Candy World game

First Attempt: For my game, I did not have it the first week we were doing games. So, I had a family member try it at home. They liked the game overall, but they wish I had more characters. Originally, I had two characters. The game I was going off of was Candy Land. Similar but had less rules to it. He also suggested I add more rules to the game. Unfortunately, I don’t have any pictures from the first try of my game.

Second Attempt: I was able to bring my game to class the second week we were trying them out. seems like a lot of people liked it. I noticed some people got a little confused over the rules in this one. But some requested to me that maybe in another change for the game, I added more rules to the game to make it little more engaging.

At home family answers: Questions to consider during play and answer after play.

  1. What was the most frustrating moment or aspect of what you just played? Trying to understand where to go.
  2. What was your favorite moment or aspect of what you just played? Trying to get a good card. 
  3. Was there anything you wanted to do that you couldn’t? Try to get a three color card. 
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Making more cards, add three colors or go back two. 
  5. What should be improved with the next version? Make more cards and more rules. 
  6. Describe the game in 3 words. Fun, exciting, interesting. 

week 7

1. What are the challenges a team faces when working on an educational game?

A team working on an educational game faces several challenges, including:

  • Balancing educational content with engaging gameplay: It can be difficult to ensure that the game is both fun and educational, without one aspect overshadowing the other.
  • Aligning different perspectives: Team members may have differing views on what makes the game effective in terms of pedagogy, design, and scientific accuracy.
  • Making the game accessible and appropriate for the target audience: Ensuring that the game caters to the right age group and learning styles is a key challenge.
  • Integrating game mechanics with learning objectives: Ensuring that the game mechanics support the learning goals without being too forced or distracting can be tough.

2. In the case study, team members vetoed each other’s game ideas. What were the scientist’s, pedagogy expert’s, and designer’s issues?

  • Scientist’s Issues: The scientist was concerned with the game’s scientific accuracy and how the content would represent the real-world scientific principles. They wanted to ensure that the educational material was correct and meaningful.
  • Pedagogy Expert’s Issues: The pedagogy expert was focused on the learning experience. They wanted to ensure the game promoted the right learning outcomes, like critical thinking or problem-solving, and was aligned with sound educational principles.
  • Designer’s Issues: The designer wanted to ensure the game was visually appealing and engaging while balancing these other elements. They were focused on the game’s playability, interface, and how fun and interactive the experience would be for players.

3. What did the team learn from play testing their prototypes?

The team learned several important lessons from playtesting:

  • Player feedback helps reveal issues: Playtesting allowed the team to see how actual players interacted with the game, helping identify aspects that weren’t as effective or enjoyable as planned.
  • Misalignments in objectives: Playtesting revealed that different team members had different priorities for the game, which highlighted the need for better communication and alignment on learning goals and game mechanics.
  • Balancing learning and play: They discovered that it was difficult to maintain a balance between making the game fun and educational, and playtesting helped them understand how to adjust gameplay to meet both goals more effectively.

4. How does play testing resolve conflicts among team members?

Playtesting helps resolve conflicts by providing objective data and real-player insights, which allow the team to see what is and isn’t working in practice. It serves as a neutral ground where differing opinions about design, pedagogy, and scientific content can be tested against actual user behavior, helping to identify where compromises are needed. By seeing how players respond to the game, team members can better understand each other’s perspectives and adjust their contributions to create a more cohesive, effective final product.

Review on Sara’s Game (I dont Remember the name – Sorry Sara)

  1. What was the most frustrating moment or aspect of what you just played? I would say that the game wouldn’t be very frustrating for the majority of the people. However, for the first few rounds I was reading the cards upside down and Gideon would guess very crazy prompts for people that we know. So I didn’t begin to get the connections till about the third round.
  2. What was your favorite moment or aspect of what you just played? I loved the everything about this game. I loved the design and the overall concept of the game. I feel like this game could have so many different versions. Like if you were to make this an actual game, you could do versions such as: hiden facts about celebrities, actors, brands, professors, etc.
  3. Was there anything you wnated to do that you couldn’t? No not at all, this game is perfect.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would have made me see the connections sooner so it wouldn’t have taken me so long to figure out.
  5. What should be improved with the next version? Nothing
  6. Describe the game in 3 words. Fun, Engaging, Creative

week 4

1. What learning games have you played? Can you categorize them by the theory of learning types: behaviorism, constructivism, or social nature? If you played more than one, which was the most effective?

As an AI, I don’t play games, but examples of learning games people often engage with include:

  • Behaviorism: Games like Math Blaster or Reader Rabbit, which focus on repetitive tasks and rewards, emphasizing rote learning and behavior reinforcement.
  • Constructivism: Games like Minecraft Education Edition, where players build, explore, and create their own knowledge within a sandbox environment, allowing for learning through experience.
  • Social Nature: Games like Classcraft, which blend game mechanics with social interaction, encouraging collaboration and teamwork in a classroom setting.

The most effective learning game would depend on the individual’s learning style and the subject matter, but constructivist games (like Minecraft Education Edition) are often more engaging and provide deeper, experiential learning opportunities than more behaviorist-focused games.

2. Is gamification bullshit? What is Ian Bogost’s argument, and do you agree? Where have you encountered it outside of class, and what was your experience?

Ian Bogost argues that gamification—the use of game mechanics in non-game contexts—can often be superficial and ineffective. He criticizes it for reducing meaningful experiences into trivial points and badges, which often fail to foster real engagement or meaningful outcomes. Gamification, according to Bogost, oversimplifies complex systems and exploits users rather than empowering them.

I agree with some aspects of Bogost’s argument, particularly when gamification is used poorly and focuses only on external rewards instead of intrinsic motivation or genuine engagement. I’ve encountered gamification in productivity apps or workplace environments (like Todoist or Slack), where it does encourage small, short-term tasks, but doesn’t necessarily enhance deep motivation or satisfaction. In these cases, gamification often feels more like a gimmick than a tool for meaningful change.

3. What is a serious game, and why aren’t they chocolate-covered broccoli?

A serious game is designed for purposes beyond entertainment, such as education, training, or social change, often incorporating elements that encourage learning, skill-building, or raising awareness about complex issues.

Serious games aren’t chocolate-covered broccoli because they’re not just “good for you” in a disguised way—they aim to be engaging and enjoyable while still providing valuable educational or meaningful content. The idea is to create experiences that are fun and educational, rather than forcing education into a form that players find unpleasant or boring. Serious games strive for balance, where the learning comes naturally through enjoyable gameplay, rather than feeling like an obligation masked by entertainment.

week 3

Chapter 1

1. How does Mary Flanagan’s definition of game differ from Chris Crawford’s as well as the definition crafted by Katie Salen and Eric Zimmerman?

  • Mary Flanagan’s definition of a game emphasizes the process and interaction within the game, where games are systems of play that allow participants to actively shape their experience. She focuses on the player’s agency and the dynamics between player actions and game systems.
  • Chris Crawford’s definition is more focused on the interactivity aspect, defining a game as an interactive system where players engage with choices and responses to achieve specific outcomes. Crawford highlights the feedback loop between the player and the game’s system.
  • Katie Salen and Eric Zimmerman’s definition defines a game as a system in which players make decisions within a set of rules, aiming to achieve a goal. They define games in terms of structure and goals, providing a more formalized view of how games operate within systems.

2. What is an activist game?

An activist game is a type of game designed to promote social or political change, raising awareness of issues and encouraging players to reflect on the real-world impact of their actions. These games often aim to challenge the status quo, provoke thought, and inspire action towards specific causes or issues.


Chapter 3

1. Go and Chess are examples of games that feature “perfect information,” what other games share that feature?

Other games with perfect information include:

  • Checkers (Draughts)
  • Reversi (Othello)
  • Backgammon (although it includes elements of chance, players have complete knowledge of the game state except for dice rolls)

In these games, all information about the state of the game is available to both players, and there is no hidden information or randomness.

2. Why might chance or gambling games hold spiritual or religious importance to ancient cultures?

Chance or gambling games may hold spiritual or religious significance because they represent a symbolic connection to fate, the divine, or the unknown. In ancient cultures, these games were often viewed as a way to connect with gods or spirits, relying on chance as a means of divination or to reflect the unpredictability of life.

3. When was the earliest battle between government/religious groups and games? What modern games can you think of that have been banned or demonized?

The earliest battles between governments/religious groups and games occurred in ancient Rome when gladiatorial games were seen as morally corrupting or decadent, leading to debates about the ethics of such entertainments. In modern times, games like Grand Theft Auto, Doom, and Pokémon have been demonized or banned due to concerns about violence, moral decay, or the impact of their content on players.

4. What is a fox game, and what would be a modern example?

A fox game is a type of game where one player (the “fox”) tries to evade capture by other players (the “hounds”). It involves strategy, agility, and social interaction. A modern example of a fox game is Tag or Capture the Flag, where one player is pursued by others in a game of chase.

5. What was the purpose or intent of the game: Mansion of Happiness?

The purpose of Mansion of Happiness, a 19th-century parlor game, was to teach moral lessons and reflect Christian virtues. It was an educational game designed to guide players toward moral and virtuous living through a journey of choices, similar to a life path, based on ethics and societal expectations.

6. Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?

Artists from the Fluxus and Surrealist movements used games to break down traditional boundaries between art, life, and play. Surrealists believed that games could unlock creativity, help players tap into their subconscious, and explore irrationality or chance, providing a means to engage with the world in a new, more playful and free way.

7. Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?

Changes in game mechanics, objectives, and context can signal profound shifts in the way games are played or perceived. During WW2, pinball machines were reskinned to have war-related themes, reflecting the societal mood and aligning the game with wartime imagery and national pride.

8. What statements did Fluxus artists make by reskinning games like Monopoly and Ping Pong?

Fluxus artists reskinned games like Monopoly and Ping Pong to challenge the conventions of game design and highlight the absurdity of capitalism and consumer culture. By altering these games, they aimed to make a statement about the art of play and the deconstruction of traditional structures.

9. How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?

Artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow use war games as a medium to critique violence, conflict, and societal structures. Their work often transforms or subverts traditional war games to comment on the human cost of war, challenge militaristic values, and promote peace or alternative perspectives.

10. Why is it important for players to have agency in a critical or serious game?

It’s important for players to have agency in critical or serious games because it allows them to make meaningful choices and experience the consequences of those choices, fostering a deeper understanding of the issues at hand. Player agency is essential for engagement and for conveying the complexity of real-world problems in an interactive and reflective manner.

week 2

1. What advergames have you played? Did they influence a purchase?

Advergames are promotional video games designed to advertise a product or brand. As an AI, I don’t play games, but advergames that people commonly encounter include games like McDonald’s: The Video Game or PepsiMan. While they can raise awareness of a product, research shows advergames rarely lead directly to purchase, as players might enjoy the game without being influenced to buy the product.

2. Why do the advergames Tooth Protector and Escape work?

Tooth Protector and Escape work because they combine entertainment with education, subtly embedding the brand message while engaging players. By associating the brand with fun and rewarding gameplay, players are more likely to remember and connect the brand with positive emotions.

3. What makes Chase the Chuckwagon and Shark Bait fail?

Chase the Chuckwagon and Shark Bait fail because they lack engagement and don’t offer compelling gameplay. These games rely too heavily on repetitive tasks without meaningful player interaction or connection to the product, making them forgettable and ineffective as promotional tools.

4. What does Volvo’s Drive for Life accomplish?

Volvo’s Drive for Life advergame successfully combines a sense of adventure with the brand’s message of safety, allowing players to explore and understand Volvo’s commitment to safe driving. It subtly reinforces the brand’s core values and connects the driving experience with positive emotions like security.

5. What company used in-advergame advertising?

Many companies have used in-advergame advertising, but a prominent example is Pepsi, which used games like PepsiMan to engage players and promote its brand through entertainment.

6. What was one of the first home-console advergames and what beverage was it for?

One of the first home-console advergames was Cool Spot, a platformer released for the Sega Genesis and Super Nintendo, created to promote 7 Up.

7. What makes the Toilet Training game sophisticated and do you agree?

The Toilet Training game is sophisticated because it uses personalized engagement to address a specific, everyday issue while embedding a product or brand within a context of routine life, making it subtly persuasive. I agree that it is a clever use of the medium, but its effectiveness depends on how well the game resonates with its target audience.

8. What do advergames and anti-advergames have in common, and what principles do they share?

Advergames and anti-advergames both use video games as a tool to communicate a message, whether positive or critical. Both rely on interactive engagement and storytelling, using gameplay to persuade or influence players’ perceptions, though advergames promote products while anti-advergames critique or resist advertising.

week 1

  1.   What are the issues Ian Bogost raises about social games with Cow Clicker?    

Ian Bogost critiques social games for being exploitative, designed to encourage addictive behavior through minimal rewards and constant in-game purchases. His game Cow Clicker satirizes this by reducing gameplay to the mindless act of clicking, highlighting the emptiness of such games.

  2.   How do social games like FarmVille enframe friends?    

Social games turn friends into resources and tools for progress, where players rely on each other for in-game rewards. They also create social pressure by encouraging competition and validation through in-game achievements shared with friends.

  3.   How do social games destroy time outside of the game?    

Social games keep players engaged with constant notifications, reminders, and time-sensitive tasks that demand frequent attention. This creates a sense of urgency and fear of missing out, drawing players back into the game even when they’re not actively playing.

Review on Amber’s Game (We Didn’t Start The Fire Game)

  1. What was the most frustrating moment or aspect of what you just played? There wasn’t anything frustrating. I knew that I wouldn’t know a lot of the answers to the questions because I’m not very cultured.
  2. What was your favorite moment or aspect of what you just played? I felt like the game taught me new things that I didn’t know before.
  3. Was there anything you wnated to do that you couldn’t? I wanted the game board to be longer.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Nothing
  5. What should be improved with the next version? See question 3
  6. Describe the game in 3 words. Fun, different, instructional

Week 8 Reading and Responses

  • What are the challenges a team faces when working on an educational game?   It takes a village to get all the parts right. The text states, “Typically such teams consist of game designers, pedagogy experts, and content experts, each of whom must resolve significant and often fascinating ideological disagreements resulting from disparate disciplinary values, vocabulary, and culture.” Getting all of these right is the biggest challenge teams face. 
  • In the case study team members vetoed each others game ideas, what were the scientist’s, pedagogy expert’s and designer’s issues? some issues were that initially they had levels but that would affect the students ability to learn or access all the content because if they did not beat level one they would not be able to advance to level two where more of the   content was. The scientists could not understand games and game designers and the game designers did not understand evolution. 
  • What did the team learn from play testing their prototypes? They learned what types of games that don’t work such as the levels that got vetoed. 
  • How does play testing resolve conflicts among team members? Each test helps them understand each other better and what they need to fix for the next iteration. Every time they had to make a change they got to know and learn from each other to work better for the next one. 

We Didn’t Start The Fire Game and Rules

For this week, I decided to prototype “We Didn’t Start The Fire” (does the name have to change for copyright purposes?? idk) . It is based off of the Billy Joel song. I know that a lot of people either really like the song or hate it, but I feel that it includes some useful references that Americans should likely understand.

To make the game a little more relevant, I decided to also include reference to the 2023 Fall Out Boy version of the song that contains even more newsworthy topics and events.

I think that this game is important to help people become educated on both culture and historical events. It is a very simple trivia game right now, but I see potential for adding some more fun mechanics in regards to the music aspect of the game. I really feel like I am mainly creating this game for my little brother, as he loves both trivia games and the Fall Out Boy songs. I see this being a great educational tool for at least him (and myself as I learned a lot in the making of this game).

Making the Game

To make the game, I found a few very incredible articles on Britannica that explain all of the references in both of the songs (over 100 in the old and over 80 in the new). I selected one reference from a few line “chunks” of lyrics and developed a trivia question based on that. I included the full lyric on the top of the cards so the full song is presented throughout the cards that I made.

The Rules

Design

The design is fairly simple, with a red gradient, black square, and white typography. I was really excited to do this game because I think it has really good potential for some fun and creative typography.

i also made the cards very big because why not!

Professor Ames’ Game – Eskapu: Playtest

What was the most frustrating moment or aspect of what you just played?

While there are a lot of moving parts to getting the game started and getting into the meat of the gameplay, besides considering that, I think the most frustrating thing about the playtest was trying to understand the consistency between players. It felt like “two steps forward, one step back” kind of deal, as when I would purchase a vehicle, someone else would blow it up (thanks Collin >:P) I think that is more an inconsistency with not establishing a sense of the goals at the get go, but other than that I didn’t find any serious frustrations.

  • What was your favorite moment or aspect of what you just played? 
  • I enjoyed that the concept really dives deep into the idea of the complications behind fleeing a country. It seems straight forward on paper, and then when you sit down and play you start to realize “shoot, I can’t do this because ___ stopped me!” Which really made me stop and think about what I was doing while playing.
  • Was there anything you wanted to do that you couldn’t? I want to do a playthrough of this game where everyone is genuine and serious about the playthrough, focusing on “finishing” the game. I think if we gathered a bunch of people to play and made a podcast while playing it, that would be fun!
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Set the goals from the beginning and write them down so we all know what is going on. That way there isn’t any overlap like I mentioned.
  • What should be improved with the next version? I want more ways to attack others, and I think a really neat feature would be to have spontaneous events, like if you roll a die, bombs can be dropped, or supply crates!
  • What was the game’s message?: ESCAPE! Basically, haha! This game’s message was about awareness of what power people can give depending on what role they play. In the real-world execution of this, the concept of power is truly a terrifying ability, especially in a war-torn country.
  • Describe the game in 3 words: ESCAPE, TEXTURES (WowWee), and BOMBS!

I would like to also say that this is my second playtest of this game. I played it maybe a year ago, and the tiles were cardboard, and a lot of the features in the game were not yet implemented. I would say looking back in comparison, I had a lot of fun being able to do more! I hope I can play it again!

Sara Estus – Reading Response (Week 7)

  • What are the challenges a team faces when working on an educational game?

The challenge of creating an educational game as a team is the difficult task of creating a game that is both engaging in a sense of teaching the player something they might not be familiar with, while also maintaining a sense of entertainment, fun, and keeping players engaged throughout the game in solid execution of both mechanics and content.

  • In the case study, team members vetoed each other’s game ideas, what were the scientists’, pedagogy expert’s, and designer’s issues?

The scientist focused on the game’s effectiveness in communicating accurate scientific content. Their main concern was that some of the game ideas might oversimplify or misrepresent the science, reducing the educational value of the game. However, the pedagogy expert was primarily concerned with how well the game would facilitate learning. Especially when it came to some game ideas, which would not effectively promote the desired learning outcomes or would fail to engage students in critical thinking and problem-solving. And the designer was concerned about the game’s playability and the overall user experience.

  • What did the team learn from playtesting their prototypes?

Playtesting helped the team understand how well the game ideas were meeting both the educational requirements and the players’ engagement needs. It gave valuable feedback on whether the games were fun, engaging, and whether they hit the learning goals as intended.

  • How does playtesting resolve conflicts among team members?

Playtesting provided the team with concrete data, such as how players reacted to different aspects of the game through the educational, engaging, and experience aspects of the game’s design. This feedback helped resolve conflicts by giving team members evidence on which to base their decisions, rather than relying solely on subjective opinions. It also gave each team member a sense of whether their contributions to the game were executed properly.