- What was the most frustrating moment or aspect of what you just played? Trying to scan the QR codes and then being met with requesting access to a Google Drive every time, and the thinness of the paper making it difficult to pull a card out and put it on the table.
- What was your favorite moment or aspect of what you just played? The narrative and the reveal at the end were very clever. I played with Kelsey, and throughout the game we new something was up and that the colors and the action of grabbing the right color meant something, we just didn’t know what.
- Was there anything you wanted to do that you couldn’t? Well maybe being able to read all of the cards but for time we couldn’t.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? It would be cool to see this as a computer game or something that doesn’t require a moderator to give the list of colors.
- What should be improved with the next version? Better materials and better graphics, but I’m confident Gideon can do that.
- Describe the game in 3 words. Color Match Mystery
Review of Ames’s Civilization Simulation Game – Colin Kenny
- What was the most frustrating moment or aspect of what you just played? The lack of knowledge of what we were “supposed” to be doing. The testing phase for this game still felt very loose.
- What was your favorite moment or aspect of what you just played? I liked the dedicated 3D printing style. The pieces and board just had this interesting aesthetic that brought me into the world a little more. I also enjoyed taking out the civilians before they could reach the edge of the board and adding them to my collection.
- Was there anything you wanted to do that you couldn’t? I’ll be honest, I did kind of fudge the number of moves I had to do the things I wanted to do. It was hard with 6 players taking loooooong turns to think ahead and make moves that feel like you are actually progressing.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would try my best to keep the turns moving quickly somehow, or just limit the max number of players.
- What should be improved with the next version? I don’t think we were necessarily the right audience for this game, but if it was for us I would say simplification of things like goals, actions, amount of times you could roll the dice, etc.
- Describe the game in 3 words. We Live Inasociety
Game Maker Play Notes Part 2 Sammy Homer
First version:
This game is a card game that was originally called Animal Pickup which had player’s pick-up abilities and have a chance of getting animal cards. Once you get all of your colored animal cards then the player win.
I realized I needed way more ability cards with different uses, less animal cards, and a way to get different colored animals out of a player’s hand
Second version:
I change the name to Critter Picker and change the goal to have 2 sets of colored cards to win (instead of specific-colored cards). I’ve also added abilities to animal cards that only activate if the player has the specific color. Additionally, I made it so there’s an animal pile and an ability pile instead of it being intermingled.
I realized I need a better way of showing the animal pile vs the ability pile as well as adding or lessening some ability cards. I’ve also realized having 2 sets of colored cards may be a bit much especially for 2 players. Additionally, I need balance some card abilities and have clearer instructions (especially on the cards)
Game Play Testing part 2 notes Sammy Homer
Game Review – Maria
Evelyn: Game Tests
Don’t judge a book by its cover – Sarah’s Game
What was the most frustrating moment? I loved this game but it was sometimes frustrating getting things wrong over and over.
What was your favorite moment? Making connections with people I know.
Was there anything you wanted to do? See below
If you had magic wand to wave what would you do? See below
What should be improved in next version? I think the game worked well but there could be progressive amounts of background (facts) we learn about people. They still could be completely irrelevant to the quotes; it’s like you’re getting to know somebody but you still may not know what they are going through. Or it could make you connect to and empathize with them more. Just thoughts.
What’s the game’s message? You never truly know what somebody is going through
The game in 3 words: unique & good art
To death do us part – Tori’s Game
What was the most frustrating moment? Nothing!
What was your favorite moment? The attention to detail was so good I loved seeing the themed elements
Was there anything you wanted to do? Have part 2! I want to solve the crime!!
If you had magic wand to wave what would you do? Part 2
What should be improved in next version? I liked your thoughts on box design. Maybe for future iterations have simple instructions (it could be just a phrase). Maybe one of those yellow confidential file folders?? Love this though.
What’s the game’s message? You are the detective. The game in 3 words: wedding murder mystery
Evelyn: Week 5 Game Ideas
- Stocked – A game that teaches users about choosing merchandise specifically for a Boutique storefront. They must learn the balance between budgeting, displaying new lines of products, and investing in other areas of the business.
- Geared Up – A puzzle game that teaches players about vehicle mechanics. Depending on the mode, players could choose to either inspect the car to diagnose the problem, or assemble/dissemble vehicles. Players could interact with and learn about parts, their technical terms, and mechanical process.
- Wall Street Warriors – A stock market simulator where players are given an initial amount of (fake) money to invest into the market. Stock market trends can reflect reality. There could also be an option with time leap (based off predictions) to see how investment decisions played out in the long run. The goal of this game would be for players to learn about the stock market and gain financial literacy.
- Around the World in 80 days – a game intended to bring awareness to different cultures and their traditions. Players must travel to a specified number of locations around the world and collect a culture card from that destination. There are additional spaces along the way that invite players to play mini games, language competitions, or other puzzles.
- Diagnostic – A learning aid for medical students. Players are given a list of symptoms through a chat box and must come up with a diagnosis. They may ask the patient chat box questions to try to narrow down their solution. This could also be used for trauma patients – players see a list of symptoms and must take immediate action. quickly gather evidence to make the right call.
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.
Evelyn: Game Ideas
- Harvesting Hope – a game bringing awareness to food insecurity. Players would choose a limited amount of occupations at the beginning that would determine income level. Players are given limited hours in the day to work and focus on other tasks such as gardening. Players must choose where to spend their money – food, rent, or medicine.
- Climate Change – An input game where users would choose different options (like cards against calamity or bitlife). The whole world is at their fingertips, they just have to decide how to treat it. The world gradually becomes more inhabited, challenging players with real life challenges
- Cycles- Players would compete to make the post profit. They would need to juggle managing resources, warehouses, distribution, and sales to successfully run their production. How will you react when the supply chain breaks?
- GreenDay – (alternate reality game) The earth is filled with so much waste – live at least one week without any waste. Record how you reuse, recycle, and avoid adding to the landfills. Bonus points if you repurpose!
- Grammy’s – Be the grandma of the family. Your responsibility is to bring the family together and avoid family drama. Guide conversation, bring the humor, and make good food. Will you hold the family together?
Week3 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? To me, Mary Flanagan’s is the broadest definition. Mary Flanagan defines a game as “situations with guidelines and procedures.” Chris Crawford says a game is a “system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Katie Salen and Eric Zimmerman say it is “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” One difference between Mary Flanagan and the others is the fact that she doesn’t specify that it must be artificial.
- what is an activist game? activist games are designed to change the players mind and promote a social message.
- go and chess are examples of games that feature “perfect information”, what other games share that feature? checkers and tic tac toe
- why might chance or gambling games hold spiritual or religious importance to ancient cultures? Perhaps it would be seen as symbolism of the will of the divine.
- when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? perhaps in ancient greece and early Christianity. They didn’t like gambling and so games using this mechanic were frowned upon.
- what is a fox game, and what would be a modern example? a fox game is where the opponents have unbalanced powers or rules working in their favor. Maybe pokemon is a fox game?
- what was the purpose or intent of the game: Mansion of Happiness? players compete to be the first to reach “happiness,” or heaven, a large square in the center of the board. Progress is attained through good moral conduct in the context of the home.
- Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? They were both interested in exploring art in new ways. The Fluxus movement embraced playfulness, interactivity, and spontaneity and so gaming would be the perfect outlet. Games can be interactive art that draws people together around a social issue. Surealists believed that games would help people break out of the everyday rigidity of life.
- Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Cultural changes can lead to game changes. As the US government cracked down on gambling, the gambling-esque features of pinball games had to be altered. (some machines were banned). Players no longer were offered cash rewards but only tokens. This changed the perception of the game from a gambling game to a skill-based game.
- What statements did Fluxus artists make by reskinning games like monopoly and ping pong? By reskinning Monopoly, they made a critique on capitalism and demonstrated their perspective on the economy. The artists also proved how rules of play can shape our understanding of economics and success.
- How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? These artists have use their craft to interactive experiences that allowed players to engage in something that combatted an issue.
- Why is it important for players to have agency in a critical or serious game? Players must feel that their decisions impact the gameplay and storyline. As defined by Janet Murray, agency is “the satisfying power to take meaningful action and see the results of our decisions and choices.”
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:
- 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. - 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. - 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. - 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. - 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.
Persuasive Game Ideas- Colin Kenny
- 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.
- 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).
- 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.
- 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.
- 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.