Week 3 Game Ideas – Empathy

1. “Walk in Their Shoes”

  • Concept: This narrative-driven role-playing game invites players to experience a day in the life of a character facing unique challenges, such as someone from a different cultural background, a person with a disability, or a refugee.
  • Gameplay: Players make choices that affect their character’s day-to-day experiences, navigating obstacles like social misunderstandings, discrimination, or physical challenges. The game would highlight the emotional and practical struggles these characters face, aiming to foster empathy by showing the world from their perspective.
  • Objective: By engaging with these experiences, players gain insights into the complexities of different lives and the emotional weight carried by those in marginalized situations.

2. “Perspective Shift”

  • Concept: In this cooperative game, players control two characters—each from opposing sides of a conflict or disagreement (e.g., two people in a tense relationship or people from different cultural or political backgrounds).
  • Gameplay: Players must solve puzzles, overcome obstacles, and collaborate while switching between the two characters, forcing them to see the world from the other’s point of view. Each character has unique strengths, weaknesses, and biases. Players must communicate and work together to solve problems, realizing that empathy is key to overcoming conflict.
  • Objective: The goal is to reach mutual understanding and collaboration, encouraging players to embrace the challenges of seeing and appreciating the perspectives of others in order to resolve conflicts peacefully.

3. “Emotion Cards”

  • Concept: A card-based game where players take turns drawing cards that represent emotional scenarios (e.g., a person who has just received bad news, a child who is trying to make friends, someone experiencing a great success). The other players must guess the emotional state of the character based on limited clues.
  • Gameplay: Players engage in conversations about the scenarios, interpreting body language, tone of voice, and written clues. The game encourages reflection and discussion about how emotions shape behavior and interactions.
  • Objective: The goal is to identify emotions correctly, but also to understand the complexity of those emotions and why people act the way they do, promoting empathy in understanding human feelings.

4. “The Giving Game”

  • Concept: This cooperative, story-driven game focuses on players working together to help people in their community or environment. The game revolves around different scenarios where characters face emotional or material hardship (e.g., a friend in need of support, a neighbor facing loneliness, a colleague dealing with stress).
  • Gameplay: Players are tasked with finding ways to give help—whether through time, understanding, or resources—and must navigate the consequences of their decisions. The game includes challenges like time management, emotional intelligence, and resource allocation, all while keeping the needs of others in mind.
  • Objective: The game encourages players to think about how empathy and selfless actions affect relationships and communities. The aim is not just to help but to truly understand the other person’s needs and offer thoughtful support.

5. “Empathy Quest”

  • Concept: A quest-style adventure game where players must embark on a journey to help others, each representing different walks of life. Along the way, players encounter individuals who need help with personal, emotional, or social issues, requiring players to listen, understand, and act thoughtfully to provide solutions.
  • Gameplay: The game offers dialogue options, where players choose their responses, each revealing a different level of empathy. For example, players might need to choose whether to comfort someone, offer advice, or simply listen. These decisions will influence how the other characters view the player and whether they trust or feel supported.
  • Objective: The goal is to build trust and relationships, with success tied to the player’s ability to understand others’ emotions, provide appropriate help, and make the world around them a better place through empathy.

Review On Games Played Week 3

Dumb Ways To Die: I think this is the first game that was shown in class that I have actual played. I remember playing this game on my ipad as a child. Though I used to play it as just a form entertainment rather than thinking about what the game’s actual purpose.

Cards Against Humanity: To be honest I am not really sure if I have an opinion on this game. I wasn’t really totally sure what was going on while I was watching this game be played. It doesn’t really seem like a game I would enjoy either.

Cast Your Vote: This is another game that I wouldn’t really choose to play. I don’t know why but I have never really enjoyed games that were like this.

Sara Estus – Reading Questions Response

Chapter 1 Reading – Critical Play Radical Game

  • 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? 
  • While Mary Flanagan feels that games function more as cultural products, shaped by the designer and players to create a specific experience, stating that games are about how players interact with a system, being deeply influenced by cultural context and personal interpretation. Chris Crawford’s definition of games is vastly different, distinguishing between games and puzzles, emphasizing that games evolve and are shaped by the player’s actions, while puzzles are static and have fixed solutions, leading to the idea that games are dynamic, and rules can change based on the player’s decisions. However, Katie Salen and Eric Zimmerman stated that a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. outlining six key components; system, artificial, players, conflict, rules, and outcome, presenting a more formal and structured approach to understanding games.

  • What is an Activist Game?
  • Mary Flanagan states that Activist games are characterized by their emphasis on social issues, education, and, occasionally, intervention. More so that the concept is a challenge on real issues, through the themes, narratives, roles, settings, goals, and characters; and less commonly, through game mechanics, play paradigms, interactions, or even the concept of winning to benefit an intended outcome beyond a game’s entertainment or experiential value alone.

    Chapter 3 Reading – Critical Play Radical Game

    • Go and Chess are examples of games that feature “perfect information”, what other games share that feature?
    • More examples of games that feature “Perfect information” are Tic-Tac-Toe, checkers, and Mancala.
    • Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
    • Chance or Gambling games hold spiritual or religious importance in ancient cultures, due to the factor of the game sharing the principles of “fate and divine will.” Anthropologists and play scholars Csikszentmihalyi and Bennett noted that games of chance “seem to have emerged from the divinatory aspect of religious ceremonials.
    • When was the earliest battle between government/ religious groups and games? What modern games can you think of that have been banned or demonized?
    • The earliest battle between government/ religious groups and games can be traced back to Ancient Rome with gambling, though gambling was initially allowed in Rome, concerns about its social and moral effects grew, with leaders like Emperor Augustus who tried to stop excessive gambling by imposing restrictions and laws.
    • What is a fox game, and what would be a modern example?
    • A fox game is “a group of board games featuring unequal opponents, one player is the fox, or aggressor. Other players control or play the numerous geese, sheep, or prey the fox tries to eat while the fox attempts to avoid the traps his opponents set all around him.” A modern-day example of this (Sorry this is so funny) is Among Us, where one player is an imposter, and the others are normal crewmates. The idea of the game is to find the imposter before too many crewmates are murdered.
    • What was the purpose or intent of the game: Mansion of Happiness?
    • In 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. Here, good deeds lead children and their play pieces down the path to “eternal happiness” and players must beware of landing on spaces that interject, albeit through chance, the setbacks of “vices” such as cruelty and ingratitude.”
    • Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?
    • Surrealists emphasized the playfulness of Dada using chance and juxtaposition, but they were also concerned with the internal workings of the mind and encouraged a deep focus on the subconscious. Relying on the work of Sigmund Freud, and the importance of perceptions. This understanding pushed Surrealists to believe that games might help everyone by challenging the mind and how players perceive the world. However, Fluxus artists saw that games lay between the rational and the absurd, between mobility and fixed trajectories, and between logic and chance. And sought a new art practice, one that was open to humor, intimacy, player agency, and various aspects of performance.
    • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
    • Changes in game mechanics, themes, technology, or social contexts can often signal profound shifts in games, whether they are physical, digital, or social. These changes may arise from new technological advancements, shifts in cultural attitudes, or responses to external circumstances, such as war.  With this, during WW2 pinball games were reskinned due to a shortage of metals, often, the machines would become completely non-electric, depending on plastics and wooden components. Artistically, during the war pinball machines contained patriotic art, rather than pop culture.
    • What statements did Fluxus artists make by reskinning games like Monopoly and Ping Pong?
    • By distorting the structure of Monopoly or removing its focus on profit, Fluxus artists sought to expose the artificiality and destructiveness of capitalist structures, pushing for a more playful and egalitarian approach to human interaction and creativity. Furthermore, Fluxus artists were not necessarily interested in the outcome of games but rather in the process of playing itself. This approach to Ping Pong de-emphasized competition and embraced the idea that art and play should be about exploration, interaction, and openness rather than winning or following traditional rules.
    • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
    • Lilian Ball often uses participatory art to engage audiences in reflecting on power and conflict through game-like interactions.
    • Marcel Duchamp uses chess as a metaphor for strategy, power dynamics, and competition, exploring the intellectual and aesthetic aspects of games.
    • Takako Saito creates interactive, unpredictable game-like situations that question traditional roles and the arbitrary nature of conflict.
    • Yoko Ono uses games to envision peace and cooperation over violence, with works like Play It by Trust promoting pacifist ideals.
    • Gabriel Orozco reimagines chess with expanded possibilities, symbolizing freedom and creativity in resolving conflict rather than being bound by fixed rules.
    • Ruth Catlow creates a reworked chess game called Rethinking Wargames that introduces pawns as resistors to violence, emphasizing the importance of negotiation and nonviolent resolution.
    • Why is it important for players to have agency in a critical or serious game?
    • Player agency is crucial because it allows players to feel that their choices and actions have a meaningful impact within the game world. By creating a space (the magic circle) players can feel that what they say and do matters in terms of the outcome of the game. Agency also allows players to better reflect on serious matters that can promote learning.

    Week 3 Questions

    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? Chris Crawford contrasts what he calls “games” with puzzels. Katie Salen and Eric Zimmerman among other game scholars, note a wide variety of definitions of the term “game”. Salen and Zimmerman (2003) also discuss the designer’s ability to create situations for “meaningful play.” 

    • What is an activist game? Activist games can be characterized by their emphasis on social issues, education, and, occasionally, inter-vention. In other words, they are not purely conceptual exercises, but rather, games that engage in a social issue through, most commonly, themes, narratives, roles, set-tings, goals, and characters; and less commonly, through game mechanics, play para-digms, interactions, or win states to benefit an intended outcome beyond a game’s entertainment or experiential value alone. 

    From chapter 3 :

    • 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? There is evidence that ancient games involving chance often held spiritual and
    • ritualistic importance. Senet offered board designs for two players and rules incorporating chance. Hounds and Jackals, or Fifty- Eight Holes, appeared in Egypt in the Middle Kingdom around 2000 BC and consisted of two parallel tracks of twenty- nine holes assembled in groups of five. 

    • When was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? In 1254, St. Louis IX of France forbade Tafl at court, calling the game “inhonesti ludi.”33 Thus the battle between government or religious groups and games is at least as old as this event, if not much older. I am not really a gamer so I can’t really think of any games that have been banned.

    • What is a fox game, and what would be a modern example? a group of board games featuring unequal opponents, one player is the fox, or aggressor. Other players control or play the numerous geese, sheep, or prey the fox tries to eat while the fox attempts to avoid the traps his opponents set all around him. Fox games are characterized by an unbalanced set of game goals and a rather abstract board. These “unbalanced games” paralleled the popularity of chess, Go, and backgammon, and their rules of play were relatively stable.

    • 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.

    • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone?  Artists, especially those who followed the Surrealist and Fluxus movements, also tend to play games as a form of recreation and research. Surrealists believed that games might help everyone—artists, scientists, politician, even farmers, tap into the spiritual realm and the human unconscious. 

    • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? As seen in fi gure 3.20, the typical wildlife featured in the original game is replaced with a changeover unit to make the game politically relevant during the Second World War. 

    • What statements did Fluxus artists make by reskinning games like monopoly and ping pong? Fluxus artists were deeply interested in breaking down the boundaries between art and everyday life, and by reskinning games like Monopoly and Ping Pong, they made statements that challenged traditional notions of art, culture, and social structures. Fluxus, which emerged in the 1960s, was a movement that sought to blur the lines between art and life, using games and interactive actions as platforms for artistic expression and political critique.

    • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? Artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow engage with the concept of war games in different ways, often using the format of the “game” as a tool for exploring themes such as power, control, violence, and the absurdity of war. These artists might either directly reference military conflicts or use the structure of games to critique traditional notions of war. 

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

    Games, such as Catlow’s chess game, expose the possibilities of player agency in other ways: fi rst, by empowering the pawns, thus imbuing traditionally conceived pieces/ roles with new power; second, by opening up the possible outcomes of the game in terms of widening the possible win states, thus rewriting the original in visionary ways. Metaphorical or actual, the game design must embody action, and depending on how active a game feels, its critique may be more or less apparent. 

    Sara Estus – Game Ideas (Empathy and ARG)

    5 Games that provoke empathy:

    • Talk to your plants: Players own a plant shop in the game. As they slowly start to get to know the visiting customers who purchase plants from the shop, they begin a special shelf with various types of plants like the ones each customer has purchased. With each plant being named after the customer. As the player gets to know each customer, the plants on the player’s special shelf will change, the plants can grow beautifully, wither, wilt, or bloom depending on how the customers are feeling. It is the player’s job to make each customer feel welcome and safe in the little plant shop and keep the plants happy and healthy.
      • Don’t judge the Book: Players are given a card with a sentence about something that has happened in someone’s life, but it is all completely anonymous. Players then are given various pictures of the people who wrote the sentences and must try to match the people with the sentences. This game is a play on “You never truly know what someone is going through.”
      • School Supplies: In this game, players are given $100 and a ticket with the age, grade, and likes of a child in K-12. Players must then purchase items using their best judgment. After purchasing the items and taking them to the school, players get a letter with photos going into the future of how these items have helped the children in need.
      • Stay with Me: Players are given a small booklet that tells the life story of an elderly person in a home. After reading about the person, they are tasked with visiting the person and keeping them, a company based on what they know. The goal of the game is to make friends and keep a well-deserving person happy. Extra points if you run some errands, make them a meal, get to know them even more, and visit often.
      • Comfort Food: Players are given a recipe card for a meal that someone has written. After buying the ingredients and making the food. The player will then hear the story of why the food was chosen as a comfort food for someone. Bonus points if you make the food and invite the person to join you for the meal.

      Wrinkle: Stay with Me and Comfort Food: Though a few of these games are quite easy to implement into real life, I think mixing both games is a perfect way to not only hear someone’s story but also to experience the purest form of love and joy through another person – Food. Players can document their time with their new friends, and share recipes online for other players to enjoy. Fully documenting a heartfelt experience, while sharing delicious food online, bringing impact to culture, the importance of sharing stories, and of course building relationships. Though this could not be considered an ARG, I consider the issue of people expressing a lack of time, money, and resources to come into play – but I would ask players to consider that documenting stories of these people, and their culture is something many don’t do, and making it incredibly important to document regardless of other factors is the importance of the game.

      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!