Can video games make you cry?
That was the question being asked at an Interactive Exchange 2010 panel I attended on Monday. Admittedly, the conversation was made somewhat awkward, as panelist Mathew Kumar pointed out, by being an exploration of games as emotionally engaging objects, but also an exploration of how the games industry can exploit such engagements with those objects. What is required for the industry to tap into potential consumers looking for emotionally stimulating experiences? Are producers ignoring the female audience by not pushing themselves to find ways to engage the audience emotionally?