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A video game to cope with grief

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    Two months ago, my kids and I
    huddled around a cell phone
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    watching the live stream
    of the Game Awards,
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    one of the video game
    industry's biggest nights.
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    They announced the nominees
    for the Game for Impact,
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    an award that's given
    to a thought-provoking video game
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    with a profound prosocial
    message or meaning.
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    They opened the envelope
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    and they read the title of our video game.
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    An award ...
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    for impact.
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    It was almost funny, actually,
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    because I always thought
    that winning an award like that
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    would have this huge impact on my life,
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    but I found that the opposite is true.
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    The big nights,
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    the accomplishments --
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    they fade.
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    But the hardest nights of my life
    have stuck with me,
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    impacting who I am
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    and what I do.
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    In 2010, my third son, Joel, was diagnosed
    with a rare and aggressive brain tumor.
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    And before that year was finished,
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    doctors sat my husband and I down
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    and let us know
    that his tumor had returned
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    despite the most aggressive chemotherapy
    and radiation that they could offer him.
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    On that terrible night,
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    after learning that Joel
    had perhaps four months to live,
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    I cuddled up with
    my two older sons in bed --
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    they were five and three at the time --
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    and I never really knew
    how much they understood,
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    so I started telling them a bedtime story.
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    I told them about this
    very brave knight named Joel
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    and his adventure fighting
    a terrible dragon called cancer.
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    Every night, I told them
    more of the story,
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    but I never let the story end.
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    I was just building up a context
    that they could understand
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    and hoping that our prayers
    would be answered
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    and I would never
    have to tell them that that knight,
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    who had fought so bravely,
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    was done fighting
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    and could rest now, forever.
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    Fortunately, I never did have to
    finish that bedtime story.
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    My children outgrew it.
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    Joel responded better than anyone expected
    to palliative treatment,
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    and so instead of months,
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    we spent years learning how to love
    our dying child with all of our hearts.
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    Learning to recognize
    that shameful feeling
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    of holding back just a little love
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    to try to spare ourselves
    just a little pain
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    somewhere further down the road.
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    We pushed past that self-preservation
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    because Joel was worth loving
    even if that love could crush us.
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    And that lesson of intense
    vulnerability has changed me ...
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    more than any award ever could.
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    We started living like Joel could live,
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    and we began developing a video game
    called "That Dragon, Cancer."
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    It was the story of Joel.
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    It was the story of hope
    in the shadow of death.
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    It was the story of faith
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    and doubt,
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    and the realization that a wrestle
    with doubt is a part of faith --
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    maybe the biggest part of it.
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    It was a story that began as a miracle
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    and ended as a memorial.
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    (Music)
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    (Giggle)
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    (Clapping)
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    (Music)
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    (Video) Dad: Bouncing around,
    do you like that?
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    (Giggle)
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    I love your giggle.
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    (Music)
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    (Giggle)
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    [A Journey of Hope In the Shadow of Death]
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    [That Dragon, Cancer]
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    (Music)
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    When you play "That Dragon, Cancer,"
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    you're transformed
    into a witness of Joel's life,
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    exploring an emotional landscape,
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    clicking to discover more of what
    we as a family felt and experienced.
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    It feels a little bit
    like analyzing interactive poetry
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    because every game mechanic is a metaphor,
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    and so the more the player asks themselves
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    what we as designers
    were trying to express and why,
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    the richer the experience becomes.
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    We took that vulnerability
    that Joel taught us,
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    and we encoded the game with it.
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    Players expect their video games
    to offer them branching narrative
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    so that every decision
    that they make feels important
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    and can change the outcome of the game.
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    We subverted that principle
    of game design,
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    collapsing the choices in on the player
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    so that they discover for themselves
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    that there is nothing that they can do
    that will change the outcome for Joel.
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    And they feel that discovery
    as deeply and desperately as we felt it
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    on nights when we held Joel
    in our arms praying for hours,
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    stubbornly holding out hope for a grace
    that we could not create for ourselves.
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    We'd all prefer to win,
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    but when you discover that you can't win,
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    what do you value instead?
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    I never planned to write video games,
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    but these moments
    that really change our lives,
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    they often come as the result
    of our hardship -- and not our glory.
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    When we thought that Joel could live,
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    I left the game designing to my husband.
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    I chimed in here and there
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    with a scene or two and some suggestions.
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    But after the night that Joel died,
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    the passion,
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    the possibility of sharing Joel's life
    through our video game --
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    it was something that I couldn't resist.
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    I started writing more,
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    I sat in on our team's design meetings,
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    I added more ideas
    and I helped direct scenes.
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    And I discovered that creating
    a video game is telling a story,
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    but with an entirely new vocabulary.
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    All the same elements of imagination
    and symbolism are there,
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    but they're just partnered
    with player agency
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    and system responsiveness.
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    It's challenging work.
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    I have to think
    in a totally new way to do it,
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    but I love it.
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    And I wouldn't have known
    that without Joel.
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    Maybe you're a little surprised
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    by our choice to share our story
    of terminal cancer through a video game.
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    Perhaps you're even thinking
    like so many people before you:
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    cancer is not a game.
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    Well, tell that
    to any pediatric cancer parent
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    that's ever taken an exam glove
    and blown it up into a balloon,
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    or transformed a syringe
    into a rocket ship,
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    or let their child ride their IV pole
    through the hospital halls
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    like it was a race car.
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    Because when you have children,
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    everything is a game.
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    And when your young child
    experiences something traumatic,
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    you work even harder to make sure
    that their life feels like a game
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    because children naturally
    explore their worlds through play.
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    While cancer can steal
    many things from a family,
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    it shouldn't steal play.
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    If you're listening to me
    and you're trying to imagine this family
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    that revolves entirely
    around a dying child,
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    and you can't imagine joy
    as part of that picture,
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    then we were right
    to share our story with you,
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    because that season of our life was hard.
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    Unspeakably hard at times,
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    but it was also pure hope,
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    deep love
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    and joy like I have never
    experienced since.
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    Our video game was our attempt
    to share that world
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    with people who hadn't
    experienced it before,
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    because we never could imagine
    that world until it became ours.
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    We made a video game that's hard to play.
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    It will never be a blockbuster.
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    People have to prepare themselves
    to invest emotionally
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    in a story that they know
    will break their hearts.
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    But when our hearts break,
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    they heal a little differently.
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    My broken heart has been healing
    with a new and a deeper compassion --
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    a desire to sit with people in their pain,
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    to hear their stories
    and try to help tell them
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    so that they know that they're seen.
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    On the night when "That Dragon, Cancer"
    won the Game for Impact Award,
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    we cheered,
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    we smiled and we talked about Joel
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    and the impact he had on our life --
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    on all of those hard and hopeful nights
    that we shared with him
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    when he changed our hearts
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    and taught us so much more
    about life and love and faith and purpose.
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    That award will never mean as much to me
    as even a single photograph of my son,
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    but it does represent all of the people
    who his life has impacted,
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    people I'll never meet.
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    They write me emails sometimes.
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    They tell me that they miss Joel,
    even though they never met him.
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    They describe the tears
    that they've shed for my son,
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    and it makes my burden of grief
    just a little bit lighter
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    knowing that it's shared
    with a 10-year-old
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    watching a YouTube playthrough,
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    or a doctor playing on his airplane
    with a smartphone,
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    or a professor introducing Joel
    to her first-year philosophy students.
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    We made a video game that's hard to play.
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    But that feels just right to me,
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    because the hardest moments of our lives
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    change us more than any goal
    we could ever accomplish.
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    Tragedy has shifted my heart
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    more than any dream
    I could ever see come true.
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    Thank you.
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    (Applause)
Title:
A video game to cope with grief
Speaker:
Amy Green
Description:

When Amy Green's young son was diagnosed with a rare brain tumor, she made up a bedtime story for his siblings to teach them about cancer. What resulted was a video game, "That Dragon, Cancer," which takes players on a journey they can't win. In this beautiful talk about coping with loss, Green brings joy and play to tragedy. "We made a game that's hard to play," she says, "because the hardest moments of our lives change us more than any goal we could ever accomplish."

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
10:34
Brian Greene edited English subtitles for A video game to cope with grief
Brian Greene approved English subtitles for A video game to cope with grief
Brian Greene edited English subtitles for A video game to cope with grief
Joanna Pietrulewicz accepted English subtitles for A video game to cope with grief
Joanna Pietrulewicz edited English subtitles for A video game to cope with grief
Joanna Pietrulewicz edited English subtitles for A video game to cope with grief
Leslie Gauthier edited English subtitles for A video game to cope with grief
Leslie Gauthier edited English subtitles for A video game to cope with grief

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