccurate without realising." 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.Īs 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. Other games, like Headliner, put the player in charge of information so they can see the consequences first hand of its misuse. Some of the games, like Thousand Threads, either put them in a world where what people say and believe impacts the other characters. Childnet are also part of the UK Safer Internet Centre and organise Safer Internet Day in the UK every February. They believe that the internet is a wonderfully positive tool for children and young people. 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. 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. This starts with questions of trust and authority but then leads to decisions about how we use and share information ourselves. If you knock down all the field kubbs before you’re out of batons, you then use your remaining batons to try and knock down your opponent’s baseline kubbs.Being able to discern between reliable sources and unreliable sources of information is an important skill for children to develop.
You throw your batons at the field kubbs the same as you would when trying to hit baseline kubbs. Now it’s time to try knocking down field kubbs. If it lands outside the court again, your opponent gets to pick it up and put it on their side anywhere they like, as long as it’s at least one baton’s length away from the king kubb.Įach of you moves to the kubb closest to the court’s center line. In the event you throw a kubb outside the court, you have to go get it and try again. They do the same thing with any kubbs you knocked down. They raise each thrown kubb upright, making sure to keep two corners in contact with the ground. You collect any kubbs knocked down during your opponent’s turn and throw them to their side of the court. Kubb has four phases you play after each team has had their first turn. From there, you move on to the rest of the game. You can’t throw them overhand, helicopter-style, javelin-style, or any other way.Įach of you takes a turn using four of your six batons to try and knock over the kubbs on your opponent’s baseline. You must throw your batons underhand so they fly end-over-end.