Playtest notes

Bad Advice

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

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

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

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

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

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

Game Design 2

(2.12) Serious Games

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

Train (Brenda Romero)

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

Crosser & La Migra

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

Ludoztil

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

Oregon Trail

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

Last Resort

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

Overall Reflection

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

Play Reflection: Crossing the Bridge and Observance

Crossing the Bridge

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

Observance

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

Combined Takeaway

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

Prototype Concept: The Last Hunt

Core Concept

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

Player Role

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

Prototype Mechanics (Paper Version)

Players track four core resources:

  • Food
  • Warmth
  • Trust
  • Fear

Each round includes:

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

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

Learning Objectives

The game explores:

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

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

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

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

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

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

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

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

Reading Responses

Learning Games and Learning Theory

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

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

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

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

Is Gamification Bullshit

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

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

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

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

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

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

Final Reflection

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

Mason Tosadori Week 4

Observance

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

LAST RESORT

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

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

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

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

5 Ideas for a serious game.

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

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

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

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

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

I choose the game Gamer Girl for the podcast.

Week 4 Questions

Observance

What made the experience fun or not?

The experience was fun because if you are the immigrants, you don’t know where your opponents players are and its the mystery of where the green card and the churches are. The game gets a lot easier once you find the green card so you can escape. If you are the boarder patrol, you get to choose where the green card is and the churches. You also have the opportunity to block the immigrants and do search formats that will help sweep them from the board.

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

The motivating factor for the immigrants is to find the green card to escape. The motivating factor for the search patrol is to find where the immigrants are and wipe them off the board.
Is the game persuasive, and what is it trying to get you to do outside of the game?

Yes the game is persuasive because it is subtly trying to show you what the boarder is like in real life and is trying to influence your beliefs and social understandings.
What is the game’s metaphor and which of the game’s mechanics standout?

It compares immigration to the game battleship. The mechanic that stands out is the search and hide characteristic of the game that reinforces the cat and mouse dynamic at the boarder.
How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay can feel uncomfortable and strategic rather than playful. It often creates empathy for immigrants because they are positioned as vulnerable and constantly under threat of being “found.” Depending on the role you play, it can also make you reflect on the system itself rather than just one side.
Is the game an activist game? If so what does the game play advocate for?

Yes it can be considered an activist or persuasive game. It advocates for critical reflection on U.S. border politics and immigration enforcement by exposing how the system reduces complex human experiences into tactical operations.
Describe the game in 3 sentences or in the form of a haiku.

Observance is a board game modeled after Battleship that explores immigration and border patrol. One player hides as immigrants while the other searches as border enforcement, creating a tense strategy gameplay. Through simple mechanics, the game critiques how border systems treat human movement like a tactical game.

5 new ideas:

  1. Concept:
    A workplace simulation game where players navigate a corporate environment over 10 in-game years.

Gameplay:
Players choose a character (with gender identity affecting how systems respond to them) and make decisions about speaking up in meetings, negotiating salary, reporting harassment, or balancing family expectations. The same choices produce different outcomes depending on the character’s gender.

Serious Purpose:
The game demonstrates wage gaps, bias in performance reviews, emotional labor expectations, and the “double bind” women often face (too assertive vs. not assertive enough).

Core Message:
Sexism is systemic, not just individual.

2. Concept:
A life-simulation game where players are randomly assigned a socioeconomic status at birth.

Gameplay:
Players make decisions about education, healthcare, housing, and employment, but available choices vary depending on starting income. Random events (medical emergencies, job loss, inheritance, networking opportunities) dramatically affect trajectories.

Serious Purpose:
Shows how structural inequality shapes life outcomes beyond “working hard.”

Core Mechanic:
Two players can play side by side and compare how different their opportunities are.

3. Concept:
A narrative-driven decision game about navigating everyday spaces (school, stores, job interviews, police encounters).

Gameplay:
Players experience branching storylines where microaggressions, profiling, or cultural assumptions affect outcomes. Dialogue choices influence trust, safety, and social standing.

Serious Purpose:
Encourages empathy by demonstrating how race shapes daily interactions in subtle and overt ways.

Core Message:
Bias operates both structurally and interpersonally.

4. Concept:
A strategy game where players run for local office in a politically divided town.

Gameplay:
Players must balance campaign promises, donor influence, public opinion, and personal values. Decisions affect approval ratings, media coverage, and policy outcomes.

Twist:
Accepting corporate donations may help you win but limits the policies you can realistically pass.

Serious Purpose:
Explores political compromise, corruption, and voter polarization.

Core Message:
Political systems shape what leaders can actually accomplish.

5. Concept:
A time-management and survival simulation about being a nontraditional adult college student.

Gameplay:
Players juggle coursework, a job, childcare, financial stress, and social isolation. Energy and time are limited resources. Unexpected events (sick child, overtime shifts, tuition hikes) force difficult trade-offs.

Serious Purpose:
Highlights barriers adult learners face that traditional students may not.

Core Message:
Higher education is not equally accessible for everyone.

Reading Questions:

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?

Behaviorism:

Duolingo – Uses streaks, points, levels, and instant feedback to reinforce correct answers.

Constructivism:

Minecraft – Players learn by building, experimenting, and solving spatial or logic problems.

Social Nature:

Among Us – Encourages communication, deduction, and social reasoning.

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 “bullshit” because it often reduces games to superficial elements like points, badges, and leaderboards without capturing what actually makes games meaningful. He says companies use gamification as a marketing tool to manipulate behavior rather than create genuine engagement.

I partially agree because many gamified systems feel shallow and rely on extrinsic rewards, which can lose effectiveness over time. However, when thoughtfully designed, gamified systems can motivate participation, and they just shouldn’t replace meaningful design.

Ive encountered it in apps that aren’t game but have a point system like Starbucks or Sheetz.

What is a serious game and why aren’t they chocolate covered broccoli?

A serious game is a game designed primarily for education, training, activism, or social impact rather than pure entertainment. Examples include military simulations, health training games, and persuasive games like Observance. They are not “chocolate covered broccoli” when the gameplay itself meaningfully connects to the message. The phrase suggests disguising boring education with fun elements, but strong serious games integrate learning into the mechanics so that playing the game is the learning and not just sugar on top of a lecture.

Game Reviews

Ames’ Game Last Resort

  1. What made the experience fun or not?
    1. The experience was fun because the game was calm but still required a lot of thinking. It kind of put me in a trance while playing, since I had to focus but didn’t feel stressed.
  2. What is the motivating factor to get or keep players playing?
    1. The main motivating factor is trying to get the civilians on your side. It makes you want to keep playing so you can improve your strategy and win them over.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
    1. I’m not really sure if the game is persuasive. It doesn’t clearly try to get you to do anything outside of the game.
  4. What is the game’s metaphor and which of the game’s mechanics standout?
    1. The game’s metaphor seems to be about strategy and opposing sides competing for influence. The mechanic that stood out the most was that each side had specific moves, which made gameplay more interesting and strategic.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
    1. The gameplay makes me feel calm, but also competitive at the same time. I feel the most empathy for the civilians because they are affected by the choices made by both sides.
  6. Is the game an activist game? If so what does the game play advocate for?
    1. I don’t think the game is an activist game. It might encourage players to think differently or more strategically.
  7. Describe the game in 3 sentences or in the form of a haiku.
    1. Critical Thinking
    2. Competition slowly builds
    3. Thought shapes how you play

Crossing the Bridge

  1. What made the experience fun or not?
    1. The experience was fun but challenging. It made you think a lot, which kept it engaging.
  2. What is the motivating factor to get or keep players playing?
    1. The motivating factor is trying to cross the bridge while understanding the rules and limitations placed on you.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
    1. Yes, because it makes you think about how people face obstacles in real life. Outside of the game, it encourages players to be more aware of challenges others may experience.
  4. What is the game’s metaphor and which of the game’s mechanics stand out?
    1. The bridge acts as a metaphor for obstacles people face. The mechanic that stands out most is how movement is restricted, which forces players to think carefully about their choices.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
    1. The gameplay makes me feel frustrated. It makes me feel empathy for people who have limited options.
  6. Is the game an activist game? If so, what does the gameplay advocate for?
    1. I think it can be considered an activist game because it raises awareness about inequality and obstacles. It advocates for understanding and empathy toward others’ experiences.
  7. Describe the game in three sentences or in the form of a haiku.
    1. Steps feel slow and hard
      Limits shape every movement
      Understanding grows

Observance: The Board Game

  1. What made the experience fun or not?
    1. The experience was interesting but not very fun. It was more serious and made you think carefully about your choices.
  2. What is the motivating factor to get or keep players playing?
    1. The motivating factor is wanting to understand the system better and see how your decisions affect the outcome. Players keep going to see if they can improve or change the results.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
    1. Yes, the game is persuasive because it makes players think about how rules and authority affect people. Outside of the game, it encourages players to question systems and be more aware of power and control.
  4. What is the game’s metaphor and which of the game’s mechanics stand out?
    1. The game is a metaphor for being constantly watched. The mechanic that stands out most is the limited freedom and strict rules, which shape how the game is played.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
    1. The gameplay made me feel tense and uncomfortable at times. It made me feel empathy for people who live under strict control or constant observation.
  6. Is the game an activist game? If so, what does the gameplay advocate for?
    1. Yes, because it raises awareness about surveillance. The game advocates for thinking critically about authority and personal freedom.
  7. Describe the game in three sentences or in the form of a haiku.
    1. Eyes are always there
      Rules decide what you can do
      Freedom feels distant

Game Responses Week 4

Last Resort

Was it fun? Yes, I actually really enjoyed it

What were the player interactions? There are two players and we alternate turns and can take out each others pieces

How long did it take to learn? Pretty quickly for me since I knew how to play chess already

What was the most frustrating moment or aspect of what you just played? Honestly, I never got frustrated it was pretty straightforward for me

What was your favorite moment or aspect of what you just played? I liked the different dynamics of playing with different rules and having the civilians there, it just gave chess a cool flair

Was there anything you wanted to do that you couldn’t? Maybe have the Bleached team be a little less OP and see what that would do to the gameplay

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Give the Oiled side something a little different (or try to play against someone who does know how to play first)

Is this a game you would play again? Yes, I really liked it and would like to see how it could play out again

Analyze the game using the 3 act structure. 1) The setup and first moves 2) moving civilians and starting to get them back safe 3) total destruction begins when civilians start dying and the only way to win is total annihilation

What are the collaborative and or competitive aspects of the game? All competitive, you’re trying to win and at the beginning not kill civilians but whoever kills one first then the vibe shifts and it’s bloody war

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is a crisis of unmatched man power where civilians get caught in the crossfire, the mechanic of the civilian movement was intriguing to me

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

Civilians can die
Try to save them or you die
Kill them at your risk

Observance

Was it fun? Sort of, I don’t like long rules so that was not fun

What were the player interactions? Pretty in depth, asking questions and talking back and forth about stuff

How long did it take to learn? A while

What was the most frustrating moment or aspect of what you just played? Trying to remember all the little rules and stuff

What was your favorite moment or aspect of what you just played? It’s a neat concept and I like battleship so it had that element of gameplay

Was there anything you wanted to do that you couldn’t? Switch sides faster perhaps, I played as border patrol and didn’t get to play as the Mexicans

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Have a little more energy to fully get into the game, nothing with the game necessarily just when we played it

Is this a game you would play again? Maybe? If i didn’t have to go through all the set up again, but it’s intriguing so I might give it a second chance

Analyze the game using the 3 act structure. 1) Set up and hiding the different elements on respective “maps” 2) Asking questions back and forth and rolling the dice and doing our different moves 3) either finding the stuff or not and making it to the U.S. which is winning

What are the collaborative and or competitive aspects of the game? It’s mostly competitive, trying to be the one to get more immigrants to the U.S.

What is the game’s metaphor and which of the game’s mechanics standout? Getting immigrants into the US and defending against them coming in, interesting mechanic (which is also sort of a metaphor) would be that winning is depending on how many get in not how many you keep out, which is probably supposed to be part of the thought provoking idea

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

People coming in
Rolling dice finding location
Switching sides to win

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.

Reflection on Observance

  1. What made the experience fun or not? The instructions at first. Just a little confusing but overall it was fun
  2. What is the motivating factor to get or keep players playing? To try to get to the border
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Its to make you feel guilty about immigrants crossing the border.
  4. What is the game’s metaphor and which of the game’s mechanics standout? Run like the wind, and being able to move forward and back
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel bad for immigrants
  6. Is the game an activist game? If so what does the game play advocate for? It advocates for the border control to keep immigrants out.
  7. Describe the game in 3 sentences or in the form of a haiku. Stupid ah border

Week 3 Game Review

Games played:

Detroit Become Human:I have played this game previously, but I always sympathize with the game and the characters. By having the game be fpv, and your choices directly affect the character. For example, when we killed Todd (Alice’s dad) I didn’t feel sympathy because of his actions towards us (Kara) and Alice, hence us killing him felt justified. But with the interrogation between Connor and the android, I felt bad as there seemed to be motives and unfair treatment which lead to the murder. The game does a great job at making players sympathize with characters because of visuals, voice actors, and the choices.

Outer Wilds: While briefly playing the game, it seemed fun, due to the controls of the game, but it was difficult to play, at least for me. The brief part of the story I saw was that we were trapped in a time loop, trying to prevent something from happening. I figure if I could get into the story more, I would empathize with the story more, but personally, the controls are what ruined it for me.

2.5 Week 3 Games for Change Reviews

  • Detroit Become Human

1. What made the experience fun or not?

  • What made the experience feel fun was the fact that the narrative was able to connect in an emotional way as opposed to normal game play with their mechanics. the branching choices created a compelling story and Drew the user in.  overall I like the plot line and the fact that you can control the narrative while still having an underlying interesting storyline.

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

  • The biggest motorgating factor to keep playing was to see how the choices affected the outcome because there are so many branching paths there are so many endings which keeps the user drawn in because the story stays the same however we never quite know if that was the only ending. Honestly the game was really just investing in the storyline.

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

  • I would say the game is persuasive because it’s trying to get you to keep playing even during times when the game is not even being played it encourages the audience to feel more empathy and autonomy the idea of outside the game it encourages people to look at the way Society treats others even in real world issues like discrimination overall the game creates reflection. 

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The metaphor of the game symbolizes an oppressed population being the Androids and they’re Awakening to fight for their freedom challenging ideas of what it means to be truly human. The main mechanic that stands out is the branching Choice system that is best displayed by the flow chart this just completely drives the narrative and brings the user in to keep playing even after the game is finished.

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

  • The game play feels emotionally heavy intense because it invites the user to play a moral story as opposed to a typical action game and there’s a lot of pressure to make good choices to create change and fight oppression the game makes you feel empathy for a Marcus Cara and Connor by playing directly in their shoes.

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

  •  yes this is an activist game because it advocates for empathy  equity and equality by stepping you in the shoes of these other characters and their narratives overall this game  advocates for change.

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

Machines learn to feel
Choices ripple through futures
Freedom seeks its voice

  • Factorio

1. What made the experience fun or not?

  • What made the experience fun for me was the system design an automation because it created out of the spying game loops the idea of solving complex problems is engaging for audiences and it allows them to feel a sense of growth for simple actions overall the game is very rewarding.

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

  •  the motivating factor for this game was the idea of continuous Improvement there’s always a  way to make the game faster and more efficient which allows these user to be easily sucked in to so many hours of gameplay to achieve milestones.

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

  • The game isn’t persuasive but it encourages analytic thinking among the audiences as well as developing logistical problem solving skills.  I didn’t see them pushing any real world agenda outside of the game but it changes the way the user thinks and their daily lives.

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The game’s metaphor is a struggle for control over a complexity systems the idea of building and transforming chaos into order with structures to automate the process and amplify productivity. some of the standout mechanics come from the logistical systems like conveyor belts and transportation systems as well as blueprints that create reusable designs in a research Tech Tree to unlock more machines and capabilities.

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

  • The gameplay made me feel strategic and clever because of the balance of expanding Productions however the game did make me feel frustrated because have how out of control the systems can get but I do feel invested in the idea of continuous creation. 

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

  • I didn’t necessarily see the game as categorizing under an activist game where it’s more focuses on the industry and optimization of systems but outside of the game it advocates for reflection of our industrial growth and environmental impacts. 

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

Belts hum in rhythm
Machines crafted by thought’s fire
Order from chaos

  • Gris

1. What made the experience fun or not?

  • What made the experience fun was the art and animation and honestly the atmosphere that the game and music provided. if you like it took the user on an emotional Journey and was on a relaxing.

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

  • The motivating factor to keep playing was the emotional engagement in the ability taking more and it allowed me to feel encouraged to see how the journey would unfold and what relevant themes came up.

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

  • This game I would say is persuasive in a reflective and emotional way I don’t think you pushed any specific agenda but it encouraged players to think about grief and healing especially through visuals and narrative outside of the game I think it encourages users to bring introspection and empathy into their life.

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The game’s metaphor uses a progression from monochrome to vibrant colors which allows the user to better understand processing grief and emotions.  I think as a mechanic color but a huge role and emotional state as well as the ability to progression from like skills of floating swimming and singing which represented breakthroughs.

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

  • Playing this game I felt calm with the Aesthetics and the sound rather than challenged the game made me feel empathy for Grace and honestly myself and others cuz we all go through some form of Sorrow finger or despair.

6. Is the game an activist game? If so what does the gameplay advocate for?

  • I would not say this is an activist game it more so focuses on emotion exploration and the psychological experience rather than cause the gameplay does advocate for empathetic engagement with big themes like grief and acceptance.

7. Describe the game in 3 sentences or in the form of a haiku
Gray heart learns to breathe
Colors rise from silent pain
Hope walks in sunrise

  • Dumb Ways to Die

1. What made the experience fun or not?

  • I thoroughly enjoyed the game because of its quick reaction times and how short the games are.  especially someone who has ADHD and sometimes can’t stay on one thing for too long I felt like this was really engaging.

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

  • The motivating factor of this game is to keep beating your own high score and a variety of many games because the longer you survive the more characters you unlock and overall it’s just a chain of progression.

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

  • This game is definitely persuasive because of its original intent which was to create Public Safety to avoid dangerous and Reckless Behavior in your trains and other scenarios which I had no idea coming into the game. overall it’s just trying to get people to be a little more cautious and aware of their surroundings in real life. 

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The games metaphor and coincidentally is in the name Dumb Ways to Die because of how easy real life accidents can happen when people are not aware or careless.  I think the biggest mechanic within this game is the fast-paced mini games because it demands quick reflexes keeping each user on their toes and wear their surroundings. 

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

  • The gameplay made me feel panicked but also excited because of the Split Second reactions it forces honestly with the humor in this game I don’t really feel empathy for anyone it’s just kind of funny and ridiculous. 

6. Is the game an activist game? If so what does the gameplay advocate for?

  • Going back into an earlier question yes this is an actual activist game that advocates for safe Behavior especially around trains and public safety hazard Lego listed influence real world behavior and great change. 

7. Describe the game in 3 sentences or in the form of a haiku
Beans wobble and fall
Tap fast, avoid silly ends
Learn to stay alive

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.

Week 3 — Games for Change: Sarah Juristy

Thoughts on What We Played in Class

Dumb Ways to Die
This game uses repetition, humor, and fast failure to build awareness through habit formation. Instead of lecturing players about safety, it creates quick cause-and-effect loops that reinforce attention and caution. Its strength is that the message is embedded in player action rather than text or narrative explanation.

Fake It to Make It
This game is effective because it makes the player directly responsible for spreading misinformation. The mechanics demonstrate that harmful systems can grow because they are efficient and rewarding, not necessarily because participants are malicious. The uncomfortable feeling of succeeding through unethical strategies is part of the persuasive design.

Cards Against Calamity
This game works as a social reflection tool. It uses humor to reduce player defensiveness while encouraging discussion about serious topics. Its effectiveness depends on the group dynamic, but it can create opportunities for players to confront difficult realities through conversation and shared reaction.

Cast Your Vote
This game helps players understand civic participation by breaking complex systems into understandable steps. It reduces intimidation around voting by making the process feel manageable and procedural rather than abstract or overwhelming.

Detroit: Become Human
This game builds empathy through branching narrative and consequence visibility. Players see how social systems, prejudice, and power structures influence available choices. The game is most effective when it forces players to live with the results of their decisions rather than offering easy moral victories.

Gris
Gris communicates emotional experiences through visual and mechanical design rather than direct storytelling. It encourages emotional reflection and demonstrates how games can create empathy through mood, pacing, and environmental interaction.

Outer Wilds
Outer Wilds builds empathy through discovery and perspective. Players gradually understand the lives and histories of others through exploration. The game emphasizes curiosity, humility, and acceptance rather than competition or dominance.

Five Game Ideas Around Empathy

Borrowed Minutes
Players have a limited number of daily actions that must be divided between work, health, relationships, and survival tasks. The game builds empathy by showing how limited time resources force difficult life tradeoffs.

Signal Lost
Players cooperate while dealing with incomplete communication. One player has information but limited ways to share it. The game builds empathy for communication barriers and information overload.

The Room Next Door
Players live in a shared building and learn about neighbors through small interactions and environmental storytelling. The game teaches empathy by showing how behavior often has hidden context.

Care Cycle
Players manage community wellbeing using limited support resources. The game demonstrates how systems, not individual choices alone, shape outcomes.

Alternate Reality Game — Kindness Protocol
Players complete real-world empathy challenges delivered through text, QR codes, or hidden messages. The game tracks participation through real-world interactions, encouraging empathy through behavior practice rather than simulation alone.

Rule Set + Prototype Plan (Closed Loop)

Game Concept — Closed Loop

Closed Loop is a systems management game where players run a fully closed city ecosystem. Nothing can leave the system, meaning every product eventually becomes waste that must be processed, stored, or converted into new resources. The goal is to maintain population wellbeing while preventing environmental system collapse.

Objective

Players attempt to maintain population stability and environmental balance over a fixed number of rounds. Winning is based on long-term sustainability rather than short-term growth.

Players / Time

2–4 players
30–45 minutes

Core Resources

Population
Energy
Materials
Waste
Stability (tracks system health)

Turn Structure

Each round represents one operational cycle. Players produce goods, support population needs, and manage waste processing. At the end of each round, waste converts into environmental pressure if not processed.

Core Rules

Every production action generates waste tokens that enter the system on the next round. Waste can be converted into energy or materials, but conversion is inefficient. If waste storage exceeds capacity, system stability decreases. If stability reaches zero, the city collapses.

Players can invest in infrastructure upgrades that increase efficiency, but upgrades require multiple rounds to complete and temporarily reduce available resources.

Prototype Version 1 (Paper Test)

The first prototype will use index cards for buildings and systems, tokens for resources, and a simple stability tracker. The focus of testing will be whether players clearly feel tension between short-term production and long-term sustainability.

Iteration Plan

After the first playtest, adjustments will focus on making long-term consequences more visible. If players ignore sustainability without immediate penalty, delayed consequences will be made stronger or more predictable. If players feel overwhelmed, resource categories will be simplified to maintain decision clarity.

Playtest Goal for 2.19

The goal is to confirm that players experience meaningful tradeoffs between growth and sustainability and understand the closed system concept without needing long rule explanations.

Reading Questions (Flanagan Chapters 1 and 3)

How does Flanagan’s definition of games differ from Crawford and Salen/Zimmerman?
Flanagan frames games as cultural tools that can challenge norms and create reflection. Crawford focuses on structural properties like interaction and conflict, while Salen and Zimmerman define games as rule-based systems with measurable outcomes. Flanagan expands the purpose of games beyond structure into social and cultural impact.

What is an activist game?
An activist game is designed to influence awareness or behavior around real-world issues. It persuades through systems and player participation rather than direct messaging.

What other games share perfect information?
Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris are all perfect information games because all players can see the full game state at all times.

Why did chance games hold spiritual importance?
Chance outcomes were often interpreted as fate or divine will, making gambling or randomization tools part of spiritual or ritual decision-making.

Earliest conflict between religion/government and games + modern examples?
Early conflicts centered on gambling and dice. Later examples include pinball bans and cultural panic around role-playing games like Dungeons & Dragons.

What is a fox game? Modern example?
Fox games are asymmetric chase games with one powerful player versus many weaker players. Modern asymmetric multiplayer games follow similar design patterns.

Purpose of Mansion of Happiness?
It was designed to teach moral behavior through gameplay, rewarding virtue and punishing vice.

Why did Surrealists and Fluxus artists play games?
They used games to challenge logic, social norms, and traditional art boundaries while encouraging creative participation.

What signals profound changes in games? WWII pinball reskins?
Changes in rules, goals, and rewards signal deeper meaning changes. WWII pinball machines were reskinned with wartime imagery and messaging.

What statements did Fluxus artists make by reskinning games?
They showed that social and economic systems are built from changeable rules, not fixed realities.

How are artists using war games?
They repurpose conflict systems to critique power, violence, and social structure.

Why is player agency important?
Agency allows players to experience consequences of decisions directly, making critical messages more impactful.

WEEK 2 — Persuasive Games: Sarah Juristy

Five New Persuasive Game Ideas

1. Climate Change — Closed Loop

Core Mechanic Inspiration: Lifecycle conversion systems (waste → resource → population support → waste again)

Game Idea:
Players manage a self-contained city where nothing can leave the system. Every product eventually becomes waste that must be processed back into usable material or energy.

Persuasive Goal:
Show that waste doesn’t disappear; it only changes form and must be accounted for somewhere in a system.

Key Mechanics:

  • All items generate delayed waste tokens
  • Waste can be processed into low-quality materials or energy
  • Overproduction causes long-term system slowdown
  • Players must design sustainable production chains

Why It Persuades:
Players experience environmental cost as a system pressure rather than a moral message.

2. Energy Use — Peak Demand

Core Mechanic Inspiration: Resource spike / stress testing systems

Game Idea:
Players run a regional energy grid trying to survive unpredictable demand spikes caused by weather, population growth, and emergencies.

Persuasive Goal:
Demonstrate that energy infrastructure must balance reliability, cost, and sustainability.

Key Mechanics:

  • Power sources have ramp-up times
  • Cheap energy sources cause pollution penalties later
  • Renewable sources require storage planning
  • Sudden demand events force hard tradeoffs

Why It Persuades:
Shows energy transition is a systems engineering challenge, not just a moral choice.

3. Political Influence — Information Economy

Core Mechanic Inspiration: Resource transformation (information → influence → control → instability)

Game Idea:
Players manage a media network competing for attention while trying to maintain credibility and long-term audience trust.

Persuasive Goal:
Show how misinformation spreads because it is efficient and profitable short term.

Key Mechanics:

  • Sensational content generates fast engagement
  • High engagement reduces long-term trust stability
  • Low trust creates volatile audience behavior
  • Fact-checking costs time and reach

Why It Persuades:
Players feel why low-quality information systems can dominate healthy ones.

4. Water Scarcity — Allocation Protocol

Core Mechanic Inspiration: Hard ration + multi-system dependency

Game Idea:
Players manage water distribution across farming, housing, industry, and healthcare sectors during a long-term drought.

Persuasive Goal:
Show how infrastructure decisions create cascading human consequences.

Key Mechanics:

  • Every system depends on water differently
  • Cutting water creates delayed secondary crises
  • Infrastructure upgrades take multiple turns to complete
  • Emergency reserves create future shortages

Why It Persuades:
Players experience how infrastructure fragility creates social instability.

5. Food Ethics / Population Consumption — Protein Directive

(Light Soylent-style inspiration mechanically — population feeding efficiency vs ethics vs sustainability)

Core Mechanic Inspiration: Population processing efficiency optimization

Game Idea:
Players manage food production for a massive population using increasingly efficient but morally questionable food technologies.

Persuasive Goal:
Explore how efficiency pressure can lead to ethically uncomfortable systemic decisions.

Key Mechanics:

  • Food sources vary by:
    • Yield efficiency
    • Public approval
    • Long-term health outcomes
  • Hidden system cost mechanics
  • Population satisfaction vs survival tradeoff

Why It Persuades:
Players experience how large-scale systems reward efficiency over ethics.

Rewrite Endless Game Idea as Persuasive Game

Original Endless Game Concept

Endless resource accumulation / score growth game where the player continuously expands wealth and inventory with no natural stopping point.

Persuasive Version — Antique Tycoon

Concept:
Player runs an antique acquisition and resale empire, constantly buying, restoring, and flipping historical objects to grow profit and reputation.

Persuasive Message:
Cultural preservation and historical artifacts often become commodified, where monetary value can conflict with historical, ethical, or cultural value.

New Mechanics

Artifact Source System

    • Estate sales (ethical, low rarity)
    • Private collectors (expensive, high authenticity)
    • Gray market dealers (high rarity, ethical risk flags)

Historical Integrity Meter

    • Over-restoring items increases sale price
    • But reduces historical authenticity score
    • Museums and historians may blacklist player

Market Trend Pressure

    • Players pushed to sell historically important items during hype cycles
    • Holding items preserves history but risks financial loss

Reputation Split System

    • Commercial Reputation → unlocks buyers and investors
    • Preservation Reputation → unlocks grants, museum partnerships, academic value

Endless Growth Pressure

    • Rent, staff, and storage costs scale infinitely
    • Forces constant acquisition and resale cycle

Players experience how markets can pressure owners to treat history as inventory.
The game does not tell players what is ethical or unethical; instead, it creates systems where players feel tension between preservation and profit.

The endless growth structure reinforces the idea that once a system is built around profit and expansion, it becomes difficult to slow down or prioritize non-financial values.

Reflection on Played Games

The McDonalds Game

The game is effective because it exposes hidden supply chain decisions through gameplay. Players quickly realize that maximizing profit requires making ethically questionable decisions somewhere in the system. The game persuades through player participation in the system rather than direct messaging.

Intergroup Monopoly

The game demonstrates systemic inequality by starting players with different rules and advantages. Instead of explaining inequality through text, it allows players to experience unfair systems directly, which creates a stronger emotional and cognitive understanding. Playing as a minority had me in jail most of the game, more aware of the games skew than other player may have been whilein play.

Cool Spot

This game works as an advergame because it prioritizes fun gameplay first and brand exposure second. Players build positive associations with the brand through repeated exposure during enjoyable gameplay rather than through forced advertising.

Reading Questions

From Chapter 1

How does Mary Flanagan’s definition of game differ from Chris Crawford’s and Salen & Zimmerman’s?
Mary Flanagan defines games more broadly as cultural tools that can be used to question social norms, explore values, and create critical reflection. Her focus is not just on what games are structurally, but what they can do culturally and politically. Chris Crawford focuses more on structural features like representation, interaction, conflict, and safety, treating games as designed systems with clear boundaries. Salen and Zimmerman are even more structurally focused, defining games as rule-based systems with artificial conflict and measurable outcomes. In short, Flanagan expands games into expressive and critical media, while the others focus more on formal system structure.

What is an activist game?
An activist game is designed to influence real-world thinking about social, political, or ethical issues. Instead of focusing only on entertainment, activist games attempt to raise awareness, encourage empathy, or prompt behavior change. These games often simulate systems or lived experiences so players can understand complex issues through participation rather than through passive learning.

From Chapter 3

What other games share perfect information besides Go and Chess?
Other perfect information games include Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris. In these games, all players can see the full game state at all times, and there are no hidden cards, secret information, or random chance affecting the game state.

Why might chance or gambling games hold spiritual or religious importance in ancient cultures?
Chance-based games were often connected to spiritual belief because randomness was interpreted as fate, divine will, or communication from supernatural forces. Tools like dice, bones, or casting lots were sometimes used for decision-making because outcomes were believed to reflect guidance from gods or spiritual powers rather than human choice.

When was the earliest battle between government or religious groups and games, and what modern games have been banned or demonized?
One early conflict involved religious condemnation of dice and gambling, which were often associated with sin or moral corruption. In more modern history, pinball was banned in several U.S. cities in the 1940s because it was considered gambling and a corrupting influence. Later, games like Dungeons & Dragons were demonized during the Satanic Panic, and some violent video games have faced bans or restrictions in certain countries due to concerns about violence or social influence.

What is a fox game, and what is a modern example?
A fox game refers to traditional asymmetric games like Fox and Geese, where one powerful player competes against many weaker players working together. The single player usually tries to eliminate opponents, while the group tries to trap or restrict the stronger player. Modern asymmetric multiplayer games follow similar structures, such as one-versus-many survival or hunter-versus-group game formats.

What was the purpose of The Mansion of Happiness?
The Mansion of Happiness was designed as a moral teaching game for children. It used movement along a path to represent moral progress, rewarding virtuous behavior and punishing immoral behavior. The game was meant to teach religious and social values through gameplay rather than direct instruction.

Why did Fluxus and Surrealist artists play games, and why did Surrealists think games might help everyone?
Surrealists used games to disrupt logical thinking and access subconscious creativity. They believed structured play could help people break free from social conditioning and rational constraints. Fluxus artists used games to challenge the boundaries between art and everyday life, often turning ordinary actions into artistic experiences and questioning what qualifies as art or performance.

Changes in what can signal profound changes in games, and how were pinball games reskinned during WWII?
Major changes in rules, goals, player roles, or scoring systems can signal deeper changes in how a game functions and what it represents. During World War II, some pinball machines were reskinned with patriotic or military imagery by replacing artwork, renaming machines, and repainting playfields to reflect wartime themes and cultural messaging.

What statements did Fluxus artists make by reskinning games like Monopoly and ping pong?
Fluxus artists used reskinned games to show that systems like capitalism, competition, and social structures are built on arbitrary rules that can be changed. By modifying familiar games, they encouraged players to question the assumptions behind everyday systems and think critically about power and structure.

How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
These artists often use war game structures to critique power, conflict, and social systems. Some reinterpret strategic games like chess to explore culture, perception, and politics, while others modify competitive systems to explore cooperation, peace, or alternative social structures. By changing rules or presentation, they encourage players to rethink conflict and competition.

Why is player agency important in critical or serious games?
Player agency is important because critical games rely on player choice to create meaning. When players make decisions and experience consequences directly, they are more likely to reflect on the system being simulated. Without agency, a game becomes more like a lecture, but with agency, players participate in the argument the game is making.