Sara Estus – In class game reviews

Dumb Ways to Die:

 I played this game before we reviewed it in class. The original animated video became super popular in 2012 when I was around 11. From the perspective of someone who does have experience with trying to ride the wave of something popular they have done (the ducks), it’s nice to see a company using their popularity to create a well-developed game for people to enjoy. The gameplay is quite simple, with “levels” and speeds that the player must save the character from “dying in a dumb way.” All in all, a very fun game with a unique art style.

Fake it to Make it:

I had never heard of or played this game before we reviewed it in class. The concept of creating a game based on fake news and internet doom scrolling is interesting. I enjoyed how in-depth the game went on how users scouted out “viewers” to interact with the clickbait articles. It showed how much effort people put into just gathering views. The internet culture of today is complicated, and this game provides a new perspective on fake news and the impact of the articles.

Cards Against Calamity:

I had never heard of or played this game before we reviewed it in class. Creating a game that focuses on the impact of those in control is a difficult concept, but this game makes such a complicated matter into simple terms and mechanics. Though the game has a lot of reading and takes a moment to analyze the impact of each choice, it’s quite fast-paced and entertaining. What I enjoyed most about the game was the input the NPCs had depending on what the user did.

Cast Your Vote:

I had never heard of or played this game before we reviewed it in class. As someone who finally voted for the first time in the primary election this past November, I understand the confusion about who to vote for. I had wanted to vote for my local election earlier in the year but knew nothing about any of the people running. The concept of spreading awareness and teaching young adults the importance of using their resources to vote and understand who and why they are voting is incredibly important. Creating a slower-paced game that runs down the process step by step doesn’t seem like an easy task, but it is well executed.

Week 2 [Tori Rojas]

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

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

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

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

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

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

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

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

    Five Ideas:

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

    Thoughts on games played:

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

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

    Week 2 Questions

    • what advergames have you played? did they influence a purchase? I have not played any advergames (that I remember) except the ones in class. I doubt I would buy an advergame. However, if it was offered in a QR code or free WITH a purchase of a product, I would be more likely to be impacted
    • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail? In tooth protector, it represented the actual purpose of the product and oral hygeine in general in a fun and casual way. It helps change players minds that oral care is a logical choice rather than moral. The game mechanics of chuckwagon and shark bait had nothing to do with the product. The gameplay was also supposedly forgettable.
    • what does volvo’s drive for life accomplish? It helps players actually visualize the effects (with and without) of the safety features they brag about.
    • what company used in-advergame advertising? Pepsico
    • what was one if the first home-console advergames and what beverage was it for? Pepsiman with Pepsi
    • what makes the toilet training game sophisticated and do you agree? The author believes what makes this game so sophisticated is the mechanic of urinating. I’ve never played this but based off of the description, “sophisticated” definitely isn’t the term I would use.
    • what do advergames and anti-advergames have in common, and what principles do they share? Both aim to persuade players of something and use the interaction of the games to do so. They rely on creating a engaging experience that will leave a good impression on players. Ideally, this experience forces players to think and act towards the product in ways they wouldn’t with a traditional ad. Users also become more invested (time & emotions) in games than they would with a TV ad. They rely on this emotional appeal.

    Review On Monopoly

    Was it fun? Yes, it was still fun despite it being very unfair

    What were the player interactions? Players would land on each other’s properties and pay rent. In my case some of my opponents were paying me to buy properties for them since I would land on properties that they wanted.

    How long did it take to learn? Did not take too long since it was the same as the original game with a few different rules per player.

    Would you play it again? Yes, I would play it again

    Analyze the game using the 3 act structure. 1 – Players roll the dice to see what character they get and they see what type of rules they have for that character. 2 – Players start to buy properties and collect rent when opponents land on their properties. 3- Players start to run out of money.

    What are the collaborative and or competitive aspects of the game? Players exchange properties and compeate to collect the most properties and end up with the most money.

    What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is that life isn’t always fair or equal. The rules for each character I thought were very unique because it made the tradional game a lot more challenging rather than just the simple boring game.

    Week 2 Questions

    • What advergames have you played? did they influence a purchase?
      • I don’t think I have ever see or played any advergames personally, besides the ones that were showed in class. From what I have seen the games haven’t made me want to buy the products anymore than before.

    • Why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
      • The reason that Tooth Protector and Escape worked is because they had a strong sense of realism and graphics. On the other hand Chuckwagon and Shark Bait both had very poor graphics and left the audience nothing to relate to.

    • What does volvo’s drive for life accomplish? 
    • Stress the importance of safety to drivers and educate them.

    • What company used in-advergame advertising?
      • Walmart, IKEA, Lego, McDonald’s, and M&M’s. 
    • What was one if the first home-console advergames and what beverage was it for? 
      • Kool-Aid man, for Atari VCS

    • What makes the toilet training game sophisticated and do you agree?
      • The game was sophisticated because it was described as “strange attractor that draws and repels the players curser to mimic a lack of control.” In one sense I agree, in another sense I think it is dumb because who would call something like this sophisticated.

    • What do advergames and anti-advergames have in common, and what principles do they share?
      • Advergames and anti-advergames both use interactive digital games to engage players, but for different purposes. Advergames promote products or brands, while anti-advergames challenge advertising and consumer culture. Both rely on entertainment to keep the players interested. Advergames target specific audiences aiming at potential consumers. Both types also encourage players to think about the influence of advertising.

    Advergames

    What advergames have you played? Did they influence a purchase?

    Played Pepsi Man While fun, they felt gimmicky rather than persuasive.

    Why do the advergames Tooth Protector and Escape work?

    Tooth Protector (Johnson & Johnson): Embedded educational content into gameplay (protecting teeth from cavities by dodging harmful food).

    Escape (Kellogg’s Nutrigrain): Action-packed, simple controls, and tied into the brand’s theme of having “energy” from a healthy breakfast

    Why do Chase the Chuckwagon and Shark Bait fail?

    Chase the Chuckwagon (Purina Dog Food): Boring gameplay Felt more like a forced promotional gimmick than a game.

    Shark Bait (Quaker Oats): Poor controls and gameplay that lacked engagement.

    What does Volvo’s Drive for Life accomplish? The game simulates realistic road hazards and responsible driving, indirectly promoting Volvo’s reliability and advanced safety features.

    What company used in-advergame advertising : Nike, Coca-Cola, and McDonald’s used in-game billboards and branded items within sports and racing games.

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

    kool aid man

    What makes the toilet training game sophisticated, and do you agree?

    Yes, since it makes an educational experience more dynamic and fulfilling while also transforming a routine task (potty training) into an interesting challenge.

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

    Both sway player perception through persuasive game mechanics.

    Thoughts on Games Played in Class

    The McDonald’s Game: This game cleverly exposes the dark side of the fast-food industry It’s effective because it makes players complicit in unethical choices, reinforcing its critique.

    Monopoly: A classic example of capitalism in action  It was originally created to critique monopolies but became a celebration of wealth and with the version we played in class it made the experience much more realistic.

    Cool Spot: A blatant advergame for 7UP that, despite its smooth animation and fun platforming mechanics, lacked meaningful engagement beyond its branding.

     5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

    Climate Change

    A city-building strategy game where players must balance economic growth with environmental responsibility.
    Players make decisions about energy use, transportation, and industry, with real-time consequences on pollution and climate stability.
    The goal is to create a prosperous city while minimizing carbon emissions, showing how policy choices impact the environment.

    Energy Transition

    Players transition from fossil fuels to renewable energy while managing economic stability and political pushback. Unexpected events like oil shortages, climate disasters, and technological breakthroughs shift the landscape.

    Political Engagement & Misinformation Awareness

    Players must fact-check news, debate with NPCs, and rally citizens to vote based on policies rather than rhetoric. The game highlights the impact of voter participation and how misinformation spreads.

    Global Resource Management

    Players make ethical choices about water distribution, trade, and conservation. Real-world statistics shape the game mechanics, making the experience educational and impactful.

    Waste Management

    Players take on roles (Recyclers, Landfill Lords, Compost Rebels) and strategize to reduce waste while sabotaging competitors. It subtly educates about recycling, waste production, and circular economies.

    Week 2 Game Ideas- Persuasive

    1. The “Sell Me This” Challenge

    • Objective: Players take turns being the “seller” and the “buyer.” The seller must convince the buyer to purchase an item using their persuasion skills.
    • How to Play:
      • The seller is given an everyday object (or a random item picked from the room).
      • They have 2 minutes to persuade the buyer why they should buy it, focusing on the benefits, features, or imaginative uses of the item.
      • After each round, the buyer provides feedback on what worked or didn’t.

    2. The Debate Duel

    • Objective: Engage in friendly debates where players must persuade others to agree with their viewpoint on a random topic.
    • How to Play:
      • Players randomly choose a topic, such as “Best movie of all time” or “Is pineapple on pizza acceptable?”
      • Two players are selected to debate, each defending their stance with persuasive arguments.
      • At the end of the debate, the rest of the players vote on which debater was more convincing.

    3. The “Persuade the Judge”

    • Objective: One player plays the “judge,” and the others must try to persuade them to make a decision in their favor.
    • How to Play:
      • A situation is set up where players need to convince the judge. For example: “Why should I let you borrow my car for the weekend?” or “Convince me why you should get the last slice of pizza.”
      • Each player gets a limited time to present their arguments, after which the judge decides who was most persuasive.

    4. Reverse Persuasion

    • Objective: Players try to convince others NOT to do something that they initially want to do.
    • How to Play:
      • Each player must pick something that others would generally want to do (like “go to the beach” or “eat chocolate”) and try to convince everyone why it’s a bad idea.
      • The more creative or humorous the persuasion, the better.
      • At the end of each round, players vote on who was the most persuasive in talking them out of it.

    5. The Ethics Dilemma

    • Objective: Players face a moral dilemma and must persuade others to agree with their ethical stance.
    • How to Play:
      • The game leader presents a moral or ethical dilemma (e.g., “You find a wallet with money. Do you keep it or return it?”).
      • Players take turns persuading others why their decision is the right one.
      • After everyone has had a chance to persuade, players vote on the most convincing argument.

    Sara Estus – Personal Game Reviews

    Farkle: I used to play this game for hours with my grandmother when I’d go over my grandparents house. Recently, she passed away and I now own the game. I played it again after quite a few years with my fiancé last night and here’s my take.

    The gameplay is super simple. You have six die, a cup, and a way to keep score.

    The goal is to get 10,000 points first.

    You can only start keeping score once you roll 500 points, with the 5 being worth 50, 1 is worth 100, and the other numbers only count if you have a set of three, such as if you roll six on three die, that is 600 points. When you roll the six die, you have to be able to keep at least one die to roll again, so If I roll, 5, 4, 4, 6, 3, 2 – I can only keep the 5 and now I have 50 points. Roll again, keeping only 1s, 5s, and pairs if you get them. But if I roll one last time with the one or two dice I have left and they aren’t 5s or 1s I lose all the points I accumulated, and it’s called a Farkle!

    My fiancé and I played about 4 times, once to just figure the game out (like I said it’s been years for me) but once we got it we got super competitive about it and really enjoyed it!

    If anyone would like to play Farkle please let me know!

    Mandalorian Monopoly: This is a game I received a few years ago when Star Wars released the popular show Mandalorian.

    It functions just like regular Monopoly but has some battling aspects and a special figure called “the child” (baby yoda for the non-star wars fans) The battling aspects have you fighting some of the main enemy characters in the show, tasking the player to roll a specific number on the die. If you lose the battle you must either give up a special card, go to jail, or pay the bank a specific amount of money.

    I enjoyed this version of Monopoly more than other versions because it has different money, called “Imperial credits” The money itself is a small plastic slab and it is much easier to keep track of. I also enjoy the battling aspect as it keeps the flow of the game differently, but makes players give or take depending on if they win. Also the simple complexity of the art and figures, including the money makes the game really cool!

    If anyone would like to play Mandalorian Monopoly please let me know!

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

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

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

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

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

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

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

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

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

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

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

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

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

    • What does Volvo’s drive for life accomplish? 

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

    • what company used in-advergame advertising 

    Pepsi, with the lovely and iconic game, Pepsi Man

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

    Kool-Aid man, for Atari VCS

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

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

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

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

    Persuasive Game Ideas- Colin Kenny

    1. A side-scrolling 2D platforming game like Super Mario Bros. where you play as an underprivileged person in an area going through war right now such as Ukraine or Palestine where your goal is to avoid being bombed or shot.
    2. The Faux News Game: Similar to the McDonald’s Game, tycoon style game where you build up your station and get rewarded for spreading “news” (hate. violence, endorsement of a certain orange political candidate).
    3. Funny Cards: A card/video game that explores the legitimacy of tarot, fortune telling, palm reading and more. For example, you go see a fortune teller and they pull the 2 of Krakens or something and them all of a sudden water fills the fortune teller shop and you have to try and get out alive before krakens appear and eat you. Or, if you do die it was all a dream or it didn’t happen at all. Or the card did nothing at all in the first place.
    4. Help Our Guy: You play as a large corporation, and your goal is to help your childhood best friend become president, but the game gets more unhinged as it becomes clear his policies are just purely evil but he promises to keep your business alive, and it’s just this tug-of-war of lobbying where no one really wins in the end.
    5. A board game where you and your opponents work in competing sweat shops making products like crappy clothing and cheap smart phones and you have to become the most productive without overworking yourself and literally dying.

    Week 2 Questions.

    I have only played or remember playing one Advergame. It was the minion rush game promoting dispicable me 2 or 3. it was a fun game it was pretty much subway surfer but reskinned. It did not however make me wanna watch the movie. The app is no longer on my phone and i forgot about the movie. so this game did not work on me but I can see it working for the younger kids at the time. Tooth Protector worked so well because they made it to where eating snacks was not a bad thing, it was human nature. Too much snacking however can lead to tooth decay. Escape worked to well because it makes the player aware of the quotidian tribulations that would cause such a need in the first place, and then uses search-engine optimization to get the game into the hands of people likely to be suffering from those tribulations. The game not only musters a procedural rhetoric of burdensome coercion, but it actually turns that rhetoric inside out, encasing the game inside the very experience chat reveals it. Chace the Chuck wagon and Shark bait failed due to a combination of poor marketing, lack of appeal, and technical or gameplay shortcomings. Volvo’s Drive for Life initiative was a safety awareness campaign aimed at educating drivers about road safety and reducing traffic-related fatalities. It aligned with Volvo’s long-standing reputation for prioritizing vehicle safety. Some brands that used in-advergame advertising were Coca-Cola – Featured their products and branding in games like The Sims and FarmVille. McDonalds – Included branding in various mobile and online games, often as part of promotional campaigns targeting younger audiences. Pepsi – Released their own game, Pepsi Invaders, and included in-game ads in racing and sports games. Nike – Integrated ads into sports games like the FIFA and NBA 2K series, featuring virtual gear and branding. Burger King – Created the Sneak King game for Xbox as part of a promotional campaign, incorporating the brand directly into gameplay. Red Bull – Frequently features in extreme sports games and racing games, aligning with their brands energetic image. General Motors – Showcased their vehicles in racing games like Gran Turismo and Forza. One of the first home-console advergames was Pepsi Invaders (1983), which was created for the Atari 2600. It was developed by Coca-Cola as a promotional game to target its competitor, Pepsi. The game was essentially a modified version of Space Invaders, where players shot down the letters spelling PEPSI instead of traditional alien enemies. It was never sold commercially but was distributed in limited quantities to Coca-Cola employees, making it one of the earliest examples of a home-console advergame. The Toilet Training game, developed as an educational tool, is considered sophisticated due to its use of behavioral psychology principles, interactive learning, and gamification to reinforce toilet training in young children. Do I agree? Yes, to an extent. If the game effectively applies these psychological and educational principles, it can be a helpful tool for parents. However, its sophistication depends on the execution. some toilet training games may be too simplistic or gimmicky to truly make a difference. Traditional methods combined with digital tools may offer the best results. Advergames and anti-advergames both use interactive engagement, persuasive messaging, and gamification to shape player perceptions and behaviors. They create emotional connections through immersive experiences, whether by reinforcing positive brand associations or using satire to critique corporate practices. Both rely on persuasion theory, narrative framing, and user experience design to ensure their messages are compelling and memorable. Cultural awareness is key, as anti-advergames often challenge the same consumerist behaviors that advergames promote. While advergames aim to enhance brand perception and drive sales, anti-advergames seek to expose corporate manipulation, yet both showcase the power of interactive media in influencing public opinion.



    Sara Estus – 5 Persuasive Game Ideas

    5 Persuasive Game Ideas:

    1. “Polluted” (Awareness to polluted oceans effects on wildlife)

    Players start the game by learning about various sea creatures and how they live in their natural world. From whales to sea turtles and even to nudibranchs, this game gives players the full experience of the complexities of survival in the sea. However, after players learn about these animals and grow attached to their stories, the factor of humans comes into play. Now, players start to see how these various species’ environments are tainted with garbage and waste and how it affects the animals.

    Mechanics: (Intended to be played as a video game) When players begin the game, they are presented with multiple pictures of varying sea life. When they pick a photo, they are then walked through the natural day-to-day lives of the animals, such as how they eat/hunt, the environment they live in, and what they do to survive – such as if they must defend their territory, court each other for mates and migration patterns. After players “meet” the sea creature, the story will turn into a darker tale, expressing the alarming rate at which the oceans are polluted. It is now the player’s job to save trapped animals – such as if a turtle gets its head stuck in a jar. The player also must adapt to what it truly means to reduce, reuse, and recycle. The game can only then be “won” once there is a significant impact on how the environment in the ocean is supposed to be.

    • “Follow the Stars” (Awareness of light pollution)

     Years ago, humans used to use the stars as a form of navigation. Now, we see GPS as our primary tool for finding where we need to go.  “Follow the stars” brings a twist to this modern ability by forcing players to find ways to turn off lights in a big city so that they can begin to see a clear night sky again.

    Mechanics: (intended to be a video game/app) Players are given a paper that says (e.g.) “Follow the north star and then the smallest tip on the little dipper, and you will find where we are meant to meet.” However, players will notice that the sky above them makes it impossible to view the stars. As they begin their journey, players will point and click to turn off streetlights, apartment building lights, and signage to get a clearer view of the sky. Only after players turn off 4-5 light sources can they begin to journey forward into the night.

    • “Nostalgia” (Awareness of the need to appreciate items and reuse them)

    Have you ever had an item, like a radio blanket or even a T-shirt, that worked just fine as it did years ago when you bought it, but now you are older, and it feels like it’s time for a new one? “Nostalgia” is a game where players are given a box of old items from their attic when they move out, and they must find a new purpose for the items without throwing the items away.

    Mechanics: (Intended to be a video game) Players receive the box of items from their dad when they finish moving out, as it is the last box, and most of the other boxes have been moved and unpacked in their new place; this box feels useless but super nostalgic. Players will begin by digging all 10 items out of the box and reading about what they are and what they were used for. For example, it may say, “Your old Sony Walkman. It has seen better days; it’s a little dented. Has a cassette tape of the band Tears for Fears inside.” Players then must decide how they will either reuse the item or reflect on the item’s value and worth. An example of how that can be done is through options given to the players. “You decide to keep the Walkman, as it is an iconic piece of technology, though it is outdated for its time, it is worthy of the collection.” But players can also decide to completely reuse the item. “You decided your old Mickey Mouse blanket no longer fit your style. You decided to donate it to an animal shelter, so the cats and dogs had something comfortable to sleep on.”

    • “The length of my chain” (Awareness of the lives of dogs kept outside on chains)

    Charlie was a good dog, at least he thought he was after he was adopted by a family. But not long after he turned a year old, he began getting restless when his owners would leave him unattended inside for hours on end daily. He would get into chewing the couch up, peeing on the floor by the front door, and drinking out of the toilet, getting water all over the bathroom floor.  Once his owners came home, they punished him by locking him outside, bound to a thick iron stake by a chain. He remained there for years, rain, snow, and the high heat of the summer. The only thing that changed was occasionally, the owners would come out and toss him scraps of steak and hotdogs, and they gave him a little hutch to sleep in. But Charlie didn’t know any better; he was just being a good dog.

    Mechanics: (Intended to be a video game/app) Players start the game as a puppy version of Charlie. They can roll around and play with their siblings, and when the level is almost over, players are picked up by two big open arms – presenting them to their family. Then time moves on, happily as Charlie plays with his new family, sleeps in a nice warm bed, and eats delicious meals in a nice metal bowl with his name on it. Players play this level in an open world, with limitations to sleeping, playing, and eating as a puppy does. On the third level, Charlie is now a year old, and players can cause complete chaos, ripping up pillows, drinking from the toilet, and so on. On this level, players are given a bar that must be filled (called the “Mass destruction” bar) After the level is over, there’s a sound at the door, and Charlie’s family is home. The fourth and final level is broken down into ten nights, over multiple seasons and years. This time Charlie is chained up outside and each day/night cycle is about Charlie seeing the world by the limitations of his chain. Only receiving any form of love through a rare, occasional “treat” from the owners. Charlie will not live to be 16 like a dog usually does, as living out in the elements on a chain is no life at all.

    • “Kintsugi” – Golden Joinery

    (awareness of the little things in life and the imperfections that come along with living)

    Kintsugi is the Japanese art of putting broken ceramics back together by using lacquer, bringing meaning to embracing imperfections and bringing visual beauty to imperfections. In this game, players are given various ceramic pieces, each having a special story about what it was used for and where it came from. It is the player’s task to fix the piece back to what it originally looked like. As players slowly piece the ceramic back together, they see flashbacks of the “life” the ceramic has lived.

    Mechanics: Players own a self-redeemed “repair shop” in a small town. Every day, a customer comes and drops off a bag with a unique broken ceramic. As the game goes on, players will slowly repair broken ceramics, slowly also learning about each customer and the meaning of the ceramics in their lives.

    week 2 questions

    monopoly

    monopoly was a very fun concept. playing with the rules of different demographics like women and minorities really show how the world can be. of course it is not a one to one reconstruction of society but it still shows how different it is to live in todays society. having the white male be playing the game normally was really interesting.

    McDonalds game

    i loved how hard the game was and how much you need to pay attention really well. it really highlight how the business is run. the game play also forces you to make bad and unethical decisions like bribing politicians and health scientists. having it be almost impossible to do it ethically also helps highlight how corrupt the business is. the simplistic style is also a fun contrast to the game play and the message.

    Chex Quest

    i played Chex quest and as i played it it had nothing to do with Chex mix besides the characters being the different snacks in the mixes. the monsters rely had nothing to do with it and the weapon was a spoon and who eats Chex mix with a spoon. if it was cereal the spoon would make since. the game itself was kind of fun, it was pretty simplistic but their wasn’t a tutorial to tell me how to use the weapons or change weapons or how to open doors.

    game ideas

    1. the campaign trail – in this game you are a political running for and office. you pick who you are based on a bunch or random character cards, some have special bonuses and cons to them. you each start out with a certain amount of voters and spaces on the board can give you more voters. you will roll a 3 die and move that many place, some spots have bad outcomes. bad means a scandal came out about you and you will love voters or your opponent made a smear add about you and they take some of your voters. some spots will give you a chance to gain a monetary supporter and this lets you make more adds to give you multipliers to your voter gain each spot. you want the most voters by the end of the game.
    2. echo chamber – Players start in a digital world where they are trapped inside an “Echo Chamber”—a metaphorical maze filled with distorted news, bias reinforcements, and cognitive dissonance puzzles. To escape, they must engage in debates with NPCs representing different viewpoints, critically analyze news sources, and identify misinformation.
    3. the butterfly effect – Players make choices that impact the climate, economy, and society over multiple generations. The catch? They only see the long-term effects of their actions decades later. By playing through different scenarios—such as investing in green energy or ignoring climate policies—players witness how small decisions lead to massive societal shifts.
    4. detox island – Players are stranded on an island with a nearly dead phone. They must decide whether to use its last battery for comfort (entertainment, messages) or survival (flashlight, emergency calls). The more they rely on it, the harder the game gets—losing awareness of their surroundings, getting lost, and missing crucial survival tools.
    5. mirror heart – Players take on the role of someone navigating a complex relationship with a charming yet toxic partner. As time progresses, the dialogue choices and internal monologue change depending on how much emotional abuse the player tolerates. If they stay too long, their character begins mirroring the toxic behaviors, making it harder to recognize reality.

    reading questions

    1. what advergames have you played? did they influence a purchase? I have never really played an advert game myself but the ones i have seen have never made me want to buy the product, if anything it has made me just laugh at the stupidity of the game.
    2. why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail? tooth protector and escape show a cause and effect, they aren’t just a game, they really show how their products can be used and how they work in real life. they make sense for the product and how people would realistically come in contact with them.
    3. what does Volvo’s drive for life accomplish?  this game accomplishes a way to show a real reason that safety features are important and how hey actually work. it also shows a more real life mundane aspect of driving and not the over the top depictions in other games about driving.
    4. what company used in-advergame advertising  stow and go challenge
    5. what was one if the first home-console advergames and what beverage was it for?  the Kool-Aid man on the Atari for the Kool aid beverage.