Prototype/Ruleset Game #1 – iteration 1

Limitation

Objective:
To make it back across the starting line together

Materials:
4-6 players
6 age cards (with rules for movement and limitations)
6 dice of different
Your body, mind, and creativity

Setup:
Each player randomly chooses an age card and a dice
Players choose a space to line up (like at a race starting line)

Gameplay:
Each movement is determined by individual dice rolls (in front of each person on the floor or any flat space near you)
Follow the instructions on you age card to see how many steps you can take. Players all roll dice at the same time but don’t roll again until everyone has moved at least one step.

Continue rolling dice and making movements until you have made it to a determined end point and then turn around and make it back to your starting position. The starting position becomes the finish line.

This is essentially a relay race but with limitations

The catch is you must all cross the finish line together to win

Work together to help slower players and give up your movements so you can all successfully make it across the finishing line

Winning/Losing:

When all the players complete the “relay” together they win

If more than one players cross the finish line before the others, you all lose and the players who went alone can be shamed and booed for leaving their fellows behind

Playtest notes

Limitations

What was the most frustrating aspect of the game? Honestly none, I thought the game was really fun and that theres a lot of room to move forward.

Was there anything I wanted to do but couldnt? No

What would I change or add? Honestly I feel like obstacles or something like that could be interesting.

What was the games message? To show the way different generations interact and be active.

How did the game make you feel? Honestly made me very happy. I thought the game was very fun and would play it again.

Describe the game in 3 words. Active,Fun, Educational

Playtest Notes

Andrews Game

What was the most frustrating moment or aspect of the game? The most frustrating aspect is that the game goes very slow. Its pretty much that you play for 10 minutes and nobody makes any progress.

Was there anything I wanted to do but couldnt? At some points I wanted to cheat and move my piece forward.

What would I change? I would add in spaces on the board that benefit each color in a different way to get to the center faster. I would also maybe consider using two different die. One for the direction and the other for the amount you move.

What is the games message? Not 100% sure because the game does not have a name.

How did it make me feel? Bored and frustrated

Describe the game in three words? Slow, directional, Colorful

Playtest notes

Bad Advice

Whats Frustrating? Not really frustrating at all, just a little confusing with the order of how to play.

Was there anything you wanted to do but couldnt? Not really

What would I change or add? I honestly love the bad advice part of the game the most because I think its really funny. I wish you can do more about that.

Games message? If I had to guess it would be positive and negative ways to deal with mental health.

How did it make me feel? It made me feel pretty relaxed. I thought it was a funny and laid back game.

Three words to describe the game? Fun, informative, supportive

Game Design 2

(2.12) Serious Games

Discussion: Train, Crosser & La Migra, Ludoztil, Oregon Trail, Last Resort

Train (Brenda Romero)

Train is impactful because it keeps its context hidden until the end. The mechanics are straightforward and focus on moving pieces efficiently, but the reveal reframes the entire experience. It demonstrates how games can involve players directly in systems rather than simply explaining them. The lesson is conveyed through participation instead of dialogue, and that discomfort becomes the central learning experience.

Crosser & La Migra

Both games simulate border crossing and the pressures of immigration. What stands out is how procedural rules express vulnerability. Randomness, restricted movement, and pursuit mechanics create tension and stress. Rather than explaining immigration systems abstractly, these games simulate constraint and risk, allowing players to feel instability and fear firsthand.

Ludoztil

Ludoztil critiques the manipulation embedded in gamification systems. By satirizing reward structures, it reveals how points and incentives shape behavior even when players are aware they are being influenced. This connects directly to Bogost’s argument that gamification often prioritizes shallow motivation over meaningful engagement.

Oregon Trail

Oregon Trail remains one of the earliest examples of serious gaming. It teaches through consequence, using disease, weather, and scarcity to illustrate the realities of westward expansion. The learning model relies heavily on repetition and feedback, reinforcing behaviorist learning principles through trial and error.

Last Resort

Last Resort addresses homelessness and economic instability. What makes it effective is the absence of easy solutions. It highlights systemic barriers rather than individual failure, showing how serious games can expose structural issues instead of reinforcing personal blame.

Overall Reflection

Across all of these examples, systems communicate meaning more effectively than lectures. Players learn by experiencing constraint, uncertainty, and moral tension.

Play Reflection: Crossing the Bridge and Observance

Crossing the Bridge

This game centers on ethical decision making. It does not reward efficiency or optimization. Instead, it forces players to confront the consequences of their choices. The discomfort created by those decisions becomes the learning moment. Reflection occurs after action rather than during gameplay optimization.

Observance

Observance relies on ambiguity and environmental interpretation. It encourages attentiveness and emotional awareness rather than traditional goal completion. Without clear objectives, the experience feels less like a challenge and more like an immersive reflection.

Combined Takeaway

Both games demonstrate that serious games prioritize reflection over reward systems. The emotional or intellectual impact often happens after the play session ends.

Prototype Concept: The Last Hunt

Core Concept

The Last Hunt is a survival-focused serious game inspired by Appalachian folklore. A small hunting party becomes stranded after signs of a Wendigo attack during winter. As resources diminish, the main threat becomes fear, mistrust, and the decisions players make to keep the group alive.

Player Role

The player acts as the group’s decision-maker, balancing survival needs with social stability.

Prototype Mechanics (Paper Version)

Players track four core resources:

  • Food
  • Warmth
  • Trust
  • Fear

Each round includes:

  1. Resource Phase — supplies decrease and environmental conditions worsen.
  2. Event Phase — cards introduce challenges such as storms, disappearances, or strange tracks.
  3. Decision Phase — players choose responses like rationing food, holding a campfire talk, hiding bad news, or honoring the dead.
  4. Consequence Phase — decisions create long-term effects on group trust and fear.

Deaths are significant and introduce ethical choices around corpse management, such as burial, abandonment, or using resources for survival. These choices affect morale and trust.

Learning Objectives

The game explores:

  • Group decision making under stress
  • Survival ethics and scarcity
  • Fear and social cohesion
  • How leadership choices shape group dynamics

The Wendigo serves as both a folkloric threat and a symbolic pressure that reflects the group’s psychological state.

The Last Shift
A simulation of emergency room triage focused on ethical resource allocation and time pressure.

Witness Reports
Players analyze conflicting cryptid sightings to explore misinformation, bias, and evidence evaluation.

Signal in the Pines
A narrative game in which players respond to rural distress signals and must decide how to act under uncertainty.

Cryptid Conservation Agency
Players manage environmental preservation efforts for endangered mythical creatures, balancing public perception and ecological sustainability.

Archive of the Unseen
Players curate fading folklore and decide which cultural stories are preserved or forgotten, exploring how history is shaped.

Each concept uses systems to examine themes such as ethics, media literacy, environmental stewardship, and cultural memory.

Reading Responses

Learning Games and Learning Theory

Oregon Trail aligns with behaviorism because players learn through reinforcement and repeated feedback loops of success and failure.

Minecraft Education Edition reflects constructivism since players build, experiment, and discover solutions through exploration.

Collaborative simulation games align with social constructivism because knowledge develops through communication and shared problem solving.

Among these, constructivist approaches feel the most effective because players actively construct understanding instead of responding to rewards.

Is Gamification Bullshit

Bogost argues that gamification reduces games to points, badges, and superficial incentives, stripping away depth and transforming engagement into manipulation.

I partially agree. Gamification can encourage short term behavior, but without meaningful systems it becomes shallow.

Examples outside class include fitness apps that track streaks, corporate training platforms that award badges, and productivity tools that gamify tasks. These systems often lose effectiveness once novelty fades because they lack intrinsic motivation.

What Is a Serious Game and Why It Is Not Chocolate Covered Broccoli

A serious game is designed primarily for learning, awareness, or reflection, using gameplay mechanics to communicate meaning.

Farber argues that serious games are not chocolate covered broccoli because the learning is embedded within the mechanics. Players do not pause the game for instruction. Instead, the interaction itself creates understanding. When designed well, the system becomes the lesson.

Final Reflection

This week reinforced that serious games rely on systems, constraints, and player agency to generate meaningful learning. The strongest examples do not preach. They simulate. My revised prototype, Cryptid Commune, applies this approach by using folklore aesthetics to explore leadership, belief, and social influence through interactive systems.

Question Set Week 2

  • What advergames have you played? Did they influence a purchase outside of the game? I mean i have played tons of games that ARE advertisements for the games themselves and they have never influenced me to get the game – I have also played games like Pepsi Man for other products and no they generally do not influence me
  • Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail? According to Bogost, it is how well the game integrates the message of the game into the actual mechanics which make the games run. In the last two games, the gameplay doesn’t have to do with what the product actual is or does so the message falls flat
  • What does volvo’s “drive for life” accomplish? It forces the player to experience Volvo’s motto – instead of speed like most racing/car games, the game mechanics enforce “driving for life” by enforcing safety, safe speeds and awareness. It makes the player live the motto
  • What company used in-advergame advertising: Massive Incorporated
  • What was one of the first home-console advergames and what beverage was it for? Pepsi Invaders – which was for Coca-Cola as a dig at their competitor
  • What makes “the toilet training” game sophisticated and do you agree? It is “sophisticated” because of the values and management skills that are engrained in the rules of the game – it teaches something and allows users to experience a structured, manageable process of parenthood duties. I think I mostly agree – the subject matter makes it slightly less so but I haven’t actually played the game so I would have to see if Bogost’s justification is correct
  • What do advergames and anti-advergames have in common, and what principles do they share? Bogost argues they have quite a lot in common actually. Similar mechanics, which are intended for different purposes, but often act similarly. They also both are trying to persuade people to do, or not do, something. This is a key component and biggest principle they follow to say they have things in common

Podcast idea

Out of the ones i viewed on the website I would love to do either of the Plague Inc games. Simply because it is a game I have played before and enjoy playing it with my friends.

Serious Game Ideas Week 4

  1. Mind Matters (Monopoly-Style Mental Health Game)
  • Goal: Stay mentally balanced, not rich
  • Win/Lose: Cooperative win if players avoid burnout; group loss if too many burn out
  • Money – Energy Points: Used for all actions
  • Properties – Life Areas: School, Work, Friends, Sleep, Hobbies
  • Railroads – Support Systems: Therapy, Family, Friends
  • Utilities – Coping Skills: Exercise, Mindfulness, Journaling
  • Houses/Hotels – Habits & Routines: Help energy, overbuilding causes burnout
  • Chance/Community Chest – Stressors & Support
  • Jail – Burnout: Pause, rest, or accept help to recover
  • Message: Balance matters, burnout is real, and asking for help is part of the game
  1. Panic Attack! (Exploding Kittens-Style Mental Health Card Game)
  • Type: Fast party card game (2-6 players, 10-15 min)
  • Goal: Avoid panic spirals and survive the deck
  • Panic Cards: Knock you out unless defused
  • Coping Cards: Breathing, Grounding, Text a Friend (cancel Panic)
  • Stress Cards: Force draws, skips, shuffles
  • Avoidance Cards: Skip, See the Future, Shuffle
  • Twist:
    • Coping cards are limited
    • Some Panic cards require help from another player
  • Win: Last player standing or cooperative survival
  • Message: Panic is sudden, coping takes effort, support matters
  1. Unhelpful Advice – (Based on Bad Thearapist but better bc that game is not good)
  • Type: Party card game | 3-8 players | 15-20 minutes
  • Goal: Win rounds by matching the worst advice to serious mental health prompts
  • Prompt Cards: Real struggles (anxiety, burnout, imposter syndrome, loneliness)
  • Advice Cards: Wildly unhelpful, tone-deaf, or cliché responses
  • Judge Role: One player picks the “most realistically awful” advice
  • Scoring: Judge awards a point to the winning advice
  • Twist:
    • Occasional Reality Check Cards pause the game to share what actual helpful support looks like
    • Optional debrief at the end of rounds
  • Tone: Dark humor with boundaries (no slurs, no glamorizing harm)
  • Message: Bad advice is common, listening matters, and mental health isn’t one-size-fits-all
  1. Dear Me – Therapy Edition (Journaling Mental Health Game)
  • Setting: Individual or group therapy, school counseling
  • Players: 1–6 or solo
  • Goal: Guided self-reflection and emotional regulation
  • Levels:
    • Grounding – identify emotions and body sensations
    • Reflection – explore patterns and self-talk
    • Growth – values, strengths, future goals
  • Journaling:
    • Timed writing (2-5 minutes per prompt)
    • Writing required, sharing optional
    • Skipping is allowed without explanation
  • Therapist Cards:
    • Pause (breathing/grounding)
    • Reframe (thought challenges)
    • Strengths (coping skills)
  • Win Condition: None
  • Message: Self-awareness, consent, and healing over performance
  1. Spoon Buffet (Sushi Go – Style Mental Health Game)
  • Type: Drafting/set-building card game | 2-5 players | 15-20 min
  • Goal: Manage your “spoons” (energy) each day and avoid burnout
  • Card Types:
    • Task Cards – Work, School, Chores (cost spoons)
    • Self-Care Cards – Sleep, Exercise, Mindfulness (restore spoons)
    • Support Cards – Friends, Therapy, Family (protect or boost spoons)
    • Stress Cards – Anxiety, Overcommitment, Unexpected Events (drain spoons unless countered)
  • Mechanics:
    • Draft one card per round, pass the rest (like Sushi Go!)
    • Plan to avoid running out of spoons
    • Some Stress cards require help from other players
  • Scoring / Win:
    • Points for ending with the most spoons preserved
    • Penalties for “spoon debt” (overexertion)
    • Optional cooperative mode: group wins by balancing total spoons
  • Message:
    • Mental health is finite; energy management matters
    • Self-care restores energy; support prevents burnout
    • Recognizing limits is key; overextending has consequences

Read and ?s

  1. What learning games have you played? can you categorize them by learning theory: behaviorism, constructivism, or social nature? if you played more than one which was the most effective?
    • Learning games can be divided along behaviorist, “drill and practice” models such as Math Blaster or Logical Journey of the Zoombinis; constructivism and constructionism, focusing on construction and creativity in games such as The Incredible Machine or LEGO Mindstorms; and the social dimension of learning, as seen in communities such as MOOSE Crossing. The best learning games are those that avoid “chocolate-dipped broccoli,” or “gamification” of uninteresting activities by embedding them in something else fun, and instead make learning itself inherently engaging by using mechanisms such as decision-making and role-playing. “Shallow gamification” has been dismissed as “exploitationware,” but “Serious Games” such as Nightmare: Malaria are effective because they integrate their message as part of gameplay.
  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 has perhaps crystallized this argument most strongly, stating that gamification is essentially marketing nonsense and referring to it as “exploitationware” since essentially what gamification does is reduce the rich complexity of games into simple, repetitive elements and then proceeds to sell a simple guide on how to do business with such simple techniques. This, of course, is also the concern expressed by most researchers of gamification: an “unwholesome” design described as being “chocolate-covered broccoli” – taking an underlying difficult learning experience and adding a little bit of fun to drown out the process. If we look outside the classroom, we see one end of the spectrum focusing on trivial point systems, while the other end is focused on Serious Games, which have a tangible impact, like Nightmare: Malaria, which incorporates actual decision-making processes, or health-related apps like Zombies, Run! and SuperBetter, which integrate a purposeful goal into the actual game. If we look at the business world, we again see this spectrum, ranging from the recruitment game America’s Army, to team building game Everest Manager.
  3. What is a serious game, and why aren’t they chocolate-covered broccoli?
    • A serious game, on the other hand, is a piece of gaming created to deliver a specific, purposeful message. Serious games are commonly created for learning or training, with K-12 learners, health professionals, and corporate employees as their common audience. They are different from edutainment because they make learners deal with complex rules and accept feedback immediately within a specific setting, such as recruitment missions in America’s Army or STEM exploration in The Radix Endeavor. Thus, a serious game is not akin to a “chocolate-covered broccoli” game, a metaphor for edutainment whose core is boring, as opposed to its entertaining surface. Serious games, rather, make the process of learning enjoyable at its core. While initial edutainment like the first version of Math Blaster offers rewards for learning, such as shooting mini-games, serious games incorporate learning into essential mechanics of choice, problem-solving, role-playing, and others. A good example of this is the game Nightmare: Malaria, where the dark, intense gameplay, such as evading mosquitoes inside a girl’s bloodstream, is actually part of the game’s mechanics for delivering the danger of the disease. Unlike edutainment, a serious game does not try to avoid the core idea of learning but, by avoiding this, it attempts to make learners embrace what is being learned, not merely the reward for it.

Mason Tosadori Week 4

Observance

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku

LAST RESORT

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku

What learning games have you played? Which learning theory do they fit? Which worked best?
I have played games like Kahoot and Duolingo. Kahoot and Duolingo mostly use rewards like points and streaks, which fits behaviorism because you get rewarded for correct answers. The games are competitive and have leader boards. Kahoot worked for me because it shows the whole class if you got the answer wrong, making me work harder to not embarss myself.

Is gamification “bullshit”? What is Bogost’s argument? Do you agree? Where have you seen it?
Ian Bogost says gamification is “bullshit” because it just adds points and badges to boring tasks. He thinks this does not make something truly fun or meaningful. It only tries to push people to work harder without changing the task itself. I have seen gamification in fitness apps and store rewards programs. It can be motivating at first, but it usually does not last, so I mostly agree with him.

What is a serious game, and why aren’t they “chocolate-covered broccoli”?
A serious game is a game made to teach or explore real-world topics. It is not just a boring lesson covered up to look fun. Learning happens through playing and making choices. This makes the experience feel more real and engaging.

5 Ideas for a serious game.

1. Student money manager
You play as a student who has to budget money for rent, food, and bills. You learn how to save and avoid debt.

2. Save the earth
You run a city and make choices about pollution and clean energy. Your decisions affect the environment and the people.

3. Fake New
You read news stories and decide if they are true or false. The game teaches how to spot fake news.

4. Stop the Virus
You try to control a disease in a town. You choose rules to keep people safe while keeping businesses open.

5. Life Choices
You play as someone facing challenges like poverty or disability. Your choices show how hard daily life can be.

I choose the game Gamer Girl for the podcast.