Sara Estus – Week 4 Response

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 Though it could be considered outdated by the unknowing, illegal immigration is still a very impactful subject 17 years later.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:

  1. The Trash: This game is about minimizing the garbage you throw away each week. Typically, about one to half a bag of garbage is made per person for each person living in a household. But it is possible to break that number in half! By playing this game, users will learn how to reduce, reuse, recycle, and compost scraps, all while having an impact on how much litter they make. The goal is to halve the amount of trash thrown out, by the time two weeks have passed.
  • Sustenance: In this game players manage a farm or agricultural region, balancing the needs for food production with sustainable farming practices that minimize environmental impact and enhance biodiversity. Some ways may include composting, hydroponics, and not using pesticides.
  • We are Global: Players create a “profile” for themselves and are then matched with another person in a third-world country who is similar in age, gender identity, and interests. Players are then tasked with learning more about this person and their culture to understand the possible impacts of war, starvation, lack of education, etc.
  • The Shelters: This game is about spreading awareness of “full” shelters. Thousands of animals are euthanized each year due to no room at shelters.  It is the player’s job to spread awareness, gain donations, upgrade shelter amenities, and reduce euthanasia numbers by using fosters, creating adoption days, and preventing backyard breeding.
  • Compliment Race: Though this game seems simple and easy, the concept goes into the impact of self-love and appreciation for others. To play, players are given multiple cards from a huge stack that have different rules for who they must go up to and compliment. Players cannot compliment other players, and must try to find people, and genuinely make them feel good.

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:

  • 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?

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.

  • 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?

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.

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

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

Five New Ideas for Serious Games

“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.

WEEK 4

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.

Evelyn: Week 5 Game Ideas

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Week 4 Questions

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

Week 4 Post

Alana Tush

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

What learning games have you played?

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

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

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

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

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

New ideas for a serious game

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

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

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

Game Ideas: Week 4

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

Week 3 Game Ideas

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

Week 3 Questions

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

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

  • what is an activist game?

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

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

Checkers, Tic tac toe, connect four

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

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

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

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

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

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

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

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

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

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

  • Changes in what can signal profound changes in games?

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

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

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

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

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

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

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

Week 4 Questions

  • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?

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

  • is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?

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

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

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

Week 3

Alana Tush

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

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

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

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

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

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

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

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

From chapter 1:

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

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

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

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

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

What is an activist game?

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

From chapter 3:

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

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

Examples- checkers, scrabble?, tic tac toe

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

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

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

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

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

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

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

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

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

They play games as form of recreation and research.

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

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

Late Week 4 Response | Dillon DeSantis

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

Late Week 3 Response | Dillon DeSantis

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

Late Week 2 Response | Dillon DeSantis

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