User:Tahura.t/sandbox

Evaluation
As described in my critique from Part 2, the article I chose to review and edit, a videogame called 1979 Revolution: Black Friday, has several strengths and weaknesses. Its strengths come from its frequent referencing, its relevance to the subject, and neutrality. However, it is weak in the sources it uses. Many are casual and biased reviews posted on blog sites; while this seems to be the case for most videogame articles on Wikipedia, I have made a strong attempt in my edits to not use the same. Instead of blog posts or reviews, I cite a paper associated with the Mahatma Gandhi Institute of Education for Peace and Sustainable Development, an Indian institute of UNESCO. I also cite an official Q&A between the American Iranian Council and the game director Navid Khonsari. Hopefully, my edits are well-received by previous editors, and overall make a meaningful contribution to the article as a whole.

Addition 1
UNESCO featuring the game in a report (added in Reception section, under newly made Education section):

In November 2016, 1979 Revolution: Black Friday was featured in a UNESCO report by Paul Darvasi about the impact of video games on understanding conflict and peaceful resolution. Darvasi stated that the game "might be studied to determine if [it] can be used to support the production of historical empathy, global empathy, and ethnocultural empathy, all which contribute to the acquisition and development of intercultural understanding".

Addition 2
Intent of game developer to make this game accessible

copied from 1979 Revolution: Black Friday

"The team wanted to avoid the game being considered strictly educational, ensuring player entertainment and engagement was the highest priority. "

They also wanted to ensure that its simple gameplay would allow for both gamers and non-gamers to take part.