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4 Reasons Why You Should Always Leave Your Phone Face Down

It’s not you, it’s your phone — here’s why it’s better to hide the screen when it’s on the table.

You’re catching up with a friend you haven’t seen in ages. It feels good to be spending time with them in person, clinking glasses and laughing at old jokes. Then there’s a lull in the conversation, and your friend picks up their smartphone.

At some point, we’ve all been phone-snubbed. That’s what happens when the person you’re hanging out with seems more interested in their phone than you. You might be sitting right across from someone, but when they’re laughing at a video or meme only they can see, it feels like they’re a million miles away.

I’ve been guilty of paying more attention to my screen than my companion and felt bad about it afterward. There’s nothing wrong with replying to an urgent Slack message or pulling up a funny TikTok to share. But I know I probably spend too much time staring at screens, and a lot of that time is unhealthy doomscrolling. These days, when I’m not using my phone, I try to be more deliberate about keeping it out of sight and out of mind. If I do need to keep my phone at hand, I always have it face down.

It can protect your phone screen

I have a few reasons for making sure my phone screen is turned away. The first one is practical: When my phone isn’t in my pocket, it’s probably sitting on a desk or table — which means it’s probably not far from a glass of water or mug of coffee. 

As a somewhat clumsy person, I’ve spilled beverages on my phone plenty of times. And even though most modern phones are water-resistant, why take chances? With my screen hidden, I can keep the most important part of my phone protected from splashes and other mishaps.

For extra protection, I have a phone case with raised edges. This helps prevent the screen from coming in direct contact with crumbs and debris that might be left on the table.

My colleague David Carnoy told me about an incident where he was charging his phone on his kitchen counter with the screen face up. Someone dropped a mug on top of it and cracked the screen. Unfortunately, he didn’t have a screen protector on this device (he knows better now).

It could help save your phone battery

Another good reason to keep my phone face down is that it won’t turn on each time I get a notification. That means I can save a little bit of battery charge.

A single notification won’t mean the difference between my phone lasting the whole day or dying in the afternoon but notifications can add up, especially if I’ve enabled them across all of my apps. If I’m in a lot of group chats, my screen might end up turning on dozens of times throughout the day (and that’s on the low side — many teenagers have hundreds of notifications a day).

It also shows that you pay attention

Keeping my phone face down is also a good rule of social etiquette: If I’m hanging out with someone, I keep my screen hidden from view as a subtle way of showing that I won’t be distracted by it. I don’t want incoming notifications to light up my screen every few seconds, especially if I’m in a bar or other dimly lit setting. I want to keep my eyes on the person I’m talking to.

«Eye contact is one of the most powerful forms of human connection. Neuroscience research indicates that when two people make direct eye contact, their brain activity begins to synchronize, supporting more effective communication and increasing empathy. This synchrony can be disrupted when attention shifts to a phone, even briefly,» says Michelle Davis, clinical psychologist at Headspace.

When I’m with the people I’ve chosen to spend time with, I want to be fully present with them. A sudden notification will tempt me to glance at, or worse, pick up my phone in the middle of a conversation.

It minimizes your phone’s presence

I also have a more personal reason for keeping my phone face down and I suspect that other people have had this same thought: My phone takes up too much space in my life. 

I mean that quite literally. My phone is bigger than it needs to be. That’s been especially true since I upgraded from my iPhone Mini to a «normal-sized» iPhone. Yes, I got a much needed boost in battery life but I also got a screen with more pixels to lure me into the next news headline or autoplaying Instagram reel.

A small smartphone isn’t something that really exists anymore. My phone is bigger and better at grabbing my attention. It competes against my friends and family, books and movies, the entire world outside of its 6-inch screen. It often wins. But there’s still one small thing I can do to minimize its presence: I can keep the screen turned away from me whenever possible.

It can sometimes feel like there’s no escaping from my phone. Whether that ever changes, or phones evolve into some new form factor, I can’t say. I can’t control everything about my phone but I can control whether the screen stares at me when I’m not staring at it.

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War for Westeros, Coming in 2026, Will Let Fans Make Their Own Game of Thrones Ending

The director of the upcoming strategy game chats about how players can forge a different path from the books and show.

For a moment in time, fantasy fans were split between whether Peter Jackson’s Lord of the Rings movies or HBO’s Game of Thrones prestige TV show was the best adaptation of a classic book series. But the Oliphaunt in the room is that the last seasons of the latter plummeted so far in quality that it soured opinions on the show as a whole, especially with its divisive ending. But an upcoming GoT video game adaptation due out in 2026 will give players a chance to set the record straight and make their own new ending to the saga of noble houses, loyalty, betrayal and dragons.

Game of Thrones: War for Westeros, from Australian developer and publisher PlaySide Studios, is a real-time strategy game for PC in which players take on their faction of choice and veer away from the storyline of the books and TV show. Back in June at Summer Game Fest, I descended the stairs below the media lounge into a dimly lit interview spot (the most fantasy dungeon-adjacent spot at the event) to chat with Ryan McMahon, the game’s director.

McMahon explained PlaySide’s vision for the game alongside his own deep affection for the Song of Ice and Fire books and Game of Thrones TV show. In the latter years of the show, he’d hold watch parties with other PlaySide developers to see the latest episodes the night they aired. 

PlaySide’s history of RTS games, like its own property Age of Darkness: Final Stand, and work on Warcraft 3: Reforged and Civilization 7 VR, made the strategy genre seem appropriate for its adaptation of the franchise. 

«Game of Thrones really felt like a natural fit for that because it’s a show about mass conquest and fighting for territory and leading these armies, as well as the political layers within it,» McMahon said. «There’s a lot of complexity to it that really can shine in a strategy genre.»

That includes representing the warring factions in Game of Thrones as different forces in War for Westeros, each with their own distinct units and strategies. The game will have four playable factions at launch: House Stark with all its minor houses representing the North of the continent of Westeros; House Lannister representing those in the southern half; House Targaryen with the forces she’s collected in the Free Cities, along with her dragons; and finally the Night King with his army of the dead and White Walkers. 

While War for Westeros primarily references the Game of Thrones world built in the TV show, PlaySide used lore from the books to fill in the gaps, including among the minor houses and the forces of the Night King, McMahon explained. PlaySide didn’t consult directly with series creator George R.R. Martin, but the studio has consulted the author’s team through rights holder Warner Bros. during development when exploring new territory, McMahon said, «especially when it comes to the White Walkers.»

And while War for Westeros focuses on strategy gameplay over character building and world lore, there are still nods to the source material.

«We definitely are trying to sprinkle as many little Easter eggs and lore mentions where we can to really bring that flavor,» McMahon said. «If you’re a book reader, there will definitely be stuff for you.»

A clash of player-kings

PlaySide is designing War for Westeros’ four factions to be balanced but distinct. In the game, cavalry, siege engines, giants and dragons are among the units unique to each faction, though McMahon declined to elaborate further about how each force will differ from the other, saying PlaySide would share additional details when it was ready to reveal more gameplay. 

But even the reveal trailer unveiled during SGF hints at the mechanics and asymmetric units fielded by each faction. The accompanying developer diary showed prealpha gameplay footage that includes columns of foot soldiers arranged to march into battle — some of which were completely incinerated by a massive dragon belching flames.

Though the armies will each have their different units, mechanics, heroes and play styles, PlaySide is striving to keep them balanced against each other — and most importantly, make each side interesting to play. 

«We want to make dragons feel powerful, but we want to make sure that the Lannisters, the Starks and the White Walkers all have something that feels like a powerful equivalent that can potentially contest the dragons in some way,» McMahon said.

The developer diary also touches on the political aspect of War for Westeros, though this is less like the systems-heavy diplomacy of strategy games like Civilization 7 and more like the jockeying that happens whenever multiple players are gunning for the win in a tabletop game like Risk or Settlers of Catan. Each playthrough of War for Westeros only ends when one player sits the Iron Throne, so McMahon expects them to naturally form and break alliances at strategic moments — just like in Game of Thrones.

«If I know this person over here [controlling] House Stark is pushing in on the Lannisters, and I’m playing as the Targaryens, that could be my opportunity to push in if they’re ahead,» McMahon said. 

Single-player mode will have its own specific layers of political interaction, he added, but the game design’s focus is on how players pit themselves against each other. There will be a game mode where players can set custom modifiers to vary their playthrough and set their own rules. The geography has its own conditions: In the developer diary, there’s footage of an overworld map of Westeros featuring famous locations like Winterfell and King’s Landing. Players won’t be fighting within the iconic castles of the show, but they will clash against enemy armies in handcrafted maps tailored to the various biomes of the continent.

A storm of strategy swords

PlaySide has leaned on its previous strategy experience, making its own RTS, Age of Darkness, and strategy games from other IPs to ensure War for Westeros has a satisfying core gameplay loop. With all that experience, the studio can incorporate layers of complexity while also making it approachable, McMahon said. Given Game of Thrones’ popularity, the game is probably going to be a lot of players’ first RTS (or first in a very long time).

As a game in development, things can always change before War for Westeros comes out in 2026, and McMahon couldn’t say a lot about the game. But I had to ask: What’s the faction McMahon himself likes playing most right now? While his favorite character from the books is Tyrion Lannister, and he really enjoys how the Targaryen hero Daenerys functions, and the faction’s dragons, his sympathies lie with the undead Night King and his White Walkers.

«I’m naturally a very aggressive player in video games, wanting to push forward, take territory, put a lot of pressure on my opponent,» McMahon said. «The White Walkers, as they stand right now, lean heavily into that type of play.»

Much of our conversation centered around the state of the game at launch, with the implication that more could be coming later, though that all depends on how the game is received. Still, McMahon emphasized that the team has a lot of ideas. 

«Actually, there’s so much you can do with the world of the Song of Ice and Fire — outside of Westeros, within Westeros — that we can tap into,» McMahon said. «But right now, our focus is on the launch itself. And then, [if] things go well there, there’s a lot we’d love to do.»

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The Best Co-op Games for Every Situation

Whether you’re hitting a couch co-op sesh or logging in with three other people, try picking up one of these co-op titles.

Cooperative play is intrinsic to gaming. Some of my earliest (and best) gaming memories are of hours-long gaming sessions with friends. There’s a reason why Hazelight Studios’ Split Fiction and It Takes Two were so well received — people love playing games with others. Bonus points if you don’t need two copies of the game, or can do so from the same couch.

Whether you’re looking for a couch co-op or logging in with others across the internet, these are the best games to jump into with your friends.

Best co-op games right now

  • Split Fiction
  • It Takes Two
  • Helldivers 2
  • Elden Ring Nightreign
  • Baldur’s Gate 3

Best co-op games for two players

These games are best experienced with one other person, so grab a friend and get to work. A few in this section, like Split Fiction, It Takes Two and Cuphead, only require one copy of the game, which makes it even easier to play.

Best co-op games for four players

These games are better experienced with a crew at your back. Squad up with three friends and get ready to squash alien bugs, hunt monsters or battle waves of demons.

Best single-player games with co-op

These games are primarily single-player adventures, but they do support bringing along a friend or three. Whether you’re passing the controller back and forth or dropping in and out, try these games solo or with friends.

Best free co-op games

You don’t always have to shell out to play with friends. Here are a few free options.

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