- what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?
I have played a lot of learning games – they might be my favorite type of games actually, especially when it comes to language learning these days – Duolingo, Mango, Busuu, Mavis Beacon (in middle school), kahoot, fact-matching/quizlet sort of things, I also played a lot that I can no longer remember the names of pretty much from pre-school throughout high school- I would say most games were behaviorist in nature; learning through a game-like atmosphere but still focused around the actual learning of material but a little more fun (like what Amy Bruckman was talking about – a few were social nature too I would say – I think behaviorism is the most effective in actually learning material for me at least - 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 argues that companies often use “games”, but really just superficial game elements to different products/sights, as marketing strategies and they are really not effective, meaningful , and motivating as games can be. I think I do agree with this logic – I don’t think that every single games has to be this whole thought-out experiential and designed masterpiece, but really stupid or badly designed games shouldn’t be slapped together to gain viewership/sales, etc. I have definitely experienced these sort of “bullshit” games that really aren’t effective and make you more annoyed than engaged. In school, we used to play free games online that were often sponsored or education based and they were mostly super dumb, we played them anyways because of boredom but really they were not really effective or that fun. - What is a serious game and why aren’t they chocolate covered broccoli?
Serious games are more than serious topics disguised as fun games (or “chocolate covered broccoli”), they are generally for education, training, or raising awareness rather than simply fun and entertainment. Good serious games integrate the education into the gameplay – if the serious part is disguised users can generally tell, so incorporating it fully makes it more intentional and meaningful and if done well, it won’t taste like chocolate covered broccoli.
Week 7 Questions
Spoon Buffet
Keep Talking and No One Explodes
- I love a puzzle game and like high stakes competition games so this was something I really enjoyed, the learning curve compared to the time given seems difficult to overcome. Especially for people who have never used VR and have to get used to the mechanics, and it seems like having time to familiarize yourself with the different modules and puzzles would help immensely for this game.
- You are trying to keep yourself from exploding, so there is a countdown timer which is a fairly effective motivator for the right people, and there are also additional markers, like flashing red lights in the room, or strikes being counted on the bomb itself.
- I don’t know if it’s necessarily meant to be persuasive towards anything in particular. It feels more like an instructional, collaborative, team-building kind of game rather than persuasive. A game meant to test how you perform under pressure and take directions from others.
- To keep calm under pressure, and maybe make you more of aware of how you interact with others in a team setting, or how you react when taking directions from someone else. I haven’t really done a lot of VR gaming so a lot of the mechanics kind of stood out for me. It was a learning curve to figure out how to interact with the graphics themselves and then the objects inside the game, learning how to pick the bomb up and move it around, and then how to interact with the different modules.
- I was excited about the gameplay because I like games like that and puzzles, I wasn’t like tense or as stressed about the time limit as maybe the designers would want you to be, but I definitely still felt a sense of wanting to get the challenge done in time. I think I actually felt the most empathy for the people who had to give the instructions that seemed like the most stressful job.
- It doesn’t feel much like an activist game to me.
- Try not to blow up.
Be quick. Time is running out.
5,4,3,2,1.
5 game simulation ideas.
-Some sort of restaurant industry simulation, where you get to experience either being in the kitchen or a server, and get to deal with timed pressure scenarios, chaotic and dangerous surroundings, maybe intense authority figures, and a range of customers experiences that simulate real-life scenarios.
-A media literacy simulation where you are in charge of running a social media page, or like entertainment/news site. You are given options for things to post that could be light-hearted, humorous, feel good, real news, fake news, propaganda, or ads. So you can choose a specific vibe to curate on your site, or you could branch out and post a variety of things. But every time you post you get feedback, ratings, and an influence score from “viewers”. So it would track engagement, fact checks, and your growth.
-A game that highlights sensory issues with neurodivergence Players complete simple tasks but some players receive overwhelming instructions, some get conflicting rule, some can’t speak, or some must follow very rigid constraints. There could also be obstacles like amplified ambient sounds and noise, lights flicker, or NPC speech overlaps.
– A game that highlights how people of different genders, races, disabilities experience public spaces. Switch between perspectives within a populated city area during the day or maybe navigating city streets at night.
– A simulation that portrays either how certain people with privilege or influence can affect things. Or maybe its about the power of speaking out but when words are spoken certain avatars experience their words. Words expand into architecture, building bridges and pathways to move you forward and for other avatars words dissolve mid-air, echo but don’t land, build things much slower, or unstable architecture, make certain obstacles appear. - Fragment into static.
Spoons Card Game
Week 6 Simulation – Discussion Response
Thoughts on Keep Talking and Nobody Explodes
Playing Keep Talking and Nobody Explodes in class was a really interesting example of simulation through communication and cognitive task management. Since I played as the person with the bomb manual rather than the person in VR, the experience focused heavily on interpretation, translation of instructions, and clear communication under pressure.
What stood out most is how the game simulates real-world high-stress teamwork. The person with the manual has access to the information needed to solve the problem, but cannot see the bomb itself. Meanwhile, the VR player can see the bomb but does not understand how to solve it. The challenge becomes less about technical skill and more about how effectively players can communicate complex information quickly and accurately. Based on the complexity alone, I knew Mason was not winning.
This is similar to real-world professions where people must coordinate under pressure, such as emergency response, aviation, or medical teams. The game forces players to develop shared language and strategies quickly. Miscommunication becomes the biggest threat, which highlights how important clear instructions and teamwork are in high-stakes environments.
The game also reflects ideas discussed in Cognitive Task Analysis because players must break down complicated tasks into smaller steps and communicate those steps clearly. Even though it feels like a party game, it actually models real cognitive processes involved in teamwork, problem-solving, and stress management.
Five Simulation Game Ideas
1. Astrology Systems Simulation ; Cosmic Blueprint
Players generate a birth chart (roll dice to generate) that determines personality traits, emotional tendencies, and life timing cycles.
Planetary alignments influence how characters react to events like career opportunities, relationships, or stress. For example:
- Strong Mars placements make bold decisions easier but increase conflict.
- Heavy Saturn placements create early obstacles but stronger long-term rewards.
Players navigate life events while learning how their astrological placements shape different outcomes.
Simulation focus: identity systems and symbolic frameworks.
2. Cozy Living Simulation ; Slow Days
Inspired by IdleLife and Paralives, this simulation focuses on slow living and cozy daily routines rather than productivity or wealth.
Players manage a small life centered around comfort, creativity, and balance. Instead of chasing success metrics, the goal is maintaining a peaceful lifestyle.
Players spend time doing activities like:
- Gardening
- Cooking simple meals
- Decorating their home
- Reading, journaling, or crafting
- Spending time with friends or neighbors
Time moves slowly and seasons change. Overworking, social burnout, or ignoring rest will disrupt the cozy balance.
Simulation focus: emotional wellbeing, rest culture, and slow living.
3. Off-Grid Living Simulation ; Cabin in the Woods
Players move to a remote cabin and attempt to live sustainably without modern infrastructure.
Players must learn to manage:
- Water collection and purification
- Growing food and preserving harvests
- Wood chopping and fire maintenance
- Solar energy management
- Weather and seasonal survival
Unexpected events like storms, wildlife encounters, or crop failures require adaptation.
The game emphasizes patience, resilience, and learning practical skills rather than constant progression.
Simulation focus: self-sufficiency and sustainable living.
4. Memory Preservation Simulation ; Archive of the Ordinary
Players act as archivists trying to preserve everyday human memories before they disappear.
Instead of famous events, the memories are small personal moments:
- A voicemail from a loved one
- A handwritten recipe
- A childhood playground
- A favorite diner booth
Players choose which memories to record and preserve before they fade away.
If too many memories disappear, entire parts of the world slowly vanish.
Simulation focus: cultural memory and the importance of ordinary moments.
5. Algorithm Life Simulation ; The Feed
Players live in a world controlled by invisible recommendation algorithms.
Every choice—videos watched, articles read, posts liked—changes what information appears next.
Over time, the algorithm begins narrowing the player’s worldview. News, friends, and opportunities become filtered through the system’s predictions.
Players must deliberately break their patterns to escape the algorithm’s control.
Simulation focus: digital culture and algorithmic influence on identity and belief.
Andrew H week 6 Questions
Week 6 Questions
5 Simulation Games
- Workplace Bias Simulator
Players take on the role of a hiring manager reviewing resumes. Subtle differences (names, schools, gaps in employment) influence candidate perception.
Goal: Reveal unconscious bias and show how structural inequality affects hiring decisions.
- Living Paycheck to Paycheck
A month-long budgeting simulation where players manage rent, food, transportation, medical bills, and surprise emergencies.
Goal: Show how poverty isn’t about “bad choices” but limited options and systemic barriers.
- Social Media & Identity Simulation
Players create a profile and make posts while managing peer approval, family expectations, and professional consequences.
Goal: Explore speech communities, identity performance, and social pressure (ties nicely to your sociology themes).
- Immigration Journey Experience
Players navigate paperwork, language barriers, job searching, and cultural adaptation in a new country.
Goal: Build empathy for immigrants and demonstrate structural challenges beyond individual effort.
- Campus Power & Privilege Game
Players experience college life from different perspectives (first-gen student, wealthy legacy student, working parent, etc.). Access to internships, networking, and free time varies.
Goal: Show how opportunity is shaped by social capital, not just motivation.
Game Response Week 6
Keep Talking and Nobody Explodes
- What made the experience fun or not? Virtual environments are fun cause we don’t get to play with them very often – I like the collaboration aspect of having to both describe two different things which don’t match but work together to solve a problem
- What is the motivating factor to get or keep players playing? To figure out how to not die and blow up – seeing if you can work together well
- Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t really call it persuasive per say, but it makes you realize how difficult it can be to successfully work together on things
- What is the game’s metaphor and which of the game’s mechanics standout? the metaphor is diffusing a bomb and working together, the mechanic of both players seeing two different things to accomplish the same goal is intriguing and makes it difficult yet fun
- How does the gameplay make you feel? Who does the game make you feel empathy for? It made me feel a little stressed and panicked, but mostly exhilarated to try and be a successful bomb diffuser, it makes me feel empathy for real bomb diffusers
- Is the game an activist game? If so what does the game play advocate for? It is not an outright activist game in my opinion, but if it was it advocates for clearer communication and thinking quickly in necessary tense situations
- Describe the game in 3 sentences or in the form of a haiku.
Confusing manual
A box with mini puzzles
Communicate or die
Also started my podcast game Children of the Sky – I haven’t played it enough to get a feel for it but it’s supposed to be an environmental impact activist game about spreading light and hope to darkness and we will see how that works – it does make me feel nice though
Keep Talking and Nobody Explodes: Game Reflection
- What made the experience fun or not?
The game is fun because it is very intense and chaotic in a good way. Everyone has to talk fast, listen carefully, and stay calm while the timer counts down. It can also be frustrating when people panic or misunderstand each other, but that stress is part of what makes the game exciting and memorable.
- What is the motivating factor to get or keep players playing?
The main motivation is teamwork and pressure. Players want to improve their communication.
- 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 shows how important clear communication and trust are. Outside of the game, it encourages players to listen better, explain things clearly, and stay calm under pressure.
- What is the game’s metaphor and which of the game’s mechanics stand out?
The bomb is a metaphor for high-stress situations where mistakes have serious consequences. The standout mechanic is that only one player can see the bomb while the others can only see the manual.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
The gameplay makes you feel anxious, rushed, and sometimes overwhelmed. The game makes you feel empathy for the bomb defuser because they are under constant pressure and depend entirely on others for help.
- Is the game an activist game? If so, what does the game play advocate for?
The game is not an activist game in a political sense, but it does advocate for cooperation and communication. It promotes teamwork, patience, and shared responsibility. It shows that success comes from collaboration rather than individual control.
- Describe the game in a haiku
Wires, beeps, ticking clock
Voices overlap in panic
Trust defuses fear
Spoon Buffet
Players: 2–5
Time: 15–20 minutes
Goal: Manage your daily energy (“spoons”) wisely and finish the game with the most spoons preserved, without burning out.
Theme: What Are “Spoons”?
Spoons represent mental, emotional, and physical energy.
You start each day with a limited number. Some things cost spoons, others restore them—and ignoring your limits has consequences.
Card Types
- Task Cards
Work, School, Chores
→ Cost spoons to complete - Self-Care Cards
Sleep, Exercise, Mindfulness
→ Restore spoons - Support Cards
Friends, Therapy, Family
→ Protect spoons or help counter Stress - Stress Cards
Anxiety, Overcommitment, Unexpected Events
→ Drain spoons unless managed
Setup
- Shuffle the full deck.
- Each player starts with:
- 10 spoons (use tokens, paper, or a tracker).
- Deal:
- 2–3 players: 7 cards each
- 4–5 players: 8 cards each
- Keep spoons visible to everyone.
Gameplay (Drafting Rounds)
Each round represents one day.
- Choose One Card
- Look at your hand.
- Secretly choose one card to play face-down.
- Reveal & Resolve
- All players reveal cards simultaneously.
- Apply effects immediately:
- Pay spoon costs
- Gain spoons
- Trigger stress effects
- Pass the Hand
- Pass remaining cards:
- Left on odd-numbered rounds
- Right on even-numbered rounds
- Pass remaining cards:
- Repeat until all cards in hand are played.
Card Effects
Task Cards
- Cost 1–3 spoons
- Worth points only if you can afford them
- If you cannot pay → take Spoon Debt (see below)
Self-Care Cards
- Restore 1–3 spoons
- Cannot raise you above your starting max (10 spoons)
- Multiple self-care cards stack
Support Cards
- Protect against Stress cards
- May:
- Reduce spoon loss
- Cancel a Stress card
- Be shared with another player (card text specifies)
Stress Cards
- Force spoon loss unless countered
- Some require another player’s involvement:
- Example: Overcommitment → another player must give you a Support card or you lose extra spoons
- If no help is given, consequences increase
Spoon Debt (Burnout Mechanic)
If you ever drop below 0 spoons:
- Take 1 Spoon Debt token
- Immediately reset to 0 spoons
- Each Spoon Debt = –2 points at the end of the game
Message: You can push through… but it costs you later.
End of Game & Scoring
When all drafting rounds are complete:
- +1 point for each spoon you have left
- –2 points for each Spoon Debt token
- Bonus points (optional):
- +2 points for balanced play (at least one Task, Self-Care, and Support card played)
Highest score wins.
Week 6 Mason Tosadori
- What made the experience fun or not? KEEP TALKING AND NO ONE EXPLODES
The experience was fun whenever you actually completed a part of the puzzle, but other than that it can be a little frustrating. Since I was the one in the goggles and not giving the instructions, I felt annoyed by waiting to be told what to do, and especcially annoyed when the information they give me is wrong. It seems really simple to me cause I just listen to the instructions, I don’t have to think.
- What is the motivating factor to get or keep players playing?
The motivating factor is to try and succeed to defuse the bomb within the time limit. The players want to keep trying after failing. The instructions become more clear with the more practice you get with the game, which makes you feel like your getting closer to winning with every attempt.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
I don’t think the game is trying to be persuasive, it seems more like a rage game or party game where its supposed to induce chaos and frustration. Maybe it’s trying to get people better at listening as well as better at giving instructions.
- What is the game’s metaphor and which of the game’s mechanics standout?
The games metaphor has to do with working with a partner. Maybe it means that working with others can be difficult, but sometimes its needed. The mechanic that standsout is the fact that you need to have someone else to play. The game is multiplayer but not in the typical sense where you share a screen and play together, this game has someone playing the game, and someone reading the book.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
The gameplay can make everyone feel frustarated. The player gets upset because they arent getting the right directions, and the book reader gets upset because they have a book with difficult instructions that are hard to understand, especially since you can’t see the bomb. The game makes empathy for people who work understress and people who have issues with communication.
- Is the game an activist game? If so what does the game play advocate for?
I don’t think it is. If anything maybe its for having people understand the stress that bomb squads go through, but I think that’s a stretch.
- Describe the game in 3 sentences or in the form of a haiku
you have 5 minutes, work with your teammate or else, you will blow up too
5 simulation idea
- A game where you take a test in class but you have to cheat to try and pass
- A game where you are an emergency responder and have to dispatch help
- A farming simulator where you have to go around and feed livestock and take care of plants
- an inventory managment game where you have to look at patterns and keep your store stocked, (supply and demand)
- A firewatch game where you sit in a tower and have to make radio calls and prevent fires/put them out
Game Design 2 Simulation ideas
Pet Adoption Simulation
You volunteer at an overcrowded animal shelter.
VR Mechanics:
- Feed, groom, and medically assess animals
- Learn each pet’s personality traits
- Match them with adopters based on compatibility
- Physically kneel to comfort scared animals
- Hand-feed or gently brush fur using motion controls
- Heartbeat audio when animals feel safe
Horror Vr Game Abandon Hospital
VR Mechanics:
- You explore a condemned hospital overnight.
- Ghosts are tied to unresolved stories.
- You piece together what happened through environmental clues.
- Instead of fighting ghosts, you calm them by uncovering truth.
Coral Reef Simulation
VR Mechanics:
You’re restoring a dying reef ecosystem.
- Plant coral fragments
- Remove invasive species
- Monitor water temperature & pollution
- Protect reef from storms
Space simulation vr game
VR Mechanics:
- Exit the airlock
- You’re a space station repair technician orbiting Earth.
- Tether yourself
- Repair satellites and station panels
- Monitor oxygen and suit integrity
- Full 360° zero-gravity movement
- you push off surfaces to move.
Collaborative Baking Game
VR Mechanics:
- Ingredients float away if not secured
- One player stabilizes gravity controls
- One mixes
- One bakes
- Timed customer orders
- Flour clouds float everywhere. Someone always drops the cake.
Game Design 2 Week 6 Simulation
Aleah Dudek
Keep Talking No one explodes
- What made the experience fun or not? The game is fun because it forces intense communication under pressure. It can become frustrating if communication breaks down or if players don’t listen carefully.
- What is the motivating factor to get or keep players playing? The challenge of increasingly complex bomb modules. The communication can become very difficult if the other player isn’t good at directions.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it persuades players to value clear communication, patience, and collaboration. In the real world it can help players inhabit listening skills, strategy, and staying calm under stress.
- What is the game’s metaphor and which of the game’s mechanics standout? High stakes problem solving depends on communication, not individual intelligence. Bouncing back and fourth between the players and how easily one explains what they see and how well the other follows direction.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me stressed , but also watching other people play is kind of humorous as you sort of watch them struggle in the game. It makes you feel empathy for the one trying to describe the situation since they can’t directly see what’s going on.
- Is the game an activist game? If so what does the game play advocate for? I don’t think its necessarily and activist game, but I think it can sort of advocate foe collaboration under stress, and how to learn ti work in those situations.
- Describe the game in 3 sentences or in the form of a haiku. Ticking wires and fear
Voices clash, pages turning ,
Trust defuses time.
Game Maker’s Play Test Notes: Bad Advice
- What questions did your players have?
The players had questions regarding how to determine the winner. - How quickly did they learn to play?
I would say it took the players about 10 minutes to learn, even though the directions were quite confusing. - What kinds of interactions did the players have?
The players interacted with the judge each round when deciding who had the best advice card and reality check card. - What confused players?
The confusion stemmed from the game’s objective, as the notes indicate the need to “Fix the rules” and clarify that the objective is to be the best therapist to gain points, while “winning bad therapist is losing points.” - What made players excited?
What made players most excited was getting to sift through each different type of prompt that they could choose from. - What did your players enjoy doing?
The players enjoyed selecting funny advice cards. - Did any aspect of the game frustrate players?
The biggest frustrating aspect was understanding the rules, which I was working on defining. The point of confusion about the rules and winning conditions. - What did your players learn /take away from your game? Was that what you intended?
Players learned good coping skills and elements to make it through life. - What is your plan to address player questions, confusion, and frustration?
The plan includes to “Fix the rules,” clarify the objective as being the best therapist to gain points, and to clarify that winning “bad therapist” is losing points. The game will be structured to have one round of bad advice and one round of good advice, using sets of good and bad advice cards. Mechanical changes include having players “play two cards every turn,” setting the “hand limit go down to three cards,” and possibly replenishing cards when a player is down to one. The round itself will change to first picking the best advice and then redoing the round with a “reality check” card to leave room for open discussion. - If your players didn’t get your intended message, what will you change?
The change plan involves new scoring and mechanical considerations: the objective is to be the best therapist to gain points, with the advice card winning three points, the reality check card winning five points, and all points being added up at the end of the game to see who wins. Other changes include keeping the “prompt card” if a player wins the reality check round, and keeping the “bad advice card in a separate pile to keep track of.” For inspiration, the designer plans to look at the game Gloom and look up the game Wavelength.

