Week 4 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? the most memorable was Mavis Beacon Typing and speed math tests in elementary school. Both of these were behaviorist. Essentially, the goal of both was to make you more effective and fast at a skill.
  • 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? Bogust believes that marketing has abused the use of gamification in their business strategy. I disagree with him. I think that applying gamification to business strategy motivates workers and sets practical goals and milestones. Outside of class, I have seen gamification in some e-commerce apps – specifically temu and shein. They utilize mini games in apps to trick users to think they can earn and win free items (when in reality they need to share the app or do some outside marketing for them to win the items). They also use check-in bonuses and points systems.
  • What is a serious game and why aren’t they chocolate covered broccoli? a serious game is a game are intended for education or professional development. Matthew Farber believes chocolate-covered broccoli games are those that poorly engage users and have bad design. Perhaps they do not have game mechanics that are on par with main stream games.

Week 4 Post

Alana Tush

Crossing the bridge thoughts- I wasn’t in class so I didn’t get to see it played, but I looked up images and it looks similar to some of the other games as have looked up where you have to walk and maneuver through things with the character. It also looks similar to some modern-ish games like stick ninja or something.

What learning games have you played?

Cool math games is still fun and sum dog used to be the shit in elementary school. At the time I didn’t think I was actually learning anything or at least practicing math but it is an effective way to keep kids sharp. While I liked cool math games better, I think sumdog was a better learning game because it wasn’t as broad as cool math games.

What is ian bogost’s argument and do you agree?

His argument is that “gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is video games and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.” I agree with him, while I’m not well versed in the game community, all marketing has some twisted/ or un-true element to entice consumers.

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

Serious Gaming is used to teach and provide a message. “Games that blur the line between fun and education”…can be called chocolate covered broccoli. “A coating of sweet does not make the learning suddenly fun.”

New ideas for a serious game

1.     Match statistics/facts with things in nature to learn about how the environment is being effected by humans

2.     Fill out a bingo card of common items that are over consumed and see the amount of over consumption you participate in. For example- owning more than 5 reusable water bottles

3.    kids game where they have to practice multiplication to collect items in the grocery store to complete a recipe card. The reward is being able to cook or bake the recipe

Game Ideas: Week 4

  1. RGB: A game where players race to create a specific color pattern using colored tiles. Each player has a small board and a deck of color cards, each showing a different pattern. The goal is to match the pattern shown on the card using the tiles, but the tiles are drawn randomly.
  2. Maize: Players try to escape from a maze before the other players, but they can only move based on a limited number of dice rolls that tell them how far they can move and in what direction. If a 1 is rolled, the player doesn’t move but gets to draw a card for certain items that can be used in game.
  3. Stack’d: A competitive stacking game where players must stack objects based on a random card. The challenge could be stacking in specific patterns, building the tallest tower, or balancing objects.

Week 3 Game Ideas

  1. Players take on the roles of characters who are experiencing challenges outside their usual reality. Each level is a different scenario where the player must complete tasks while dealing with the limitations of their character’s situation. The objective is to navigate the world and its challenges by understanding and overcoming barriers that others face every day.
  2. This narrative-driven game lets players experience stories of various characters from different backgrounds. Each character has a backstory, and players interact with them to build relationships, solving puzzles or helping them through life challenges. Players must learn to listen and respond, using dialog choices that reflect understanding and compassion.
  3. Players are tasked with conflicts between two groups or individuals who have opposing beliefs. They must facilitate understanding, find common ground, and propose solutions that benefit both sides. Success in the game depends on the player’s ability to listen to both sides.
  4. In this puzzle game, players connect pieces of a heart-shaped puzzle by guiding the emotions of characters. Each piece of the heart represents a different character’s journey, and players must work through these emotions to heal relationships. Players must navigate through obstacles, building empathy by learning the motivations, fears, and desires of the characters they encounter.
  5. Players experience the same events from the perspective of multiple people, where each character is affected by the situation in different ways. For example, during a natural disaster, players might experience it as a rescuer, a survivor, and a displaced family member. The game asks players to switch between perspectives and understand how individuals perceive the same event differently, teaching players to view the world through others’ eyes and make decisions that consider multiple viewpoints.

Week 3 Questions

  • how does mary flanagan’s definition of game differ from chris crawford’s as well as the definition crafted by katie salen and eric zimmerman? 

Flanagan emphasizes that games can be seen as a form of cultural expression, while Crawford sees games as systems of interaction, focusing on the idea that games are interactive stories. Salen and Zimmerman define games more formally as structured activities

  • what is an activist game?

An activist game is a game designed with the intention of making a political, social, or cultural statement.

  • go and chess are examples of games that feature “perfect information”, what other games share that feature?

Checkers, Tic tac toe, connect four

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

Chance or gambling games may have held spiritual or religious significance because they represent the unpredictability of life or the will of the gods.

  • when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?

One of the earliest recorded battles over games can be traced back to ancient Rome, where authorities sought to limit or ban games of chance like dice. In more recent years, D&D has been demonized.

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

A fox game refers to a game that involves trickery, manipulation, or misdirection. A modern example would be Mafia.

  • what was the purpose or intent of the game: Mansion of Happiness?

Mansion of Happiness was a board game that was designed to teach children about virtue and the consequences of their actions.

  • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone?

Fluxus artists were interested in the breakdown of traditional art forms and the idea of making art part of everyday life, while Surealists believed that games could reveal the unconscious mind and inspire creativity.

  • Changes in what can signal profound changes in games?

Changes in the social, cultural, or political environment can signal changes in the design and purpose of games.

  • What statements did Fluxus artists make by reskinning games like monopoly and ping pong?

By reskinning games like Monopoly and Ping Pong, Fluxus artists were challenging the commercialization of play.

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

These artists have engaged with war games as a means of avoiding traditional understandings of conflict and violence.

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

Agency in serious games is important because it allows players to feel that their actions have consequences.

Week 4 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?

I have played Behaviorism games (Duolingo), constructivism games (say minecraft), and social constructivism (fortnite). I personally like constructivism games, since they keep the player engaged and you have to take initiative.

  • 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?

He argues that gamification reduces the complexities of human motivation. I think there’s truth to Bogost’s critique, especially when gamification is used in a way that feels artificial. I have personally seen it in health apps.

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

A serious game is a game designed for a purpose beyond entertainment, such as education, training, or social change. The reason they aren’t choccy broccy is because serious games are designed to engage and entertain while still serving a meaningful purpose.

Week 3

Alana Tush

Class Discussion thoughts- I didn’t grow up playing many games, and I don’t really do so now, so I was pretty lost when everyone was discussing their thoughts on the games being presented.

Dumb Ways to Die Thoughts- what was played in class seemed to be an updated version of the game, I remember some of the levels, but some were new. I played this game a lot on my I pod touch J. It was fun when I was younger but now it just seems stupid.

Fake it to Make it Thoughts- I thought this game was a good way to show how fake news is spread. It spreads more awareness of how gullible we are than actually having fun playing the game.

Cast Your Vote Thoughts- this game shows the player how to cast a vote and shows how important it is to make an educated decision rather than blindly voting.

Generate a list of five game ideas that revolve around the theme of empathy. Wrinkle: Take one of the five ideas and make it an alternate reality game.

Kindness Bingo complete acts of kindness to fill a bingo card, encouraging positive behavior.

Feelings Charades act out emotions, helping players recognize and empathize with different feelings.

Role Reversal- Players switch roles in a scenario, (parent/child, professor/student) to experience challenges from each other’s point of view

From chapter 1:

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

Mary Flanagan’s definition- “Games can be thought of more productively as situations with guidelines and procedures.”

Chris Crawford’s definition- Games can evolve, and rules may shift at certain points in a game and can change with the player’s actions.”

Katie Salen and Eric Zimmerman definition- “system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.”

Mary Flanagan’s definition has less structure than Katie Salem and Eric Zimmermans’ outline of a game.

What is an activist game?

Activist games have emphasis on social issues, education, and intervention. They are games that engage in a social issues through: themes, narratives, roles, settings, goals, and characters.

From chapter 3:

– Go and chess are examples of games that feature “perfect information”, what other games share that feature?

Perfect information- “all the information constituting the system of the game is visible on the game board at all times. Play in an abstract strategy game often unfolds as players move pieces on the board, creating a set of ongoing puzzles for other players to thwart.”

Examples- checkers, scrabble?, tic tac toe

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

They saw games as a way to connect with the powers of fate, chance, and the afterlife.

– When was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?

European’s in the Middle Ages were captivated by the game and the church fought to forbid its play. The battle between government or religious groups and games is at least as old as this event, if not much older. When faced with the popularity of style games in Europe, the church decided to use the game to further its religious message.

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

Fox game- board games featuring unequal opponents, one player is the fox, or aggressor. Other players control or play the prey. The fox attempts to avoid the traps his opponents set all around him.

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

Purpose- “Children would take these principles to heart and connect wholesome thoughts to the secular joys of competing for positions, projecting themselves into situations of good and evil, and enjoying the company of their playmates and family.” Reinforcing good morals

– Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? 

They play games as form of recreation and research.

– Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?

Changes in the economy can signal profound changes in games. “Pinball gained widespread popularity in the United States, United Kingdom, and France, mass- produced as a popular pastime for military men.”

Late Week 4 Response | Dillon DeSantis

  • What learning games have you played? Can you categorize them by the theory of learning types: behaviorism, constructivism, or social nature? If you played more than one, which was the most effective?
    The only real learning game I played was Kahoot!, which would fall under social learning since it relies on competition and interaction. It works because it makes even boring topics feel more engaging, but it’s not exactly deep learning—it’s more about quick recall than actually understanding a subject.
  • 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?
    Bogost argues that gamification is just a shallow way to keep people engaged without actually making something fun. I mostly agree—things like streaks, points, and badges are everywhere, from fitness apps to customer rewards programs, but they don’t actually make something better, just more addictive. Duolingo is a good example—at some point, keeping the streak matters more than actually learning.
  • What is a serious game and why aren’t they chocolate-covered broccoli?
    Serious games are meant to teach something, but they actually try to be fun rather than just disguising education as a game. “Chocolate-covered broccoli” refers to games that force learning into a boring experience and hope people won’t notice. Good serious games, like Papers, Please, make the learning part of the actual gameplay instead of something tacked on.

Late Week 3 Response | Dillon DeSantis

  • How does Mary Flanagan’s definition of game differ from Chris Crawford’s as well as the definition crafted by Katie Salen and Eric Zimmerman?
    Flanagan takes a broader approach to defining games, looking at their cultural and political impact rather than just their mechanics. Crawford is more focused on interactivity and conflict, while Salen and Zimmerman stick to a structured definition based on rules and formal systems. Flanagan’s take stands out because she sees games as a way to challenge and critique society, not just something people play for fun.
  • What is an activist game?
    An activist game is a game designed to push for social or political change. Instead of just entertaining players, these games try to raise awareness, challenge norms, or make a statement about real-world issues. Some are subtle, while others are pretty direct in their messaging, but they all use gameplay as a way to make people think.
  • Go and Chess are examples of games that feature “perfect information,” what other games share that feature?
    Other perfect information games would be things like checkers, tic-tac-toe, connect four, and shogi. In all of these, every player has full knowledge of the game state at all times—there’s nothing hidden, like dice rolls or secret cards, so every move is purely strategic.
  • Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
    A lot of ancient cultures saw games of chance as more than just games—they were ways to interpret fate, communicate with gods, or determine outcomes that people believed weren’t entirely in their control. Rolling dice, drawing lots, or flipping objects was sometimes seen as a way to let a higher power make a decision rather than leaving it up to people.
  • When was the earliest battle between government/religious groups and games? What modern games can you think of that have been banned or demonized?
    One of the earliest examples was in medieval Europe, when the Catholic Church banned dice games because they were associated with gambling and immorality. In modern times, games like Grand Theft Auto, Mortal Kombat, and Doom have faced bans or controversy for their violence, while Dungeons & Dragons was once caught up in a moral panic over supposed ties to the occult.
  • What is a fox game, and what would be a modern example?
    Fox games are strategy games where one strong piece (the fox) is up against multiple weaker pieces trying to trap it. A modern example would be asymmetrical multiplayer games like Dead by Daylight, where one killer faces off against multiple survivors who have to work together to win.
  • What was the purpose or intent of the game: Mansion of Happiness?
    It was basically a morality board game from the 1800s that tried to teach Christian values. Players moved through a life path where they were rewarded for virtues like honesty and punished for vices like laziness or greed. It was more about reinforcing religious lessons than just playing for fun.
  • Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?
    They saw games as a way to break away from structured, logical thinking and encourage creativity. Surrealists in particular believed that playing games could help people unlock their subconscious and think in more imaginative ways, instead of being stuck in rigid patterns of thought.
  • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
    Theming and mechanics often reflect bigger shifts in society. During WWII, pinball games were reskinned to feature patriotic and military themes, turning them into something that supported the war effort rather than just being seen as entertainment.
  • What statements did Fluxus artists make by reskinning games like Monopoly and Ping Pong?
    By changing the rules and themes of well-known games, they turned them into statements about capitalism, competition, and control. Reskinning Monopoly could be a way of criticizing economic inequality, while modifying Ping Pong could be a way of playing with ideas of cooperation, absurdity, or randomness.
  • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
    They take traditional war games and subvert them to critique militarism, power structures, or strategic thinking in general. Instead of reinforcing the usual ideas of war and competition, their versions often challenge the way people view conflict and control.
  • Why is it important for players to have agency in a critical or serious game?
    If a game is trying to make a point, the player actually needs to feel like their actions matter. Without agency, the game just becomes a passive experience, and the message loses impact. Letting players make meaningful choices makes the experience more personal and makes them engage with the game’s ideas more deeply.

Late Week 2 Response | Dillon DeSantis

  • what advergames have you played? did they influence a purchase?
    I sat here stumped for a stupid amount of time, convinced I had never played any advergames as a kid (at least, not that I could remember). But after some more research, I realized the LEGO games technically count, since they tie directly to toy sales. I played my share of them — LEGO Batman, LEGO Indiana Jones, LEGO Star Wars, LEGO Harry Potter, and LEGO Pirates of the Caribbean — but I can’t say they directly influenced a purchase. Eight-year-old me was already obsessed with LEGO and video games, so I didn’t need any extra convincing, but the games definitely expanded my awareness of just how many different LEGO sets existed. I probably wouldn’t have cared about Indiana Jones or Harry Potter as much if I hadn’t been exposed to them through these games, even if I didn’t immediately go out and buy the sets.
  • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
    Tooth Protector and Escape work because their gameplay actually reinforces the product they’re advertising. Tooth Protector makes sense as an advergame because the whole goal is to defend teeth from cavity-causing enemies, directly tying into the importance of dental hygiene. Escape does something similar, where the gameplay reflects the brand’s messaging in a way that doesn’t feel completely disconnected. On the other hand, Chase the Chuckwagon and Shark Bait fail because they don’t really connect their gameplay to their brands in any meaningful way. Chase the Chuckwagon is just a weird, clunky maze game that barely relates to dog food, and Shark Bait feels like a generic arcade game that happens to have a brand slapped onto it. Neither of them give players a reason to care about the product they’re supposedly advertising.
  • what does volvo’s drive for life accomplish? 
    It reinforces Volvo’s reputation for safety by making players engage with defensive driving and accident prevention. Instead of just showcasing cars, it turns road safety into an interactive experience, making Volvo’s brand message feel more natural and memorable. The game isn’t just an advertisement—it actively teaches players skills that align with Volvo’s identity, making the branding feel more meaningful.
  • what company used in-advergame advertising?
    Epic Games (the studio behind Fortnite) is the perfect example of in-advergame advertising because of its countless brand collaborations across every industry imaginable. You can’t unlink your favorite franchise from Fortnite—Nike, Marvel, Star Wars, DC, Ferrari, Lamborghini, Balenciaga, Air Jordan, Naruto, Dragon Ball, Stranger Things, Travis Scott, Ariana Grande, Snoop Dogg, Eminem, Metallica, MrBeast, The Kid LAROI, The Walking Dead, Resident Evil, Teenage Mutant Ninja Turtles, Terminator, Halo, God of War, John Wick, Ghostbusters, Star Trek, and even Patrick Mahomes all exist in the same game. This works because Fortnite makes advertising feel like content by turning the brand collaborations into playable skins, in-game events, and sometimes entire mechanics that become part of the player’s experience.
  • what was one if the first home-console advergames and what beverage was it for? 
    Kool-Aid Man (1983) for the Atari was one of the earliest home-console advergames, promoting Kool-Aid by having players stop “Thirsties” from draining a pool. The game reinforced the brand’s energetic image and made its mascot feel interactive rather than just a commercial character.
  • what makes the toilet training game sophisticated and do you agree?
    Graphico’s toilet training game could be considered sophisticated because it translates a real-life challenge into gameplay mechanics, making the player’s actions directly tied to its objective. Bogost argues that this makes it an effective example of persuasive game design; I disagree, and would argue the game assumes a universal experience that isn’t actually universal. It only works for people who urinate standing up, making it feel unintentionally exclusionary. While the concept is clever, its supposed sophistication falls apart when you realize how narrow its perspective is.
  • what do advergames and anti-advergames have in common, and what principles do they share?
    Both game formats are designed to persuade, just in opposite directions. Advergames exist to reinforce a brand’s message in a positive light, while anti-advergames are meant to criticize or deconstruct corporate influence. Despite this, they share the same core principles: both use interactivity to engage players, both rely on mechanics that reflect their message, and both try to make the player feel something about the brand in question. The difference is whether that feeling is meant to be admiration or skepticism.

Week 3 – Games for Change

Thoughts on what we played in class

Dumb Ways to Die

This is a classic game that I played when I was younger. A mobile game testing your quick-thinking skills, as well as your reflexes. Best of all, the game is a reflection from the YouTube video “Dumb Ways to Die.” I used to like watching that video with my friends, and it brings me a sense of nostalgia to see us interact with this game during class. Although my parents always thought DWTD was inappropriate, me and my friends got a good chuckle out of it. Anyways, the game itself starts off easy. The longer you play it, the harder it gets. It seemingly never ends, using a point-based system to give you the next number to beat. One of the best features of the game I enjoy is the description of rule before the minigame starts. Let me elaborate…when you are met with a quick time event, before the minigame starts, you have a sense of direction. There is a short description of the rules in what to do, so the player isn’t panicking. Each trial is different, but the player will know what to do.

5 Empathetic game ideas

  1. Savior’s Passion – This is a religious game, pertaining to Christ’s death on the cross. You are Jesus’ mother, Mary, who is trying to make it to the crucifixion. During this time, there is discourse and chaos making it hard for you to find your son. Crowds of people blocking your way, Romans trying to control the crowd, and disciples trying to find Jesus, account for what you endure. You can find Jesus through clues by the disciples, and news on the street. It’s hard to navigate, but through more hints and navigation, you can find your son on the cross.
  2. Sinking Sailor – Inspired by the Titanic, you are a sailor who is trying to stay afloat. As the life rafts are being prepared, you must avoid sliding tables and people running around. As you are sinking with the ship, you must also make sure to save people yourself. It is your duty to fight for your life, while saving the lives of others. There is a chance you may not be able to find a life raft, so spend your time wisely.
  3. Mother’s Wish – Your mother is very sick, and she asks of you one thing – to grab her medicine/groceries from the store. Unfortunately, the store is also about to close, and you are limited on time. each isle has different items in it. Your job is to navigate the isles accordingly, before the time runs out. At the start of every game, the items are randomized, making each game different.
  4. Puppy Pals – A game making the player feel empathetic for adopting puppies. This experience involves adopting the right puppy in need, based on description. Players are given vague descriptions of the puppies that they are trying to find, and based on what they read, they have to make the right decision. When they make the decision, they turn over the card to determine if they chose the right puppy.
  5. Com. Compassion – A communication game, but also a mystery solving game in which a character must console someone going through a hard time. This is not only empathetic towards others but also increasing our communication skills. A player might be perfectly fine, but that is for the other players to find out. An interactive experience between two different players, one trying to find out answers and the other one trying to help the player guess.

Mother’s Wish Wrinkle

There are tiny little model shelves on a board, each with intricate tiny pieces. The Shelves can be organized in any way, in any order and same applies to the items on the shelves. On a player’s turn, they choose a card to see what item their mom wants them to get off the shelf. When they are ready, they flip over the timer (probably a sand timer), and they start looking on the shelves visibly. When they find an item, they pick another card and choose the next item. The player who was able to put the most items in their shopping cart before the store closes wins.

Week 3 questions

Chapter 1

  1. How does Mary Flanagan’s definition of game differ from Chris Crawford’s as well as the definition crafted by Katie Salen and eric Zimmerman?
    • Flanagan brings in a linear and broad definition of games, more open to non-traditional forms of play. Crawford focuses on decision-making and interaction within structured systems. Lastly, Salen & Zimmerman stress the importance of rules, systems, and artificial conflict leading to quantifiable outcomes.
  2. What is an activist game?
    • Activist games are characterized by their emphasis on social issues, education, or even intervention. Games that engage in a social issue through themes, narratives, roles, settings, goals, and characters.

Chapter 3

  1. Go and chess are examples of games that feature “perfect information”, what other games share that feature?
    • Mancala, picture games and checkers are other examples of “perfect information” games.
  2. Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
    • The random outcomes symbolized influence of fate, divine will, or the unpredictable nature of life itself. Gambling was not just for entertainment but could be correlated with religious and social fabric of ancient societies, serving as a means to interpret fate, seek divine guidance, and reinforce communal beliefs.
  3. When was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?
    • Tables was a game played with dice, played on a backgammon board. Europeans in the Middle Ages were captivated, and the church fought to forbid its play. 1254 Is when St. Lous IX forbade Tafl at court, calling the game “inhonesti ludi.” Modern games that have been banned or demonized are “Mobile Legends, Bang Bang” and “Marvel Snap” due to national security or data privacy.
  4. What is a fox game, and what would be a modern example?
    • Unequal opponents, where the games are characterized by an unbalanced set of game goals and a rather abstract board. One player controls numerous geese, sheep or mice, whereas the opponent controls the fox, or aggressor. A modern example of a fox game could be Dead by Daylight. In this game, four survivors work against one powerful killer, fixing generators to escape through the gate.
  5. What was the purpose or intent of the game: Mansion of Happiness?
    • The Mansion of Happiness explored morality and virtue. Success is earned through honesty, temperance, gratitude, sincerity, humility, and so on. The intent of this game, with these qualities, is to hope that children would understand and take these principles to heart. Furthermore, children could connect their thoughts to the secular joys of competing for positions, fighting against the wages of good vs evil.
  6. Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?
    • They played games as a form of recreation and research. Surrealists emphasized the playfulness of Dada through the use of chance and juxtaposition. They were also concerned with the internal workings of the mind and believed that games encouraged a deep focus on the subconscious.
  7. Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
    • Changes in any larger social situation, such as economic depression can signal profound changes in games. Pinball games typically updated graphics, pertaining to the ongoing wars at the time. They were made “politically relevant.”
  8. What statements did Fluxus artists make by reskinning games like monopoly and ping pong?
    • Fluxus artists wanted to reexplore and open up the concepts of the current concepts of these games, questions how different things would be. The artists intend that the meaning of the work and its spatiality be infinitely interpretable when “put into play.”
  9. How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlow using war games?
    • These artists use war games in response to think about global conflict, and how games can investigate ways to express different kinds of aggression. Furthermore, these different forms of expression can teach principles of nonviolent conflict resolution.
  10. Why is it important for players to have agency in a critical or serious game?
    • Artists can employ contexts for play which include empathy and learning, as well as activating metaphorical or actual action.

Games We Played In Class

Notes on Observance. 

– I like the concept of battle ship. 

– struggling to understand how the rules work. 

– I’m sneaking the Mexicans across successfully 

– kinda slow, the Americans can not catch me. 

– I’m too good at sneaking across. 

– Kinda unsure of the rules still the Americans are just letting me cross. 

– No winner because I didn’t realize I had to look for green cards to declare citizenship. 

– My partner also didn’t have enough time to play as a Mexican so we don’t know who could’ve won. 

– creative game in general. I liked it. Wish we had more time to play it. 

Games For Change

(Climate Change Game)

Players take on the role of a climate refugee navigating a world devastated by environmental disasters. They must manage limited resources, form alliances, and make moral choices such as whether to share dwindling supplies or hoard them for survival. As players progress, they learn about the causes of climate change and its disproportionate impact on marginalized communities.

Mechanics: Dynamic weather disasters (hurricanes, wildfires, droughts) that force players to adapt. A morality system where choices affect relationships with NPCs and long-term survival. Interactive storytelling that presents real world environmental case studies.

Message: The game highlights the urgency of climate change and the human cost of environmental neglect.

(Immigration Game) 

Players assume the role of an immigration officer in a fictional country experiencing political turmoil. They must make decisions on asylum applications, refugee status, and deportations while balancing their personal ethics, government policies, and public opinion.

Mechanics: Case files inspired by real refugee and immigration stories. Limited resources force tough choices: Do you approve a questionable application or follow strict policies? Multiple endings based on how compassionate or strict players are.

Message: Encourages players to think about  the challenges of immigration policies and their impact on human lives.

(Mental Health & Stigma)

Concept: emotionally driven game where players step into the mind of someone struggling with anxiety and depression. Each level represents different mental health challenges, such as social anxiety, burnout, or trauma. Players must navigate these challenges through puzzles, dialogue, and interactive storytelling.

Mechanics:  A  world that changes based on the character’s mental state. Mindfulness and coping mini-games that educate players on mental health strategies. A branching story where choices impact how the character seeks support.

Message: Raises awareness about mental health, reducing stigma and promoting empathy.

week 3 questions

dumb ways to die

dumb ways to die is a game about how to save people from making dumb decisions. the game is fast paced and in a more simple art style. the game is supposed to show you how simple things can keep you safe. the game works well in the thing it is trying to promote and show awareness about.

fake it to make it

fake it to make it is all about showing people how easy it is to make and promote fake headlines an media. it also teaches how to make fake media, but it makes it very clear that it is not a good thing. it is just to show awareness.

cast your vote

cast your vote shows how bad it can be to vote just to vote. it shows that it is a good idea to do research and be an informed voter, but it also shows how it can be easy to be influenced by the media.

Gris

gris is an amazing game about grief. it shows how slow the recovery can be and how its better to take it slow an even small accomplishments can be a big step in the healing process. beautiful graphics that help you feel what the character feels without any dialogue.

ideas

  1. a game where we play as an animal and have to live life as that animal and help to keep this animals kin alive. their is not many things you can do with your character but explore and hunt or graze to keep your animal alive. these aspects of the game will get harder as the game progresses and the environment starts to change. it will start as weather conditions and get into habitat loss and hunters encroaching into your territory.
  2. a mini games based game where you will play simple min games as a character with memory loss and each mini game completed it will bring back fragments of their past, slowly showing their life they forgot and the traumas that have lead them to this state of amnesia.
  3. you are a CEO that has to make many decisions for their company but as the game progresses you get visions of what your decisions are doing to the people it affects, employees, customers, coworkers. you can chose to make better decisions to help people and make a difference or keep going the direction you are going because they are making you money.
  4. a game where the main character is neurodivergent. in the game you have to go about your normal day and make decisions for what to do in certain scenarios, dealing with social exhaustion, sensory overload, executive dysfunction, and other struggles and experiencing how making certain decisions can either be beneficial for your health or can harm it. the game will have a bar that shows how much energy they have that day and how much energy you have is dependent on what you have done in previous days and you can go over the allotted amount with detrimental consequences. during your play thought their will be cut scene where you hear some of the common things people with these problems are told by people how don’t understand or have the same problems they do. and their is nothing you can really do to stop from getting these cutscenes.
  5. similar to my last idea but having the character play mini games during decisions and playing the mini games in a completionism fashion can lead to the burnout of energy but some mini games are more important and need more energy to complete so you need to pick and chose what mini games you just try and complete with the bare minimum and what games you can perfectionist. how you play these games will also give achievements that give the mentality that neuro typical people try and give to neurodivergent people. the game is meant to make you frustrated with the fact you aren’t able to really do any more then you are doing.

Week 3

Mary Flanagan’s Perspective: Flanagan argues that games go beyond entertainment, serving as platforms for critical engagement where players exercise agency and find meaning through interactions with rules, environments, and narratives. Her perspective highlights the social, political, and cultural dimensions of games, emphasizing their ability to reflect and influence real-world issues. Chris Crawford’s Perspective: Crawford, a game designer, defines games more rigidly as interactive experiences where players make decisions in response to challenges. He emphasizes the interactive nature of games, viewing them as simulations in which player choices directly impact the outcome. Katie Salen & Eric Zimmerman’s Perspective: Salen and Zimmerman define games as structured systems governed by rules that establish goals and outcomes. Their focus is on the structured nature of gameplay, emphasizing the balance of skill and chance in achieving objectives. They see games as frameworks that guide player experiences. Key Differences: The primary distinction among these definitions lies in their focus: Flanagan considers the broader cultural and critical impact of games, Crawford emphasizes interactivity and decision-making, while Salen and Zimmerman concentrate on game structure and mechanics. An activist game is designed to inspire social, political, or cultural change. These games encourage players to critically engage with real-world issues, such as inequality, human rights, and environmental concerns, prompting reflection or action. Activist games often challenge traditional narratives and power structures, using gameplay as a medium for social commentary. Games like checkers and Chess fall under the category of perfect information games, where all players have access to the same knowledge about the game’s state at all times. Other examples include: Checkers: A deterministic game where all moves and positions are visible to both players. Tic-Tac-Toe: A simple example where both players can see the entire board and every move made. Chess: Both players can see where the pieces are and what they do. Chance-based or gambling games have historically been linked to spiritual or religious beliefs. Many ancient cultures viewed these games as a means of interpreting fate, divine will, or omens. The element of randomness in such games was often thought to reflect the influence of gods or spirits, making them tools for decision-making or religious rituals. The tension between games and governing or religious institutions dates back centuries. In Ancient Rome and medieval Europe, certain games were banned due to their associations with gambling or because they were seen as distractions from religious and civic duties. More recently, games like Dungeons & Dragons (which faced backlash in the 1980s) and violent video games such as Grand Theft Auto have been criticized for their perceived moral or social impact. A fox game is a game where players have partial but not complete knowledge of the game state, leading to uncertainty and requiring strategic thinking. Modern examples include: The Mansion of Happiness was an early American board game designed to teach moral and spiritual lessons. Players progressed by making choices aligned with Christian virtues like honesty, kindness, and piety. The game served as a tool for moral instruction, particularly for children. Artists from the Fluxus and Surrealist movements often used games as a way to challenge conventional artistic and societal norms. Surrealists, in particular, believed that games involving chance and randomness could unlock deeper levels of creativity, freeing players from rational constraints. Games provided a space for experimentation with absurdity, symbolism, and the subconscious. Games have been reskinned and repurposed throughout history to reflect different cultural or historical contexts. During World War II, pinball machines were modified to include patriotic or war-related themes. Similarly, Fluxus artists reimagined games like Monopoly and Ping Pong as critical or experimental experiences, subverting traditional values through altered gameplay and aesthetics. By modifying classic games like Monopoly and Ping Pong, Fluxus artists made statements about art, play, and society. Their approach disrupted traditional interpretations of these games, transforming them into tools for creative expression, social critique, and commentary on capitalist values. Artists such as Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow have used war-themed games to explore themes of conflict, violence, and power dynamics. Through game-based artwork, these artists critique militarism, the human cost of war, and the commercialization of violence, challenging traditional portrayals of warfare in culture. In critical or serious games, player agency—the ability to make meaningful choices that influence the game’s outcome—is essential. A strong sense of agency enables players to engage deeply with the game’s themes, narratives, and mechanics, making the experience more impactful. Without agency, players may feel disconnected from the game’s message, reducing its ability to provoke thought or inspire change.