Game Design 2 Simulation ideas

Pet Adoption Simulation

You volunteer at an overcrowded animal shelter.

VR Mechanics:

  • Feed, groom, and medically assess animals
  • Learn each pet’s personality traits
  • Match them with adopters based on compatibility

  • Physically kneel to comfort scared animals
  • Hand-feed or gently brush fur using motion controls
  • Heartbeat audio when animals feel safe

Horror Vr Game Abandon Hospital

VR Mechanics:

  • You explore a condemned hospital overnight.
  • Ghosts are tied to unresolved stories.
  • You piece together what happened through environmental clues.
  • Instead of fighting ghosts, you calm them by uncovering truth.

Coral Reef Simulation

VR Mechanics:
You’re restoring a dying reef ecosystem.

  • Plant coral fragments
  • Remove invasive species
  • Monitor water temperature & pollution
  • Protect reef from storms

Space simulation vr game

VR Mechanics:

  • Exit the airlock
  • You’re a space station repair technician orbiting Earth.
  • Tether yourself
  • Repair satellites and station panels
  • Monitor oxygen and suit integrity
  • Full 360° zero-gravity movement
  • you push off surfaces to move.

Collaborative Baking Game

VR Mechanics:

  • Ingredients float away if not secured
  • One player stabilizes gravity controls
  • One mixes
  • One bakes
  • Timed customer orders
  • Flour clouds float everywhere. Someone always drops the cake.

Game Design 2 Week 6 Simulation

Aleah Dudek

Keep Talking No one explodes

  1. What made the experience fun or not? The game is fun because it forces intense communication under pressure. It can become frustrating if communication breaks down or if players don’t listen carefully.
  2. What is the motivating factor to get or keep players playing? The challenge of increasingly complex bomb modules. The communication can become very difficult if the other player isn’t good at directions.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it persuades players to value clear communication, patience, and collaboration. In the real world it can help players inhabit listening skills, strategy, and staying calm under stress.
  4. What is the game’s metaphor and which of the game’s mechanics standout? High stakes problem solving depends on communication, not individual intelligence. Bouncing back and fourth between the players and how easily one explains what they see and how well the other follows direction.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me stressed , but also watching other people play is kind of humorous as you sort of watch them struggle in the game. It makes you feel empathy for the one trying to describe the situation since they can’t directly see what’s going on.
  6. Is the game an activist game? If so what does the game play advocate for? I don’t think its necessarily and activist game, but I think it can sort of advocate foe collaboration under stress, and how to learn ti work in those situations.
  7. Describe the game in 3 sentences or in the form of a haiku. Ticking wires and fear
    Voices clash, pages turning ,
    Trust defuses time.

Game Design 2 week 4 Reading homework

  • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective? I have played learning games like Duolingo, Kahoot, Quizlet, Animal Jam, and a few others. Most of them I would say is behaviorism like Duolingo, Kahoot , and Quizlet because you get rewarded when a question is right, but punished if an answer is wrong. I would say Animal Jam and Minecraft are more social nature because you kind of make your own decisions , but you aren’t punished you just kind of learn from them. I think the most effective is Kahoot or Duolingo because they incorporate a bunch of fun games in order to learn the topic, and they make it easy to memorize.
  • 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 is a shallow imitation of games. It borrows surface features points, badges, leaderboards, but ignores what makes games meaningful: choice, systems, and consequences. To Bogost, gamification is often: Manipulative, Focused on compliance, not learning A way to make boring systems feel fun without changing them. I agree with him because at first, it feels motivating, but over time it becomes stressful or meaningless. The system hasn’t changed, only the wrapping has.
  • What is a serious game and why aren’t they chocolate covered broccoli? Matthew Farber argues that serious games don’t hide learning inside fun, they make learning the game itself. Their rules and systems express ideas, teach through experience, and let players feel real consequences. They aren’t chocolate-covered broccoli because the mechanics are the message, as seen in games like Papers, Please, This War of Mine, and Darfur is Dying, which teach by placing players inside the system rather than rewarding them for correct answers.

Game design 2 week 4 Game ideas

Aleah Dudek

  1. Theme: Climate justice
    Mechanic: Economic simulation

Every player benefits from pollution at first, but emissions secretly accumulate and trigger disasters that hit the poorest players hardest.

2. Theme: Housing insecurity
Mechanic: Tile laying survival

Pets move through temporary homes as buildings disappear. You don’t control the world, only how long your animal can remain safe.

3. Theme: Forgotten deaths and systemic erasure
Mechanic: Hidden information and area control

Players move through a city where invisible ghosts represent unrecorded victims. Only by standing still can you see them, but doing so makes you vulnerable.

4. Theme: Climate change
Mechanic: Cooperative survival

The dragon’s fire represents rising heat and disasters. Players can fight it, but every attack makes it burn hotter.

5. Theme: Climate refugees
Mechanic: Tile erosion and migration

Rising tides wake the Kraken. Each round, parts of the ocean map sink, forcing fleets to flee while the monster grows.

Game Design 2 week 4 Reflection

Observant

  1. What made the experience fun or not? I think it was fun I wish it was harder to catch the immigrants though. Mason and I almost caught everyone on each side. I caught all of his and he caught 5 of mine. I wish there was a way to be more sneaky.
  2. What is the motivating factor to get or keep players playing? I think learning the strategy and being able to sneak around. I think the players will want to try and get around the guards.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think it is persuasive because it motivates people politically. I won’t get to in depth to offend anyone, but especially with what is going on now I can see how this can motivate someone in one way or another.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The only metaphor I can think of is maybe don’t get caught. I can’t think of any without getting too political. The mechanics worked almost like battleship you have to guess where the immigrants are as the border guards and try to catch them before they reach the green card into the US.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel bad in a way but also the drive to catch the player. I think there could’ve been a different them than guards and immigrants. Maybe it could’ve been like cats and mice. Sort of makes us feel empathy for the immigrants getting caught.
  6. Is the game an activist game? If so what does the game play advocate for? Yes this is and activist game. You can take it politically or you can’t. It advocates for immigrants in different countries and makes you think about that situation in our world today.
  7. Describe the game in 3 sentences or in the form of a haiku.Silent grid of hope
    Names erased between the lines—
    Ships flee through the fog.

Last Resort

  1. What made the experience fun or not? I think it could be fun, but I don’t really understand chess so it made it super hard for me to play with someone who knew how to play chess.
  2. What is the motivating factor to get or keep players playing? I think to kill one another. The tactics allow you to kill each others pieces so the more you kill the other players the less they can do to kill and take over your side.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think maybe it can be persuasive. It can maybe persuade people that war is bad and can get very violent. This game can relate to a lot of real world scenarios.
  4. What is the game’s metaphor and which of the game’s mechanics standout? Civilians are the board. In this game, cities claim they are fighting for the people but the people themselves become the terrain over which power moves. Like squares in chess, civilians are treated as strategic positions rather than lives. The mechanics are almost exactly like chess moving pieces to dominate others.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel angry but also competitive because I know it’s not real when I am playing it but things like this do happen in real life so sad. It make the player feel empathy for the civilians as they are innocently being killed while the two players battle.
  6. Is the game an activist game? If so what does the game play advocate for? It is an activist game for war and innocent lives and civilians victim to war.
  7. Describe the game in 3 sentences or in the form of a haiku. They guard the squares.
    People become the board’s lines.
    Peace is checkmate’s lie.

Game Design 2 Week 3 Homework

Chapter 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? Chris Crawford defines a game as a formal system with rules, conflict, and measurable outcomes, emphasizing structure, competition, and winning or losing. Similarly, Salen and Zimmerman describe a game as a system where players engage in artificial conflict governed by rules that produce a quantifiable outcome, focusing on systems, rules, and results. Mary Flanagan, however, views games as cultural artifacts and tools for expression, critique, and social change, highlighting their meaning, values, politics, and real-world impact. In short, Crawford and Salen and Zimmerman focus on how games function, while Flanagan focuses on what games do in society.
  • what is an activist game? Is a game designed to challenge dominant beliefs, expose injustice, or encourage social change.

Chapter 3

  • go and chess are examples of games that feature “perfect information”, what other games share that feature? Checkers, Tic-Tac-Toe, Connect Four, Othello, Nine Men’s Morris
  • why might chance or gambling games hold spiritual or religious importance to ancient cultures? Ancient cultures believed randomness revealed the will of gods or fate.
    Rolling dice or casting lots was seen as divination, not luck.
  • when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? Medieval Europe: Dice and gambling were banned by the Church. Puritan America: Card and board games were banned for being sinful. Modern Examples include, Dungeons & Dragons , Grand Theft Auto, Manhunt
  • what is a fox game, and what would be a modern example? A fox game is about chasing or trapping a clever target. Historic example: Fox & Geese Modern examples are Among UsDead by Daylight, Hide and Seek style games
  • what was the purpose or intent of the game: Mansion of Happiness? It was a moral training game. Players were rewarded for virtue and punished for sin. It taught Christian values and “proper behavior.”
  • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? They used games too: Break logic Disrupt authority Create chance Encourage collective creativity. Surrealists believed games helped people access the unconscious and escape social rules.
  • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Changes in: Technology, Politics, Culture, War. WW2 pinball reskins: Pinball machines were redesigned with:, Military themes, Bomb imagery, Patriotic symbols, Games became propaganda tools.
  • What statements did Fluxus artists make by reskinning games like monopoly and ping pong? They showed: Games are not neutral, Rules reflect power, Play can be political. They turned consumer games into art + protest.
  • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? They turn war strategy into critique of violence and power. Why is it important for players to have agency in a critical or serious game? Because: Players don’t just watch they experience systems, Choice reflection. Responsibility, emotional impact. Without agency, it’s just a lecture. With agency, it becomes personal and powerful.

Game Design 2 Week 3 Game Rules Draft

Aleah, Mason, Lauren

Game Title: Always Waiting

A cooperative competitive board game about care, time, and responsibility.

Goal

Keep your pets healthy, happy, and loved.
If you care for them well, you can adopt more pets.
If you neglect them… they don’t die.
They just wait.

 Players

2–5 players

 Time

30–45 minutes

 Components

  • 1 Game Board (a room with action spaces: Kitchen, Bathroom, Yard, Clinic, Bedroom, School, Park)
  • Pet Cards (each with: Hunger, Cleanliness, Happiness, Thirst, Love, Intelligence meters)
  • Status Cubes (to track each meter)
  • Time Deck (event cards)
  • Care Dice (1 six-sided die)
  • Loneliness Tokens
  • Adoption Cards
  • Player Action Tokens

Setup

Each player starts with:

  • 1 Pet Card
  • All meters at 3
  • 0 Loneliness Tokens

Shuffle the Time Deck and place it facedown.

 Turn Structure

Each round = 1 Day

  1. Draw a Time Card
    Something happens:
    • “You were busy today: -1 Happiness”
    • “Rainy day: +1 Comfort if you’re home”
    • “Forgot dinner: -1 Hunger”
  2. Player Actions (2 per turn)
    Move to a room and perform its care action:
RoomAction
KitchenFeed (+1 Hunger)
BathroomBathe (+1 Clean)
YardPlay (+1 Happiness)
BedroomComfort (+1 Love)
ParkHydrate (+1 Thirst)
SchoolTeach Trick (+1 Intelligence)
ClinicHeal (remove 1 Loneliness)

You may care for your own pet or another player’s.


 Neglect Rule

At the end of each day:

  • If any meter is 0, place a Loneliness Token on that pet.
  • If a pet has 3 Loneliness Tokens, it becomes Waiting:
    • You cannot adopt new pets.
    • The pet no longer gains Happiness until comfort is given.

 Adoption Rule

If all meters on one pet reach 5, draw an Adoption Card and gain a new pet.
Now you must care for both.

Emotional Mechanic

If you skip caring for a pet for 2 rounds:

Place the pet in the center of the board.
It is now waiting.
It does nothing until someone comforts it.

Win Condition

The game ends when the Time Deck runs out.

  • Winner: Player with the most loved pets (highest Love total).
  • Co-op Variant: Everyone wins if no pet is Waiting at the end.

Theme Message

Love isn’t automatic.
It needs time.
If you leave, it waits.

Game Design 2 week 3 game ideas

  1. Heartbeat City (Life-Sim With Emotional Systems) The city runs on invisible “emotional energy.”If people feel ignored, the world dims; when they feel heard, the city becomes brighter and safer. You help strangers by noticing feelings, not just completing tasks.
  2. It’s Still Breathing. You explore an abandoned hospital where the “monsters” are spirits who died feeling ignored or unloved. They follow you, whispering their regrets instead of attacking. You survive by listening, not fighting. Horror: psychological, haunting voices, flickering lights.
  3. The Ones Who Stayed. You play as a town that was “left behind.”. Ghosts roam, but they are stuck waiting for people who will never return. The town shifts based on how gently you treat its residents. Horror: empty streets, fog, slow dread.
  4. Don’t Leave Me on Read. You’re texting someone who slowly becomes more real—and more unstable. If you stop replying, the lights in your house flicker and the phone starts vibrating on its own. The horror is realizing how much power attention has. Fear theme: emotional dependence, digital haunting.
  5. Threadbound. Everyone is born with glowing threads that connect them to people they’ll matter to. Yours is tangled, broken, and leads into dangerous lands. You follow it to repair bonds—and discover who you’re meant to become. Adventure feel: fantasy, exploration

Game Design 2 Week 3

Game Review 2

Dumb Ways to Die

  1. What made the experience fun or not? It’s fun because it’s cute, chaotic, and kind of dark in a funny way. The song gets stuck in your head, and the mini-games come at you super fast so you’re never bored. It can get annoying though when it gets way too hard and you die over tiny mistakes.
  2. What is the motivating factor to get or keep players playing? You just want to beat your last score and not mess up again. The quick rounds make it easy to say “one more try.” Unlocking new characters also makes you want to keep going.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, definitely. It’s basically saying stop doing dumb stuff around trains and in real life. Instead of being serious or scary, it uses humor so you actually remember the message.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that normal, careless choices can be just as dangerous as ridiculous ones. The fast mini-games and instant deaths make you feel how quickly things can go wrong.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you laugh but also feel stressed when everything speeds up. You end up feeling bad for the little bean characters because they’re cute and don’t deserve to die in such dumb ways.
  6. Is the game an activist game? If so what does the game play advocate for? Yes. It’s a safety game that’s trying to get people to be more aware and careful, especially around trains and dangerous situations.
  7. Describe the game in 3 sentences or in the form of a haiku. Tiny beans in danger,
    Doing dumb stuff way too fast
    Be smart, don’t be next.

Fake it to make it

  1. What made the experience fun or not? It’s fun in a messed up way because you feel powerful and clever while gaming the system. At the same time, it gets uncomfortable because you realize how easy it is to lie, manipulate people, and still “win.” The fun comes from making money fast, but the guilt sneaks in too.
  2. What is the motivating factor to get or keep players playing? You want to see how far you can push things without getting caught. Watching your money grow and your influence spread is super motivating.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it’s persuasive, but in a reverse way. It shows you how fake news and shady media tactics actually work so you don’t fall for them in real life. It’s trying to make you more skeptical of what you see online.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that misinformation spreads like a business fast, profitable, and harmful. The standout mechanics are writing fake headlines, targeting audiences, watching metrics grow, and choosing profit over truth.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel smart at first, then kind of gross when you realize how much damage you’re doing. You feel empathy for the people you manipulate and for society as a whole, because everyone is getting played.
  6. Is the game an activist game? If so what does the game play advocate for? Yes. It’s an activist game about media literacy and misinformation, warning players about how easily truth can be twisted for money and power.
  7. Describe the game in 3 sentences or in the form of a haiku. Headlines full of lies,
    Clicks grow while the truth fades out
    Who gets hurt the most?

Cards Against Calamity

  1. What made the experience fun or not? It’s fun because it’s chaotic, dramatic, and different every time you play. Watching disasters spiral out of control based on everyone’s card choices is funny and stressful at the same time. It can feel overwhelming sometimes, but that’s part of the fun.
  2. What is the motivating factor to get or keep players playing? The randomness and replay value keep things fresh. You want to try new strategies, mess with other players, and see how crazy the world can get before it collapses. Every round feels like a new story.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, in a subtle way. It makes you think about how human choices and systems can make disasters worse, and how we all play a role in either helping or hurting the planet. It pushes you to reflect on real-world crises.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that the world is fragile and one bad decision can trigger a chain reaction. The standout mechanics are the cause-and-effect card system and the escalating disasters that spiral quickly.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel tense, guilty, and sometimes amused. You start to feel for the people in the game world who are affected by all the chaos.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it leans into climate and social crisis themes, showing how small actions can lead to massive consequences.
  7. Describe the game in 3 sentences or in the form of a haiku. One bad card is played,
    The world cracks a little more—
    Can we stop the fall?

Cast your Vote

  1. What made the experience fun or not? It is it actually feels like you’re taking part in an election — you choose issues you care about, watch debates, and research candidates. It feels real and meaningful instead of just “tap here, win points.” Some people might not think it’s that fun because it’s slower-paced and more about thinking than fast action.
  2. What is the motivating factor to get or keep players playing?You want to figure out who best matches your views and feel confident in your choice. Trying to really understand candidates and issues feels rewarding, especially when you see how your decisions play out. The way you take notes and compare candidates feels kind of like solving a puzzle.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah it’s pushing you to think for yourself and become an informed voter. It’s not trying to get you to do something outside the game except maybe actually pay attention to real elections and issues in real life.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The big metaphor is that voting isn’t just clicking a button it’s about research, priorities, and understanding what matters to you. The standout mechanics are choosing issues, watching “Town Hall” responses, taking notes, and then actually casting a vote based on all that info.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel thoughtful and sometimes a little stressed because picking what matters most and weighing candidate answers isn’t always easy. You start to feel for regular voters who have to sort through tons of info in real life before making a choice.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it’s basically a civics-education activist game that encourages people to understand issues, think critically, and become better voters in real life.
  7. Describe the game in 3 sentences or in the form of a haiku. Choose what matters most,
    Watch, sort, and weigh every voice —
    Vote with your own mind.

Game Design 2 Week 3

Aleah Dudek

Gris

  1. What made the experience fun or not?

I think it was definitely interesting. I wouldn’t say it was addicting, but I could see myself doing a whole play through over time. I like that there was puzzles within the play through, also parkour, and a storytelling aspect to it.

  1. What is the motivating factor to get or keep players playing?

I think putting the pieces together within the game helps me keep going, not finishing what I started in a sense. Also learning more about the story and discovering the different realms.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I am not sure how if I would call it persuasive because I am not sure what it is trying to persuade. I really enjoyed the different aspects of the story contributing to another though.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

I think the game describes a sense of emotional healing, and coming out of a depressing state. Gris herself represents the player’s inner emotional state. As she regains color, abilities, and voice, it symbolizes learning to live with loss instead of being consumed by it. The mechanics varied as you kept moving if you were able to walk, climb, run , or any other supernatural powers, running and jumping were the main ones though.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay makes me feel curious to what is going to happen next. I also feel like it makes me feel empathy for Gris as she goes with her journey to find herself again.

  1. Is the game an activist game? If so what does the game play advocate for?

I think it is. I think it advocates for mental health and that you can make it out. I think it advocates for finding yourself again.

  1. Describe the game in 3 sentences or in the form of a haiku.

I lose my own voice,
The sky learns how to breathe again,
So do I, slowly.

Detroit Become Human

  1. What made the experience fun or not?

I think it is fun. I like the storytelling of it and the message behind it. I like that you can kind of navigate the story at your own pace.

  1. What is the motivating factor to get or keep players playing?

The different choices you could make I think make

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it’s persuading one to think about “differences” and make the overall message of the game stand out.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

It’s about systems of power, social rebellion, and the fight to be seen as human. It almost acts like the the sense of racism. These robots want to be treated as a human. The mechanics are being able to pivot my way through the story making my one choices when given.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

I think the gameplay makes me feel immersed and as if I am part of the story myself. Being able make my own choices based off the emotion felt or created. I feel empathy for the robots as I see they are treated indifferently I feel sad for them as I want them to be treated equally.

  1. Is the game an activist game? If so what does the game play advocate for?

Yes it is an activist game. it advocates for racism, inequality, and to be treated the same no matter what. That can run for several campaigns, but I think it could also advocate for the potential of our future and what future technology can look like. Depending on the person that could either scare them or excite them.

  1. Describe the game in 3 sentences or in the form of a haiku.

Circuits feel the storm,
Justice sparks in metal bones,
We become alive.

Outer Wilds

  1. What made the experience fun or not?

I think it is fun. I like the free roaming aspect of it;. Being able to walk and fly the spaceship.

  1. What is the motivating factor to get or keep players playing?

Discovering different planets and unlocking new missions within the game. I think the players want to keep going to unlock different abilities and different missions.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it persuades the player to keep going almost in an endless loop it seems. I don’t really see the storyline though that goes a long with it.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

is a metaphor for curiosity, impermanence, and learning to let go. Following missions and achieving things you can’t do in real life. The mechanics are O2, Fuel, Gravity, the plants, your ship and resources.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

It makes me feel curious about what all I can explore and do around the realm. I don’t think I feel empathy because you respawn every time you die.

  1. Is the game an activist game? If so what does the game play advocate for?

I don’t think it is because laws aren’t being changed or revised. You aren’t doing much different except free roaming and dong what you want around the world you have created and evolved in.

  1. Describe the game in 3 sentences or in the form of a haiku.

Time breaks like starlight,
I gather worlds in my hands,
Then let them all go.

Game Design 2 Week 2 Homework

  • What advergames have you played? Did they influence a purchase outside of the game?

Lego Online Games, Minecraft, Five Nights at Freddy’s. Now I haven’t played these in years as a kid I always wanted the toys and merch to go along with these games and franchises. To this day I still purchase Lego’s and I went to Halloween Horror Nights Orlando to go see the Five Nights and Freddy’s house to fulfill my childhood.

  • Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail?

In Tooth Protector the player protects teeth from germs and sugar. The act of playing already teaches that teeth are fragile and must be cared for just like real dental hygiene. In Escape Work you must plan, react quickly, and survive a disaster. This mirrors real-life emergency behavior. The game models the correct actions, not just explains them. They fail because the gameplay has nothing to do with them. These games use branding as decoration, not persuasion.

  • What does volvo’s “drive for life” accomplish? 

It persuades players that safety is a skill and responsibility, not just a feature. Practicing safe driving through your gameplay could either persuade good or bad decisions on the road depending on how you drive.

  • What company used in-advergame advertising 

7-Eleven used in advergame ads inside games placing branded products directly into gameplay rather than building a game around them.

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

Pepsi Invaders, it was a modified version of Space Invaders made for Coca-Cola sales reps, where players shot the word “PEPSI.”

  • What makes “the toilet training” game sophisticated and do you agree?

It is sophisticated because it uses symbolic actions rather than direct branding, reflects cultural pressure, shame, and control, and persuades through systems, not slogans. I agree because I think it’s sophisticated because it expresses a social argument, not a commercial one.

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

Both advergames and anti-advergames use rules, systems, and player actions to persuade through procedural rhetoric meaning the game’s mechanics make the argument. The difference is that advergames promote brands, while anti-advergames use the same tools to critique corporate power and social systems.

Game Design 2 Week 2 Reflection

REFLECTION QUESTIONS

Monopoly (The Simpsons)

What made the experience fun or not? No, Monopoly is not my favorite game. The spin on it is definitely interesting, but makes the chances pretty unfair. I was playing as the 1% and I had 10x more properties and money than anyone else.

What is the motivating factor to get or keep players playing? Maybe if I was playing as the minority I would be more motivated to get more money and more properties.

Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say persuasive because it was very unfair for some players. I mean I could say it is persuasive in the terms of actual reality, because some of the roles are real world struggles.

The McDonalds Game:

What made the experience fun or not? I think it could be fun, the instructions are a little unclear though on how to navigate and get around the game. Although, I like the graphics and the concept of it. Reminds me of heyday in a way.

What is the motivating factor to get or keep players playing? Keeping the business alive and not going bankrupt, Managing the farm, the the cow factory, to the restaurant, to the corporate office. Managing all 4 can become a challenge so I think that becomes a motivating factor.

Is the game persuasive, and what is it trying to get you to do outside of the game?

I think the game is maybe trying to get you to want to go to McDonalds and make you think they have a good process behind their business. They want you to trust the business and buy more burgers from them.

CoolSpot:

What made the experience fun or not? No I think it seems kind of frustrating, the controls look hard to use and hard to see, probably from it being so old. I think if you know how to use the controls though it looks like a lot of fun and a good challenge.

What is the motivating factor to get or keep players playing? Moving forward on the map, killing the shell looking things, collecting more coins and points. The free roam aspect is kinda cool too you can go backwards.

Is the game persuasive, and what is it trying to get you to do outside of the game? Yes I think the goal is to make people want to buy 7 up , not really sure what the little bean thing is looks like the mascot maybe, but I think if you enjoyed the game your more prone to buy the drink.