Five New Ideas for Serious Games

“Under the Surface” puts players in the role of marine biologists, tackling ocean decline. By studying marine life and tracking pollution, players witness the impact of human actions and learn how small changes can protect ecosystems. This game emphasizes environmental awareness and the importance of conservation.

“Echoes of the Past” delves into forgotten historical narratives. Players piece together lost stories, revealing biases in historical records and highlighting the importance of diverse voices. Through detective work and interactive storytelling, players confront historical events shaped by conflict and displacement. This game promotes cultural preservation and challenges traditional historical perspectives.

“Bias Breakdown” tackles media literacy. Players navigate a digital news landscape, learning to identify bias and misinformation. By taking on roles within the media, they understand how algorithms and narratives shape public perception. This game aims to teach critical thinking and awareness of media influence.

“Prison Pipeline” addresses systemic injustice. Players follow the lives of young people, making choices that illustrate the impact of socioeconomic disparities on their futures. This game exposes the consequences of racial and economic bias within the criminal justice system, highlighting how policy affects real lives.

“Silent Signals” focuses on mental health awareness. Players learn to interpret non-verbal cues and provide support to someone experiencing mental health struggles. By mimicking the difficulties of communication, this game fosters empathy and understanding. These game ideas all demonstrate how games can be used to educate, raise awareness, and promote positive change, moving beyond simple entertainment.

WEEK 4

Responses to Readings

What Learning Games Have You Played? How Do They Fit Into Learning Theories?

Games teach in different ways. Typing Club uses repetition and rewards to build typing speed, but not deep thinking. Minecraft: Education Edition lets players learn by creating and problem-solving, needing some teacher guidance. Foldit uses teamwork for real science, but needs background knowledge. Minecraft is likely the best, as it encourages hands-on learning and problem-solving over simple repetition.

Is Gamification Bullshit? What is Ian Bogost’s Argument?

Bogost thinks gamification is a trick. Companies use points and badges to control people, not to make things fun or educational. They add game-like things to make people keep using their products, but without real value.

I agree. Things like Duolingo streaks and Starbucks rewards make people do things without really learning. But, some gamification, like Khan Academy’s, can be good if it’s used to help real learning. I’ve seen it myself: reward programs feel like marketing, and Duolingo focuses too much on streaks, not learning.

What is a Serious Game, and Why Aren’t They Chocolate-Covered Broccoli?

Serious games teach, not just entertain. Bad games try to hide learning, like boring math games. Good games teach through playing, like “Papers, Please.” Good games are fun by themselves. Gamification can be bad, but good for real learning. Learning games are best when players explore, create, and work together.

Five Game Ideas That Revolve Around the Theme of Empathy

  1. Walk in My Shoes: Players live as someone different (refugee, single parent, etc.). They make tough choices about daily life and see the consequences.
  2. Echoes of War: Players are civilians in a war. They make moral choices and see how war affects everyone.
  3. Through Their Eyes: Players see the world with disabilities (blindness, deafness, autism). They learn to understand different abilities.
  4. Chain of Kindness: Players do kind things that affect the game. It shows how small acts matter.
  5. The Stranger’s Story (ARG): Players get messages from someone who needs help. They solve puzzles and work together to help. It mixes real life and fiction to build empathy. It uses real-world clues and actions to make the story feel real and encourage players to care.

The Stranger’s Story

How It Works:
Players receive a cryptic message, email, or social media post from a person who seems to need help.
Using real-world interactions (e.g., visiting a certain location, researching online, or collaborating with other players), they uncover pieces of the person’s story.
The game changes dynamically based on how the player responds—offering support, ignoring the message, or taking different paths.

Core Themes & Impact:
Players become part of a living narrative where their choices determine how the “stranger” (a fictional but believable character) overcomes their struggles.
Designed to promote real-world awareness, such as homelessness, mental health, or immigration challenges.
Uses player collaboration and real-life locations to foster engagement, making empathy an active and immersive experience.

WEEK 3

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

Mary Flanagan sees games as more than just fun or competition. For her, games can be tools for activism or making a statement, not just about winning or losing. Chris Crawford focuses on how games are different from puzzles. He says games are dynamic—they change as players make decisions, while puzzles stay the same until you solve them. Katie Salen and Eric Zimmerman define games more strictly. They see games as systems with rules, where players face artificial challenges and work toward a clear outcome, like winning or losing.

What is an activist games

Activist games teach about social issues. They try to make players think about problems like fairness and equality. They’re more than just fun.

What other games feature “perfect information” like Go and Chess?

Checkers, Shogi, Othello, and Mancala are games where everyone sees everything. No secrets or luck.

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

Long ago, people thought luck and chance came from the gods. Gambling was seen as fate or the gods’ power. It was both fun and spiritual.

When was the earliest battle between governments/religious groups and games? What modern games have been banned or demonized?

Some people have always thought games were bad. Like in Egypt and Mesopotamia, they thought gambling was a bad influence. Today, some video games are criticized for violence like GTA and Doom, and some board games for promoting capitalism.

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

Fox games have one player (fox) against many (geese). The fox tries to win. Dead by Daylight is a modern example with a killer (fox) hunting survivors (geese).

What was the purpose or intent of the game Mansion of Happiness?

Mansion of Happiness was a game to teach good Christian behavior. Good actions helped you, bad actions set you back

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

Artists like Fluxus and Surrealists used games to be creative and different. They wanted to challenge old ideas. Surrealists thought games helped people think creatively and avoid strict rules.

Changes in what can signal profound changes in games? How were pinball games reskinned during WWII?

Games can change with what people believe. Like during WWII, pinball machines were changed to support the war instead of gambling.

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

Fluxus artists changed Monopoly and Ping Pong to show problems with capitalism. They made them silly, cooperative, or critical, not about winning or losing.

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

Artists change war games to show war is bad and to talk about peace. They sometimes make war games abstract or symbolic to challenge how we usually think about war.

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

Agency means players can actively take part and think about a game’s ideas. Without agency, players just passively receive messages, without really thinking about them.

Advergames

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

Played Pepsi Man While fun, they felt gimmicky rather than persuasive.

Why do the advergames Tooth Protector and Escape work?

Tooth Protector (Johnson & Johnson): Embedded educational content into gameplay (protecting teeth from cavities by dodging harmful food).

Escape (Kellogg’s Nutrigrain): Action-packed, simple controls, and tied into the brand’s theme of having “energy” from a healthy breakfast

Why do Chase the Chuckwagon and Shark Bait fail?

Chase the Chuckwagon (Purina Dog Food): Boring gameplay Felt more like a forced promotional gimmick than a game.

Shark Bait (Quaker Oats): Poor controls and gameplay that lacked engagement.

What does Volvo’s Drive for Life accomplish? The game simulates realistic road hazards and responsible driving, indirectly promoting Volvo’s reliability and advanced safety features.

What company used in-advergame advertising : Nike, Coca-Cola, and McDonald’s used in-game billboards and branded items within sports and racing games.

What was one of the first home console advergames, and what beverage was it for?

kool aid man

What makes the toilet training game sophisticated, and do you agree?

Yes, since it makes an educational experience more dynamic and fulfilling while also transforming a routine task (potty training) into an interesting challenge.

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

Both sway player perception through persuasive game mechanics.

Thoughts on Games Played in Class

The McDonald’s Game: This game cleverly exposes the dark side of the fast-food industry It’s effective because it makes players complicit in unethical choices, reinforcing its critique.

Monopoly: A classic example of capitalism in action  It was originally created to critique monopolies but became a celebration of wealth and with the version we played in class it made the experience much more realistic.

Cool Spot: A blatant advergame for 7UP that, despite its smooth animation and fun platforming mechanics, lacked meaningful engagement beyond its branding.

 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

Climate Change

A city-building strategy game where players must balance economic growth with environmental responsibility.
Players make decisions about energy use, transportation, and industry, with real-time consequences on pollution and climate stability.
The goal is to create a prosperous city while minimizing carbon emissions, showing how policy choices impact the environment.

Energy Transition

Players transition from fossil fuels to renewable energy while managing economic stability and political pushback. Unexpected events like oil shortages, climate disasters, and technological breakthroughs shift the landscape.

Political Engagement & Misinformation Awareness

Players must fact-check news, debate with NPCs, and rally citizens to vote based on policies rather than rhetoric. The game highlights the impact of voter participation and how misinformation spreads.

Global Resource Management

Players make ethical choices about water distribution, trade, and conservation. Real-world statistics shape the game mechanics, making the experience educational and impactful.

Waste Management

Players take on roles (Recyclers, Landfill Lords, Compost Rebels) and strategize to reduce waste while sabotaging competitors. It subtly educates about recycling, waste production, and circular economies.

Week 1

Ian Bogost points out that social games, like Cow Clicker, are often boring and repetitive. In Cow Clicker, all you do is click a cow every few hours, which highlights how these games rely on simple, addictive mechanics instead of meaningful gameplay.

Games like FarmVille treat friends as resources. , which can turn friendships into something more like a transaction than a real connection.

Social games often force players to check in frequently or wait for timers to run out. This can make people feel tied to the game.

Anansi’s Web of Tricks Gameplay

Gameplay Mechanics

Setup

  1. Shuffle the deck and deal 5 cards to each player.
  2. Place the remaining cards in the center as the draw pile and flip the top card to start the discard pile.
  3. Each player selects a Character Card to play as, gaining access to their unique ability.
    PS; take note of your characters ability and USE THEM TO YOUR ADVANTAGE

TURN STRUCTURE.

Players take turns performing one major action per turn, keeping gameplay quick and fluid:

  1. Play a Card: Match the suit or number of the top card on the discard pile.
  2. Play a Mischief Card: Use special cards to disrupt opponents.
  3. Use a Character Ability: Activate a unique skill to gain an advantage.
  4. Draw a Card: If no other action is possible, draw from the deck.

Card and Effects

  • Numbered Cards: Match by suit or number to discard.
  • Mischief Cards:
    • Steal: Take a card from another player. The victim draws 2 new cards (4 if it was their last card).
    • Forced Draw: Make a player draw 3 cards. If they play one immediately, you draw 2 cards as a penalty.
    • Vortex Shuffle: Shuffle and redistribute hands among up to 3 players.
    • Wild Distractions: Target one player to pass you a card of a specific suit. They draw 2 cards if they can’t.
    • Nullify: Cancel the last Mischief Card or ability used.
  • Mischief cards once played goes in the discard pile 
  • Character Abilities: Once-per-round powers that enhance strategy (e.g., swapping cards, skipping turns, or blocking Mischief effects).
  • Once the draw pile is empty, shuffle the discard pile to make a new draw pile, leaving the last discarded card face-up. If the last card is a Mischief card, randomly select a card from the shuffled pile to replace it. Play continues until only two players remain, battling it out for the final victory.

Winning Conditions

“It’s a race to the finish! The first player to discard their cards is wins, but the fun doesn’t stop there. The remaining players face off in a nail-biting showdown. The goal is to not be the last player standing, as the final two players will compete for the ultimate victory.”

Anansi Web of tricks Third Playtest: Final Observations and Adjustments

Third Playtest: Final Observations and Adjustments

Feedback:

The third playtest demonstrated the near-final state of Anansi’s Web of Tricks, showcasing its refined mechanics and balanced gameplay. The reception was overwhelmingly positive, with only a few minor insights to consider:

1. Dynamic Interaction:

• Players praised the high level of interaction throughout the game. Mischief Cards and character abilities encouraged strategic thinking and constant engagement between players.

• The combination of sabotage, strategic defense, and adaptability made every round unpredictable and exciting.

2. Replayability:

• Testers highlighted the game’s replay value due to the variety of character abilities and Mischief Card effects. No two games felt alike, which encouraged players to experiment with different strategies across multiple sessions.

3. Balanced Abilities:

• Adjustments made during the second playtest to balance character abilities were well-received. Players felt that no single character was overpowered and that every ability had clear strengths and weaknesses.

• For example:

Anansi’s card swap was impactful without feeling unfair due to its once-per-round limitation.

Fari the Hyena’s laugh mechanic now provided a consistent and enjoyable disruption to opponents, adding humor to the gameplay.

4. Reduced Downtime:

• The streamlined Mischief Card rules significantly reduced delays during play. Targeted effects (e.g., Steal or Wild Distractions) resolved quickly, allowing the game to maintain a steady pace.

Notes from Testing Across Age Groups:

1. Learning Curve:

• Younger players (ages 10-15) adapted quickly to the mechanics, especially the use of character abilities. The thematic connection between characters and their powers resonated strongly with this group.

• Older players (ages 25+) took longer to grasp the concept of character abilities, often defaulting to playing Number Cards or Mischief Cards during their first few rounds. However, after 1-2 games, this group also began to incorporate abilities into their strategies effectively.

2. Time to Learn:

• On average, it took 2 games for individuals to fully understand the interplay between card types, Mischief effects, and character abilities. Afterward, players found the game intuitive and engaging.

3. Group Dynamics:

• Testers noted that the game excelled in creating lively, competitive group dynamics. The mix of strategy and chaos kept all players invested, even when they weren’t in the lead.

Anansi Web of tricks Second Playtest: Observations and Adjustments

Second Playtest: Observations and Adjustments

Feedback:

After the changes implemented following the first playtest, the second playtest revealed several positive improvements and areas for minor refinement:

1. Improved Game Flow:

• Players noted that the simplified turn structure (one major action per turn) made the game much smoother and faster.

• The pacing issues from the first playtest were largely resolved, with rounds progressing quickly without feeling rushed.

2. Balanced Offense and Defense:

• The rebalanced Mischief Cards and character abilities created a satisfying interplay between offensive actions (e.g., Steal, Forced Draw) and defensive strategies (e.g., Tiko the Tortoise’s ability to block Mischief Cards or Zari the Owl’s ability to draw and discard strategically).

• Players felt that they had meaningful choices each turn, contributing to a sense of control and engagement.

3. Card Readability:

• While the game mechanics were praised, players suggested improving the visual design of the cards for better readability.

Specific Issues: Fonts for numbers and card effects were sometimes too small or overly stylized, making them harder to read at a glance.

Impact: This caused minor delays during gameplay, particularly for new players unfamiliar with the card effects.

4. Character Abilities:

• Although the abilities were better balanced compared to the first version, some characters still felt slightly overpowered or underwhelming:

Overpowered: Anansi’s ability to swap a card remained strong, particularly when combined with certain Mischief Cards.

Underwhelming: Fari the Hyena’s ability to skip an opponent’s turn by making them laugh felt inconsistent in effectiveness.

Anansi Web of tricks(1st Playtest)

1st Playtest

During the first playtest, several critical issues surfaced that needed attention to make Anansi’s Web of Tricks more enjoyable and accessible:

1. Pacing Issues:

• Players often took a long time to complete their turns because they had too many options available (e.g., playing Number Cards, using Mischief Cards, activating character abilities, and drawing cards all in one turn).

• The combination of multiple actions led to decision fatigue, especially for younger players in the target age range of 10+.

2. Disruptive Mischief Cards:

• Certain Mischief Cards, such as the original version of Wild Distractions, which forced all players to pass cards to one another, caused significant delays and confusion.

• Group-wide effects often felt frustrating for players who had carefully planned their strategies, only to have their progress upended without much recourse.

3. Rule Complexity:

• Players struggled to follow the game’s flow because the rules for Mischief Cards, character abilities, and the multiple actions allowed in one turn were not clearly delineated.

• Younger players found it hard to track which cards were played and what their effects were, leading to slower rounds and frequent rule clarifications.

Ananasi Web of tricks(Version 2)

Version 2: Developing the Game

Changes Made:

  1. Streamlined Deck:
  • Reduced Trick Cards to 20 and renamed them Mischief Cards to avoid confusion with the Trick suit.
  • Removed Wild Cards entirely.
  1. Simplified Turn Structure:
  • Limited each player to one major action per turn:
  • Play a Number Card OR
  • Use a Mischief Card OR
  • Activate a character ability.
  1. Balanced Abilities:
  • Adjusted character powers to be fairer and more strategic:
  • Anansi: Changed from “swap hands” to “swap one card with another player.”
  • Tiko the Tortoise: Adjusted to block one Mischief Card per round.
  1. Improved Card Effects:
  • Mischief Card effects were focused on individuals or small groups, reducing group-wide disruptions.
  • Example: “Wild Distractions” was changed from forcing all players to pass cards to targeting one player.

Anansi Web of Tricks, 1st version

Initial Version

The initial design included 30 Number Cards, 40 Trick Cards (now Mischief Cards), and 10 Wild Cards. Concerns were raised during playtesting:

  • Pacing Issues: Too many options per turn slowed the game.
  • Unbalanced Rules: Powerful Mischief Cards (e.g., Wild Distractions) targeted all players, disrupting flow and frustrating younger participants.
  • Unclear Design: Fonts and text placement on the cards needed adjustments for readability.

WEEK 6

Concept and Rule Set: Anansi the trickster
PROTOTYPE 1
• Theme: Inspired by Anansi, the trickster spider, with gameplay focused on outwitting opponents.
• Objective: Be the first player to discard all cards while using abilities and trick cards to sabotage others.
• Deck Composition:
• Number Cards: 30 cards across 3 suits (Trick, Trap, Action), numbered 1-10.
• Trick Cards: 40 cards with various actions (e.g., stealing cards, reversing turns, forcing draws).
• Wild Cards: 10 cards to match any suit or number.
• Character Cards: 10 unique trickster characters, each with special abilities.
• Turn Structure:
1. Play a card to match the top card on the discard pile by suit or number.
2. Play a Trick Card or Wild Card at any time.
3. Use character abilities at any time during a turn.
4. Draw a card if no playable options exist.
• Winning: First player to discard all cards wins.