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.

Sara Estus – Reading Questions Response

Chapter 1 Reading – Critical Play Radical Game

  • 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? 
  • While Mary Flanagan feels that games function more as cultural products, shaped by the designer and players to create a specific experience, stating that games are about how players interact with a system, being deeply influenced by cultural context and personal interpretation. Chris Crawford’s definition of games is vastly different, distinguishing between games and puzzles, emphasizing that games evolve and are shaped by the player’s actions, while puzzles are static and have fixed solutions, leading to the idea that games are dynamic, and rules can change based on the player’s decisions. However, Katie Salen and Eric Zimmerman stated that a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. outlining six key components; system, artificial, players, conflict, rules, and outcome, presenting a more formal and structured approach to understanding games.

  • What is an Activist Game?
  • Mary Flanagan states that Activist games are characterized by their emphasis on social issues, education, and, occasionally, intervention. More so that the concept is a challenge on real issues, through the themes, narratives, roles, settings, goals, and characters; and less commonly, through game mechanics, play paradigms, interactions, or even the concept of winning to benefit an intended outcome beyond a game’s entertainment or experiential value alone.

    Chapter 3 Reading – Critical Play Radical Game

    • Go and Chess are examples of games that feature “perfect information”, what other games share that feature?
    • More examples of games that feature “Perfect information” are Tic-Tac-Toe, checkers, and Mancala.
    • Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
    • Chance or Gambling games hold spiritual or religious importance in ancient cultures, due to the factor of the game sharing the principles of “fate and divine will.” Anthropologists and play scholars Csikszentmihalyi and Bennett noted that games of chance “seem to have emerged from the divinatory aspect of religious ceremonials.
    • 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 battle between government/ religious groups and games can be traced back to Ancient Rome with gambling, though gambling was initially allowed in Rome, concerns about its social and moral effects grew, with leaders like Emperor Augustus who tried to stop excessive gambling by imposing restrictions and laws.
    • What is a fox game, and what would be a modern example?
    • A fox game is “a group of board games featuring unequal opponents, one player is the fox, or aggressor. Other players control or play the numerous geese, sheep, or prey the fox tries to eat while the fox attempts to avoid the traps his opponents set all around him.” A modern-day example of this (Sorry this is so funny) is Among Us, where one player is an imposter, and the others are normal crewmates. The idea of the game is to find the imposter before too many crewmates are murdered.
    • What was the purpose or intent of the game: Mansion of Happiness?
    • In the game: “Mansion of Happiness” “players compete to be the first to reach “happiness,” or heaven, a large square in the center of the board. Progress is attained through good moral conduct in the context of the home. Here, good deeds lead children and their play pieces down the path to “eternal happiness” and players must beware of landing on spaces that interject, albeit through chance, the setbacks of “vices” such as cruelty and ingratitude.”
    • Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?
    • Surrealists emphasized the playfulness of Dada using chance and juxtaposition, but they were also concerned with the internal workings of the mind and encouraged a deep focus on the subconscious. Relying on the work of Sigmund Freud, and the importance of perceptions. This understanding pushed Surrealists to believe that games might help everyone by challenging the mind and how players perceive the world. However, Fluxus artists saw that games lay between the rational and the absurd, between mobility and fixed trajectories, and between logic and chance. And sought a new art practice, one that was open to humor, intimacy, player agency, and various aspects of performance.
    • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
    • Changes in game mechanics, themes, technology, or social contexts can often signal profound shifts in games, whether they are physical, digital, or social. These changes may arise from new technological advancements, shifts in cultural attitudes, or responses to external circumstances, such as war.  With this, during WW2 pinball games were reskinned due to a shortage of metals, often, the machines would become completely non-electric, depending on plastics and wooden components. Artistically, during the war pinball machines contained patriotic art, rather than pop culture.
    • What statements did Fluxus artists make by reskinning games like Monopoly and Ping Pong?
    • By distorting the structure of Monopoly or removing its focus on profit, Fluxus artists sought to expose the artificiality and destructiveness of capitalist structures, pushing for a more playful and egalitarian approach to human interaction and creativity. Furthermore, Fluxus artists were not necessarily interested in the outcome of games but rather in the process of playing itself. This approach to Ping Pong de-emphasized competition and embraced the idea that art and play should be about exploration, interaction, and openness rather than winning or following traditional rules.
    • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
    • Lilian Ball often uses participatory art to engage audiences in reflecting on power and conflict through game-like interactions.
    • Marcel Duchamp uses chess as a metaphor for strategy, power dynamics, and competition, exploring the intellectual and aesthetic aspects of games.
    • Takako Saito creates interactive, unpredictable game-like situations that question traditional roles and the arbitrary nature of conflict.
    • Yoko Ono uses games to envision peace and cooperation over violence, with works like Play It by Trust promoting pacifist ideals.
    • Gabriel Orozco reimagines chess with expanded possibilities, symbolizing freedom and creativity in resolving conflict rather than being bound by fixed rules.
    • Ruth Catlow creates a reworked chess game called Rethinking Wargames that introduces pawns as resistors to violence, emphasizing the importance of negotiation and nonviolent resolution.
    • Why is it important for players to have agency in a critical or serious game?
    • Player agency is crucial because it allows players to feel that their choices and actions have a meaningful impact within the game world. By creating a space (the magic circle) players can feel that what they say and do matters in terms of the outcome of the game. Agency also allows players to better reflect on serious matters that can promote learning.

    Week 2 [Tori Rojas]

    Why do the advergames Tooth Protector and Escape work? Tooth Protector and Escape are effective because they are engaging and interactive, successfully blending entertainment with their marketing goals. Tooth Protector works by using a fun, competitive game format to promote dental care, while Escape leverages narrative and decision-making, keeping players engaged with the brand. Both games create memorable experiences that associate positive emotions with the advertised product.

    What makes Chase the Chuckwagon and Shark Bait fail? Chase the Chuckwagon and Shark Bait fail because they lack depth and meaningful engagement. These games do not build a strong connection between the player’s actions and the brand, and they don’t create an experience that resonates beyond the gameplay. The focus on simplistic mechanics instead of interactive storytelling or strategic depth makes them forgettable and ineffective in achieving their marketing objectives.

    What does Volvo’s Drive for Life accomplish? Volvo’s Drive for Life campaign uses a strong narrative to promote the safety features of their vehicles. By incorporating real-world scenarios and demonstrating how the car’s safety features work, it engages players in a way that highlights the brand’s commitment to safety. It accomplishes the goal of connecting the brand with reliability, trust, and concern for consumer well-being.

    What company used in-advergame advertising? Coca-Cola is one example of a company that used in-advergame advertising. By creating branded video games, they aimed to connect their product with interactive experiences, making the brand more engaging for younger audiences.

    What was one of the first home-console advergames, and what beverage was it for? One of the first home console advergames was Pepsi Man, which was released for the PlayStation in 1999. The game was used to promote Pepsi, using its mascot in a platformer format to create a memorable link between the beverage and the game.

    What makes the toilet training game sophisticated, and do you agree? The toilet training game is sophisticated because it tackles a real-world challenge in a meaningful way, using interactive mechanics to mirror the emotional journey of learning and success. It blends entertainment with practical life skills, which makes the experience educational yet engaging. I agree that its sophisticated design mirrors how games can influence behavior beyond simple entertainment.

    What do advergames and anti-advergames have in common, and what principles do they share? Advergames and anti-advergames share a focus on influencing consumer behavior through interactive media. Both aim to shape perceptions, either by promoting or critiquing products and behaviors. They also utilize persuasive principles, whether to endorse a product’s value or challenge its perceived impact on society.

      Here are five game ideas designed to change players’ minds about important topics like climate change, energy, and politics:

      Five Ideas:

      1. Eco City Builder (Climate Change)
        In this game, players take on the role of city planners tasked with building a sustainable, eco-friendly city. Players must balance resources, manage waste, and prevent pollution while growing the population and economy. As the game progresses, players face challenges like rising sea levels, extreme weather, and resource shortages. The goal is to show how small, everyday decisions in urban planning can have long-term impacts on the environment.
      2. Energy Quest (Energy)
        Players are tasked with managing the energy needs of a fictional country, with the challenge of transitioning from fossil fuels to renewable energy sources. They can invest in solar, wind, and other green energy sources, but must balance economic growth with environmental responsibility. The game highlights the trade-offs between different energy sources and educates players about the importance of sustainable energy and the consequences of continued fossil fuel use.
      3. Political Debate: The Voter’s Choice (Politics)
        This game simulates an election cycle where players take on the role of a political candidate. Players must craft speeches, create policies, and navigate debates while facing opposition from rival candidates. The catch: The player must engage in real debates with other in-game characters, all while learning about the real-world issues their policies would impact. The game encourages critical thinking and understanding the broader consequences of political decisions.
      4. The Last Forest (Climate Change)
        Set in a near future where deforestation has led to severe climate consequences, players must work together to preserve the last remaining forest on Earth. Players play as environmental activists who are tasked with stopping illegal logging, creating protected areas, and educating communities on the importance of forests. The game focuses on raising awareness about biodiversity loss and the role forests play in climate regulation, pushing players to see the value of conservation efforts.
      5. Green Revolution (Food & Sustainability)
        In this farming simulation game, players are challenged to grow crops using sustainable farming techniques. Players must deal with climate change effects like droughts, floods, and soil depletion while learning how to implement solutions like crop rotation, water conservation, and organic farming. The goal is to teach players about the challenges of modern farming and the impact that unsustainable agriculture has on the environment, encouraging smarter, more sustainable choices.

      Thoughts on games played:

      McDonald’s Game:
      Playing the McDonald’s game made me think about how the fast-food industry operates. It’s a commentary on how profit-driven motives often overlook the health of workers, the environment, and consumer well-being. The game highlights the lengths corporations go to in order to maximize their reach, pushing a product that may not always be in the best interest of society.

      Intergroup Monopoly:
      Intergroup Monopoly offers a powerful social commentary on inequality and privilege. It shows how some groups are at an advantage simply by existing within a particular social or economic framework. The game reveals how systems of power are embedded even in something as simple as a board game, emphasizing that success isn’t just about individual effort, but also about the structural conditions we’re born into.

      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.

      Sara Estus – In class games, and reading questions (Week 2)

      Pepsi Man: Though the graphic quality isn’t the best for modern times, I think for the era it did release it was like more popular games. I think the game can be seen as a fun gimmick to get people to not only enjoy a fast-paced game but also an easy way to have advertising flashing in your face constantly. From the quality of other games, we checked out in class, I’d say this is the most planned out and more gameplay-focused advergame.

      Sneak King: This game is incredibly silly, almost giving the focus on just the “king’s” actions and mannerisms rather than Burger King as a brand. It obviously wasn’t a focus on good branding, but rather Burger King jumped on a bandwagon of how much the public loved the creepy king.  

      Chex Quest: The whole factor of a squad fighting “aliens” reminds me too much of suicide squad. The gameplay seemed fine, and the story was quite vague about why cereal was fighting phlem. But I guess that’s beside the point and the developers want you to just have fun?

      M&M Kart Racing: This is the type of game you play when you feel like you want to make yourself angry. The controls are bad, the graphics are not the best, and the overall gameplay seems poor and confusing. But at least the candy is good.

      America’s Army: This game just feels like a knockoff of COD if you take away all the fun story aspects. Now I get to think about WAR and SADNESS and people dying. I’d rather enjoy a game that has me walking away wanting to play more later, rather than walking away thinking about how real people can die in similar situations.

      Monopoly: I am not usually a fan of Monopoly because every time I play, I have this dread that the game will take forever and people will argue (I speak from experience). But I found this version to be super unique not only due to it’s new rules that make you aware of class systems but also because it made players feel bad for having more.

      Cool Spot: I have a soft spot for older games, and this one is such a silly, goofy game that I could see myself enjoying as a kid, but as an adult, the music, sounds, and controls get too repetitive and annoying. It’s still a cool game, though!

      McDonald’s Game: I love it when people get away with satire, especially against big companies! This game is one I think people should take the time to sit down and look into learning how to play correctly. It seems like it takes a while to play, but like I said, I love satire and making people realize how bad companies really are.

      • What advergames have you played? did they influence a purchase?

      I have not played any advergames before this class, though I wonder if you would consider games based on toys to be advergames, as they can make children want more toys. If so, I did play a lot of Barbie and Polly Pocket games online, and yes I was 100% influenced to beg my parents for more. Creating a space where children can play with their toys while the toy itself talks and moves is a really good way to influence children.

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

      Tooth protector and Escape worked because they added realism and human nature to the impact of the game. However, chase the chuckwagon and shark bait had less success as chase the chuckwagon was on Atari and had poor graphics and design, similarly, shark bait had poor appeal.

      • What does Volvo’s drive for life accomplish? 

      Volvo’s Drive for life brought awareness to driver safety and mainly aimed at educating drivers about road safety and reducing accidents.

      • what company used in-advergame advertising 

      Pepsi, with the lovely and iconic game, Pepsi Man

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

      Kool-Aid man, for Atari VCS

      • what makes the toilet training game sophisticated and do you agree?

      It is stated that the urination in the toilet game is sophisticated due to a “strange attractor that draws and repels the players curser to mimic a lack of control.” I do agree that this is sophisticated and funny in a way, but it adds realism.

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

      Both advergames and anti-advergames leverage interactive engagement, persuasive influence, and gamification to change players’ perceptions and behaviors. They both are based on the factor of persuading people into buying a product or hating a product.

      Week 2 Question Set

      • what advergames have you played? did they influence a purchase?
      • Skate 3 may be a far reach, but for those who don’t know it is one of the largest and most popular skate games ever made. It can be considered and advergame though due to the large amount of brands incorporated into the game. You can wear Vans, Converse, Nike, etc. This did influence me into buying a specific skateboard I had in the game.
      • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
      • Tooth protector works since it makes learning about dental hygiene fun. Escape is fun because it gives a sense of adventure and urgency, keeping you playing. Chase and Shark Bait fail due to possible lack of engagement, if the product placement or gimmicks of the game are too obvious is can shy players away.
      • what does volvo’s drive for life accomplish? 
      • They incorporated their safety features into the gameplay narrative, and by doing so it positions itself as a leader in safety for their cars. It also implants into your head that you like Volvos due to the game which can cause you to lean towards one in your next car purchase without even realizing.
      • what company used in-advergame advertising 
      • In the case of Skate 3 which is the game I played, there was plenty of advertising for Dr. Pepper as well as Miracle Whip. In the game, you can even play as a Dr. Pepper can as part of a promotion closer to the games release.
      • what was one if the first home-console advergames and what beverage was it for? 
      • Kool-Aid Man on the Atari was very early, with Pepsi Man later coming to the Playstation.
      • what makes the toilet training game sophisticated and do you agree?
      •  Ian Boogost argues that the toilet training game is sophisticated because of its ability to portray drunkenness by having to relieve yourself. The game directly relates to the product by incorporating the “solution” as the product.
      • what do advergames and anti-advergames have in common, and what principles do they share?
      • They are both trying to convince you of something. But, advergames are meant to be in favor of one thing and anti-advergames are the opposite. But at the end of the day, they are both promoting a product, and there is no such thing as bad publicity.

      Week 2 Reading Response

      • what advergames have you played? did they influence a purchase?
        •  I’m not sure if I actually played the games but Bazooka candy brands (they make push-pops, ring pops, juicy drop pops, etc) has a site where you can play numerous games featuring their products. I remembered hearing about this as a kid. Back then, it probably wouldn’t have influenced a purchased but I might have asked someone else to buy it for me.
        •  Similarly, I’ve also played the M&M Kart Racing on the Wii, which probably made me want to eat M&Ms as a small child; however, I’m not sure if that tactic would work on me now. I also played Minion Rush, the Temple Run like game, but I’m not sure that convinced me to want to watch the movies, I likely played because of the movie. 
        • Another game I’m not sure counts is Bring Me the Horizon’s Scream Star. This game is a generic rhythm game but it connects to Spotify to stream their newest album. The game essentially just tries to get you to listen to their new album more than anything. I wouldn’t say that this influenced a purchase but probably made me stream the album a little bit more. 
        • A few years back, the Olympics also had their own games on Google and you could go around and play a lot of the different Olympic sports and compete with others across the world. I think that this was encouraging people to watch and support the Olympics. I loved the game but I don’t think I ended up watching the Olympics. 
      • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
        • Tooth Protector and Escape have deeper meaning embedded into the game rather than just creating a game to try to sell more of a product. In Tooth Protector, it actually taught children the importance and process of maintaining good oral health and it even made it seem that having sweets or junkfood at one time is not the end of the world. You used Johnson & Johnson products to protect and take care of the teeth. This also made the game better because it situated the products in a manner where it provides a solution to a problem, one that can be applied to real life at the same time. Escape’s deeper meaning is that the game is found only by pressing the escape button on Google, which people are likely to only do if they are in a stressful situation and bored out of their minds. The mountain bike brand that the game is by offers an escape from daily troubles, very much like the game. 
        • On the other hand, Chase the Chuckwagon was just trying to get kids to convince their parents to buy the Purina dog food so they could get the game and there was really no reason other than that. It didn’t really seem like it had much of a purpose other than to sell more dog food. Like Chase the Chuckwagon, McDonald’s Shark Bait game also has nothing to do with the product that is being advertised, Fish Filet sandwiches, and it was merely trying to get people to know that McDonald’s has them all year round, but the gameplay was not related. 
      • what does volvo’s drive for life accomplish? Volvo’s Drive for Life demonstrates one of the key features of Volvo cars—their safety—and turns it into a game. The game allows you to drive three different Volvo cars and you can test them out with and without the safety features. This demonstrates what Volvo’s safety actually does in a way that is more understandable, interactive, and fun than statistics and test videos. It also allows users to drive the cars in somewhat realistic scenarios unlike standard racing games and it helps demonstrate Volvo’s traffic safety as well. 
      • what company used in-advergame advertising? Bed Bath and Beyond was advertised in the Dodge Stow n’ Go Challenge game. 
      • what was one if the first home-console advergames and what beverage was it for? Kool-Aid Man on the Atari by General Foods. 
      • what makes the toilet training game sophisticated and do you agree? Ian Boogost argues that the toilet training game is sophisticated not just because of its mechanics, but because of its ability to portray drunkenness in one manner—that is having to relieve yourself. It takes one product feature of J2O and amplifies it. It almost offers a realistic experience. I suppose I would agree with this statement. The game directly relates to the product and the product is seen as a “hero” or “solution” that makes this game effective. 

      what do advergames and anti-advergames have in common, and what principles do they share? They both are trying to persuade people, but in different ways. One is to persuade people not to support a company or product and the other is the exact opposite. Bogost says “Even though such games seem to contradict the goals of advergames that promote rather than depose, both types actually share fundamental principles: they demonstrate claims about the function (or dysfunction) of products and services, giving the player a first-person account of how the features and functions of those products and services intersect with his wants and needs” (p. 230).

      Week 1 Question Set

      1. Ian Bogost shows that social games such as Cow Clicker, are usually boring and overall repetitive. In this game, you click a cow every few hours which just relies on the players addictive tendencies.
      2. Games like Farm Ville use friends as resources, which can make friendships sort of more like a transaction / sale rather than a real connection or bond.
      3. Social games force players to check in once in a while or watch advertisements in order to skip timers. By doing this, you feeled tied up in the game since you are waiting for a timer to run out.

      Week 1 Questions

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

      Ian Bogost critiques social games like Cow Clicker for several issues:

      Enframing: Social games reduce friends and social interactions to mere resources to be exploited for in-game progress, rather than fostering genuine connections.

      Compulsion: These games create addictive, repetitive behavior, drawing players back through manipulative design that exploits human psychology, much like slot machines. (boo gambling)

      Optionalism: Social games often make gameplay optional and shallow, with actions that can be skipped by spending money, removing meaningful player effort.

      Destroyed Time: Social games invade players’ time even when they’re not playing, creating anxiety about missed rewards and fostering a sense of constant obligation.

      How do social games like FarmVille enframe friends?

      Enframing refers to how the game treats friends not as people but as resources that players can use to advance in the game. (Don’t worry, I also had to look it up.) One example of this is as follows:

      Externalizing Social Value: Rather than interacting with friends in ways that build genuine relationships, the game turns these interactions into transactions—asking friends for in-game help, sending virtual gifts, or recruiting them to join the game.

      How do social games destroy time outside of the game?

      Social games like FarmVille destroy time outside the game by creating a sense of obligation that lingers even when players aren’t actively playing. Some examples of this include:

      Obligation to Return: Since social games are built around timers and rewards, players feel like they have unfinished business, leading them to think about the game when they should be focusing on other activities. It’s not just about the time spent playing but the time spent thinking about or planning when to play.

      Interrupting Daily Life: The game’s mechanics make players feel like they need to constantly check in, and this can take away from time spent on more meaningful or productive tasks as they prioritize the game to avoid feeling guilty about missing out.

      Week 1 Response | Dill DeSantis

      Game Thoughts:

      • Painstation: The concept is absolutely hilarious, but it’s honestly hard to say if I’d actually go through with playing it; On one hand, I don’t like being hurt – but on the other hand, it would be an extremely unique gaming experience.
      • Getting Over It: I’ve had several opportunities to play this game, but i have deliberately chosen not to because I already know I wouldn’t have the patience for it. I don’t dislike it, I think it’s a good looking and well-designed game, but it’s simply not a game I want to play; it seems like you can either love or hate it, there’s no middle ground.
      • Townscaper: I was pleasantly surprised by this game; the quality, sound design, and visuals were above what I expected from the pictures. I can certainly see the appeal, but I cannot imagine that I would stick with for long, as the options seem quite limited.

      Questions:

      • Ian Bogost critiques social games for their manipulative design. He argues that they reduce friendships to mere in-game assets, not genuine connections. Developers exploit this by integrating viral mechanics that encourage players to recruit others, not for fun but for engagement metrics. He also highlights how these games rely on compulsive loops, keeping players hooked with minimal effort yet endless repetition. The most concerning issue, however, is the sheer amount of wasted time—players may spend hours completing trivial tasks, reinforcing an artificial sense of progress.
      • Social games like FarmVille turn friendships into transactional relationships. Instead of fostering genuine social interaction, these games treat friends as resources to be used for in-game progression. Players are encouraged to “invite” others to perform tasks like watering crops or feeding animals, making progress feel dependent on social obligation rather than personal strategy. While this mechanic can create a sense of community, it ultimately prioritizes engagement over meaningful social connections.
      • These games seep into daily life, constantly demanding attention even when not actively playing. Push notifications remind players to check in, fostering a sense of urgency to return. Additionally, time-based mechanics—such as waiting for crops to grow or buildings to finish—keep players tethered, stretching gameplay across hours or even days. Many games capitalize on this by offering microtransactions to speed up progress, effectively monetizing patience and further reinforcing time-wasting mechanics.

      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.

      Sara Estus – Week 1 Questions and Thoughts:

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

      The creator of “Cow Clicker,” Ian Bogost, raises multiple issues about social games. First, he states that they are “enframing,” as he states, “friends aren’t really friends; they are mere resources. And not just resources for the player, but also for the game developer, who relies on insipid, “viral” aspects of a design to make a system replicate.” Bogost also states that social games are built on compulsion, as players “obsess for more and more.”  Furthermore, he states these games are seeping with optionalism, allowing players to play a lot, or a little with little effort. Of course, the main issue Bogost ends his statement with is that players who partake in social games experience a substantial amount of destroyed time. Players will obsess over tens of hours of playtime to complete simple tasks.

      How do social games like FarmVille enframe friends?

      Like Ian Bogost’s statement, social games enframe friends as a means of gaining resources for games. Farmville is a perfect example of such as you can “invite” your friends to help you tend to your crops and livestock on your farm, while also helping them in exchange. I have never played Farmville, but from my understanding of the mechanics of the game, a lot of time and effort from your friends is extremely important to help you move forward into the game.

      How do social games destroy time outside of the game?

                     Social games destroy time outside of the game by being consistently prevalent in one’s day. If you play a game on Facebook and have notifications enabled, you will get update notifications from the game telling you that “something is ready!” and will feel enticed to come back to the game. However, there is also the factor of some games depend on time to unlock and “build” things. You may have to wait a day or two, etc. But many games also combat this by having a “pay to play” feature that now ruins the factor of spending time in the game, now your real money is being implemented too.

      Game Thoughts: Painstation

      I think it is interesting to see how artists and creators (manufacturers) can create such a unique game that can create such a unique experience. The game, Painstation compels its players to decide if playing a simple game of pong is worth getting whipped, burned, and electrocuted. I feel like I would be up to the challenge to play just to be able to say I tried it. (Though I feel like I wouldn’t last very long.)

      Game Thoughts: Getting Over It

      I have seen this game, and own this game on multiple platforms. It is such a silly but also aggravating game to play. But it is surely one you really can’t ever put down. You keep coming back telling yourself “I can do it this time!” but surely you never really do. Being able to say you have completed the game is for sure a bragging right.

      Game Thoughts: Townscaper

      I have played games similar to this one, such as “The Block” on Steam. I don’t personally enjoy neverending mindless games such as these. But I can appreciate the art style, sounds, visuals, and calming factor of the game.

      Game Design 2 – Week 1 Questions

      1. What are the issues Ian Bogost raises about social games with Cow Clicker?
        • He riases the idea about how social games can be rather addictive. Basically the game gives you a cow, that you can click on it and when you click it provides you with more clicks so that you can upgrade your cow. Many find it as a challenge to beat the time delay thus making it highly addictive.
      2. How do social games like FarmVille enframe friends?
        • FarmVille enframes friends because you may be pressured by a friend or family tobplay the game so they can recieve an extra bonus. Farmville skillfully manages Social Pressure by giving players bonuses whenever they invite friends to the game.
      3. How do social games destroy time outside of the game?
        • Many social games can destory time outside of the game bu consuming a lot of a person’s time. This can often lead to neglect in my other responsibilties and priorities.

      Q n A

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

      At first, what was originally supposed to be a commentary on how mind numbingly stupid and easy a game can be, after users began gaining a cult following to Cow clicker, its creator also raised awareness on the addictiveness of these types of games which led to copious amounts of stress on the creator to supply such cow clicking fiends with more cows.

      • How do social games like FarmVille enframe friends?

      I feel like there are both positives and negatives when it comes to playing with friends, whether that be together, or from far away on modes like co-op mode, theres always a way to engage with one another through the game. Though, in co-op mode, I hear things can get pretty nasty. Typically friends don’t screw one another over but greed and not playing by the house rules can sometimes cause friendships or bonds to break due to certain greedy players finding loop holes in the system.

      • How do social games destroy time outside of the game?

      We can get so wrapped up and engulfed in a “social world” that prevents us from being socially aware of our true surroundings. Though people can still have a social life on these virtual platforms, sometimes in extreme cases, we forget about the bonds we’re meant to grow naturally, as well as family relations and real world problem solving skills. Not to mention, nature is beautiful too and sometimes we’re not out there enough.

      Game Design 2

      Week 1 – Motivation

      Group: Connor and Rees

      5 Never-ending game ideas:

      • Conveyors grab n bag – Grab items that move along a conveyor…You have a list to follow, and you have to pick the right items to choose to bag from the conveyor. You can pick rare items, earning extra points. Patience is a virtue, and your points are based on how long you choose to play.
      • Grass Grower – You are a grass farmer, growing different types of grass. you watch the grass grow, and when it gets too long you cut it. You can continue to upgrade the grass while planting different grass types. Your grass will always grow, even when you are AFK.
      • 7-Impossi-roll – You are given a 6-sided dice, and your objective is to roll a 7. The game never ends, but you can upgrade your dice the more you roll (different colors and details, endlessly hoping to roll a 7. The number of times you roll is tracked to show dedication.
      • Ant Antics – You are a part of a colony of ants, and you must maintain the food supply and grow your colony. If you run out of food, you move to the next tree. Each tree will always have a start amount of food supply, but you need to make it last before moving onto the next tree.
      • College Builder – You build and customize a college campus. This is a sandbox game, in which you can always expand upon the campus while building food courts, stadiums, classrooms, etc.

      Week 1 questions:

      1. What are the issues Ian Bogost raises about social games with Cow Clicker?
        • Ian gives a list of issues that social games inhibit, such as enframing, compulsion, optionalism, and destroyed time. These factors, Ian believes, pose as a negative influence on the future of games. Along with these factors, Ian believes that the outward obsession social games inflict are tricks to disguise themselves as fruitfulness.
      2. How do social games like FarmVille enframe friends?
        • In social games, friends aren’t really friends. People are considered to be resources, not for the player but for the game developer. Ian touches upon the point that social networks in general serve as “enframing apparatuses,” in the sense that people are things that will do what you want when you need them.
      3. How do social games destroy time outside of the game?
        • The destruction of time revolves around the demand of “grinding” in order to reach new heights. Tens or even hundreds of hours in order to complete something can be enticing, giving the player the initiative to be the best. However, social games destroy the time we spend away from them. This includes obligation, worry, and dread over the missed opportunities of grinding.

      Thoughts on what we played in class (Townscaper)

      I think that Townscaper is a generally relaxing game, promoting creative expression with a calming atmosphere. The concept is simple, and so are the controls. Only by clicking, you can transform a vast wasteland of water into a thriving village. One thing I will criticize that Professor Ames’ daughter mentioned was the fact that there are no people walking around. It would be interesting to see how people interact with the transforming environment around them. I wonder if this game could inspire architectural projects. Very farfetched, but maybe this game could layout an idea for an inspiring architect. I like the diversity in creativity the game projects, including color, building types and even tiny gardens. I’d say Townscaper is a nice time-killer.