



design courses, syllabi, schedules, resources and policies
Game Reviews:
Observance: This game is a response to the July 28, 2007, rejection of the U.S. Senate to revise the Immigration Reform Bill. Though it could be considered outdated by the unknowing, illegal immigration is still a very impactful subject 17 years later. When I played this game with Amber, it was fun to figure out the rules, setup, and character backstories; however, after some time it begins to feel wrong when you think about the ‘lives’ you are playing with (literally). And even though I appreciated the reskin of “Battleship” having a game with such an emotional impact on a simple mechanic like “Battleship”, brought down to the chance of two die – made the impactfulness of how serious illegal immigration seem less serious.
All in all, I enjoyed the game, but I felt like I was more focused on ‘winning” than I was on understanding how illegal immigration works and what happens to illegal immigrants.
Serious Game Ideas:
Podcast- Games for change Ideas:
Minecraft Education: Minecraft Java is one of my favorite games, it’s one of the few I can always return to, no matter how long I don’t play. Minecraft Edu, I also feel strongly about it, as I played it back in high school before it was even half the content it is today. I even had the opportunity to speak in other local high schools about the impact of STEM and Minecraft on students. So, this has a special place in my heart.
Spiritfarer: I have a few hours into this game and feel that I have experienced a lifetime of grief in the last 5 years. The impact of this game feels like a good discussion to have.
Papers, Please: First of all, this game is INSANE. The rich lore, the complicated mechanics of checking passports and papers for immigrating and visiting a country under dictatorship. This game has so much to offer and is truly a game people should play or watch a playthrough of. It takes a keen eye, a great attention span, and a willingness to take notes.
Plague: I have played this game one too many times, and now it feels wrong given my experience in the COVID-19 pandemic. But I feel that it can be a really rich discussion about the pros and cons of ruining and saving the world – whether you play as the cure or a disease.
Reading Questions:
As a child, I grew up with an old Windows 98 computer. It was chunky, and slow, and only worked well when you worked as slow as it did. I played a lot of games like the “Jumpstart” series, which went based on age, and learning basics that were taught in school. The games focused a lot on basic principles of problem-solving, like winning a race by building a cool car, but you had to solve math problems first, and when I was younger it was based on color coding, and motor skills. As an adult, I have played two behaviorism games, Kahoot and Quizlet, which both required me to think about my choices to pass or win. And lastly, a game that contained a social nature was surely Club Penguin. There were many instances where players could collaborate and play games to win in-game currency or go against each other.
I would argue that Gamification IS bullshit, it feels like a trend companies just jump into as an excuse to be “with the trends” As Ian Bogost argues, gamification reduces the complexity and richness of video games to a mere transactional system, where engagement is treated as a point-to-point system of rewards and punishments. Ian views gamification as a cheapening of the power of games—an attempt to commodify something that has far more potential. In my experience, gamification has often been included in fast-food restaurants like McDonald’s. Throughout the years they have attempted to make consumers play “Monopoly” to coax them into purchasing more, just for the reward of being a free small fry.
A serious game is a game that is designed for a more educational purpose other than just for entertainment though it can also be used for training or addressing real-world issues. These games use elements of gameplay to engage users and help them learn new skills, solve problems, or simulate complex scenarios. Serious games are not chocolate-covered broccoli, as when created correctly, they easily blend education or training with enjoyable gameplay. Instead of feeling like a forced or disguised educational experience
“Under the Surface” puts players in the role of marine biologists, tackling ocean decline. By studying marine life and tracking pollution, players witness the impact of human actions and learn how small changes can protect ecosystems. This game emphasizes environmental awareness and the importance of conservation.
“Echoes of the Past” delves into forgotten historical narratives. Players piece together lost stories, revealing biases in historical records and highlighting the importance of diverse voices. Through detective work and interactive storytelling, players confront historical events shaped by conflict and displacement. This game promotes cultural preservation and challenges traditional historical perspectives.
“Bias Breakdown” tackles media literacy. Players navigate a digital news landscape, learning to identify bias and misinformation. By taking on roles within the media, they understand how algorithms and narratives shape public perception. This game aims to teach critical thinking and awareness of media influence.
“Prison Pipeline” addresses systemic injustice. Players follow the lives of young people, making choices that illustrate the impact of socioeconomic disparities on their futures. This game exposes the consequences of racial and economic bias within the criminal justice system, highlighting how policy affects real lives.
“Silent Signals” focuses on mental health awareness. Players learn to interpret non-verbal cues and provide support to someone experiencing mental health struggles. By mimicking the difficulties of communication, this game fosters empathy and understanding. These game ideas all demonstrate how games can be used to educate, raise awareness, and promote positive change, moving beyond simple entertainment.
Responses to Readings
What Learning Games Have You Played? How Do They Fit Into Learning Theories?
Games teach in different ways. Typing Club uses repetition and rewards to build typing speed, but not deep thinking. Minecraft: Education Edition lets players learn by creating and problem-solving, needing some teacher guidance. Foldit uses teamwork for real science, but needs background knowledge. Minecraft is likely the best, as it encourages hands-on learning and problem-solving over simple repetition.
Is Gamification Bullshit? What is Ian Bogost’s Argument?
Bogost thinks gamification is a trick. Companies use points and badges to control people, not to make things fun or educational. They add game-like things to make people keep using their products, but without real value.
I agree. Things like Duolingo streaks and Starbucks rewards make people do things without really learning. But, some gamification, like Khan Academy’s, can be good if it’s used to help real learning. I’ve seen it myself: reward programs feel like marketing, and Duolingo focuses too much on streaks, not learning.
What is a Serious Game, and Why Aren’t They Chocolate-Covered Broccoli?
Serious games teach, not just entertain. Bad games try to hide learning, like boring math games. Good games teach through playing, like “Papers, Please.” Good games are fun by themselves. Gamification can be bad, but good for real learning. Learning games are best when players explore, create, and work together.
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
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
An activist game is a game designed with the intention of making a political, social, or cultural statement.
Checkers, Tic tac toe, connect four
Chance or gambling games may have held spiritual or religious significance because they represent the unpredictability of life or the will of the gods.
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.
A fox game refers to a game that involves trickery, manipulation, or misdirection. A modern example would be Mafia.
Mansion of Happiness was a board game that was designed to teach children about virtue and the consequences of their actions.
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 the social, cultural, or political environment can signal changes in the design and purpose of games.
By reskinning games like Monopoly and Ping Pong, Fluxus artists were challenging the commercialization of play.
These artists have engaged with war games as a means of avoiding traditional understandings of conflict and violence.
Agency in serious games is important because it allows players to feel that their actions have consequences.
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.
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.
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.
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.”