- what advergames have you played? did they influence a purchase?
I sat here stumped for a stupid amount of time, convinced I had never played any advergames as a kid (at least, not that I could remember). But after some more research, I realized the LEGO games technically count, since they tie directly to toy sales. I played my share of them — LEGO Batman, LEGO Indiana Jones, LEGO Star Wars, LEGO Harry Potter, and LEGO Pirates of the Caribbean — but I can’t say they directly influenced a purchase. Eight-year-old me was already obsessed with LEGO and video games, so I didn’t need any extra convincing, but the games definitely expanded my awareness of just how many different LEGO sets existed. I probably wouldn’t have cared about Indiana Jones or Harry Potter as much if I hadn’t been exposed to them through these games, even if I didn’t immediately go out and buy the sets. - why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
Tooth Protector and Escape work because their gameplay actually reinforces the product they’re advertising. Tooth Protector makes sense as an advergame because the whole goal is to defend teeth from cavity-causing enemies, directly tying into the importance of dental hygiene. Escape does something similar, where the gameplay reflects the brand’s messaging in a way that doesn’t feel completely disconnected. On the other hand, Chase the Chuckwagon and Shark Bait fail because they don’t really connect their gameplay to their brands in any meaningful way. Chase the Chuckwagon is just a weird, clunky maze game that barely relates to dog food, and Shark Bait feels like a generic arcade game that happens to have a brand slapped onto it. Neither of them give players a reason to care about the product they’re supposedly advertising. - what does volvo’s drive for life accomplish?
It reinforces Volvo’s reputation for safety by making players engage with defensive driving and accident prevention. Instead of just showcasing cars, it turns road safety into an interactive experience, making Volvo’s brand message feel more natural and memorable. The game isn’t just an advertisement—it actively teaches players skills that align with Volvo’s identity, making the branding feel more meaningful. - what company used in-advergame advertising?
Epic Games (the studio behind Fortnite) is the perfect example of in-advergame advertising because of its countless brand collaborations across every industry imaginable. You can’t unlink your favorite franchise from Fortnite—Nike, Marvel, Star Wars, DC, Ferrari, Lamborghini, Balenciaga, Air Jordan, Naruto, Dragon Ball, Stranger Things, Travis Scott, Ariana Grande, Snoop Dogg, Eminem, Metallica, MrBeast, The Kid LAROI, The Walking Dead, Resident Evil, Teenage Mutant Ninja Turtles, Terminator, Halo, God of War, John Wick, Ghostbusters, Star Trek, and even Patrick Mahomes all exist in the same game. This works because Fortnite makes advertising feel like content by turning the brand collaborations into playable skins, in-game events, and sometimes entire mechanics that become part of the player’s experience. - what was one if the first home-console advergames and what beverage was it for?
Kool-Aid Man (1983) for the Atari was one of the earliest home-console advergames, promoting Kool-Aid by having players stop “Thirsties” from draining a pool. The game reinforced the brand’s energetic image and made its mascot feel interactive rather than just a commercial character. - what makes the toilet training game sophisticated and do you agree?
Graphico’s toilet training game could be considered sophisticated because it translates a real-life challenge into gameplay mechanics, making the player’s actions directly tied to its objective. Bogost argues that this makes it an effective example of persuasive game design; I disagree, and would argue the game assumes a universal experience that isn’t actually universal. It only works for people who urinate standing up, making it feel unintentionally exclusionary. While the concept is clever, its supposed sophistication falls apart when you realize how narrow its perspective is. - what do advergames and anti-advergames have in common, and what principles do they share?
Both game formats are designed to persuade, just in opposite directions. Advergames exist to reinforce a brand’s message in a positive light, while anti-advergames are meant to criticize or deconstruct corporate influence. Despite this, they share the same core principles: both use interactivity to engage players, both rely on mechanics that reflect their message, and both try to make the player feel something about the brand in question. The difference is whether that feeling is meant to be admiration or skepticism.
Evelyn: Game Ideas
- Harvesting Hope – a game bringing awareness to food insecurity. Players would choose a limited amount of occupations at the beginning that would determine income level. Players are given limited hours in the day to work and focus on other tasks such as gardening. Players must choose where to spend their money – food, rent, or medicine.
- Climate Change – An input game where users would choose different options (like cards against calamity or bitlife). The whole world is at their fingertips, they just have to decide how to treat it. The world gradually becomes more inhabited, challenging players with real life challenges
- Cycles- Players would compete to make the post profit. They would need to juggle managing resources, warehouses, distribution, and sales to successfully run their production. How will you react when the supply chain breaks?
- GreenDay – (alternate reality game) The earth is filled with so much waste – live at least one week without any waste. Record how you reuse, recycle, and avoid adding to the landfills. Bonus points if you repurpose!
- Grammy’s – Be the grandma of the family. Your responsibility is to bring the family together and avoid family drama. Guide conversation, bring the humor, and make good food. Will you hold the family together?
Week3 Questions
- how does mary flanagan’s definition of game differ from chris crawford’s as well as the definition crafted by katie salen and eric zimmerman? To me, Mary Flanagan’s is the broadest definition. Mary Flanagan defines a game as “situations with guidelines and procedures.” Chris Crawford says a game is a “system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Katie Salen and Eric Zimmerman say it is “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” One difference between Mary Flanagan and the others is the fact that she doesn’t specify that it must be artificial.
- what is an activist game? activist games are designed to change the players mind and promote a social message.
- go and chess are examples of games that feature “perfect information”, what other games share that feature? checkers and tic tac toe
- why might chance or gambling games hold spiritual or religious importance to ancient cultures? Perhaps it would be seen as symbolism of the will of the divine.
- when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? perhaps in ancient greece and early Christianity. They didn’t like gambling and so games using this mechanic were frowned upon.
- what is a fox game, and what would be a modern example? a fox game is where the opponents have unbalanced powers or rules working in their favor. Maybe pokemon is a fox game?
- what was the purpose or intent of the game: Mansion of Happiness? players compete to be the first to reach “happiness,” or heaven, a large square in the center of the board. Progress is attained through good moral conduct in the context of the home.
- Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? They were both interested in exploring art in new ways. The Fluxus movement embraced playfulness, interactivity, and spontaneity and so gaming would be the perfect outlet. Games can be interactive art that draws people together around a social issue. Surealists believed that games would help people break out of the everyday rigidity of life.
- Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Cultural changes can lead to game changes. As the US government cracked down on gambling, the gambling-esque features of pinball games had to be altered. (some machines were banned). Players no longer were offered cash rewards but only tokens. This changed the perception of the game from a gambling game to a skill-based game.
- What statements did Fluxus artists make by reskinning games like monopoly and ping pong? By reskinning Monopoly, they made a critique on capitalism and demonstrated their perspective on the economy. The artists also proved how rules of play can shape our understanding of economics and success.
- How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? These artists have use their craft to interactive experiences that allowed players to engage in something that combatted an issue.
- Why is it important for players to have agency in a critical or serious game? Players must feel that their decisions impact the gameplay and storyline. As defined by Janet Murray, agency is “the satisfying power to take meaningful action and see the results of our decisions and choices.”
Week 2 [Tori Rojas]
Why do the advergames Tooth Protector and Escape work? Tooth Protector and Escape are effective because they are engaging and interactive, successfully blending entertainment with their marketing goals. Tooth Protector works by using a fun, competitive game format to promote dental care, while Escape leverages narrative and decision-making, keeping players engaged with the brand. Both games create memorable experiences that associate positive emotions with the advertised product.
What makes Chase the Chuckwagon and Shark Bait fail? Chase the Chuckwagon and Shark Bait fail because they lack depth and meaningful engagement. These games do not build a strong connection between the player’s actions and the brand, and they don’t create an experience that resonates beyond the gameplay. The focus on simplistic mechanics instead of interactive storytelling or strategic depth makes them forgettable and ineffective in achieving their marketing objectives.
What does Volvo’s Drive for Life accomplish? Volvo’s Drive for Life campaign uses a strong narrative to promote the safety features of their vehicles. By incorporating real-world scenarios and demonstrating how the car’s safety features work, it engages players in a way that highlights the brand’s commitment to safety. It accomplishes the goal of connecting the brand with reliability, trust, and concern for consumer well-being.
What company used in-advergame advertising? Coca-Cola is one example of a company that used in-advergame advertising. By creating branded video games, they aimed to connect their product with interactive experiences, making the brand more engaging for younger audiences.
What was one of the first home-console advergames, and what beverage was it for? One of the first home console advergames was Pepsi Man, which was released for the PlayStation in 1999. The game was used to promote Pepsi, using its mascot in a platformer format to create a memorable link between the beverage and the game.
What makes the toilet training game sophisticated, and do you agree? The toilet training game is sophisticated because it tackles a real-world challenge in a meaningful way, using interactive mechanics to mirror the emotional journey of learning and success. It blends entertainment with practical life skills, which makes the experience educational yet engaging. I agree that its sophisticated design mirrors how games can influence behavior beyond simple entertainment.
What do advergames and anti-advergames have in common, and what principles do they share? Advergames and anti-advergames share a focus on influencing consumer behavior through interactive media. Both aim to shape perceptions, either by promoting or critiquing products and behaviors. They also utilize persuasive principles, whether to endorse a product’s value or challenge its perceived impact on society.
Here are five game ideas designed to change players’ minds about important topics like climate change, energy, and politics:
Five Ideas:
- Eco City Builder (Climate Change)
In this game, players take on the role of city planners tasked with building a sustainable, eco-friendly city. Players must balance resources, manage waste, and prevent pollution while growing the population and economy. As the game progresses, players face challenges like rising sea levels, extreme weather, and resource shortages. The goal is to show how small, everyday decisions in urban planning can have long-term impacts on the environment. - Energy Quest (Energy)
Players are tasked with managing the energy needs of a fictional country, with the challenge of transitioning from fossil fuels to renewable energy sources. They can invest in solar, wind, and other green energy sources, but must balance economic growth with environmental responsibility. The game highlights the trade-offs between different energy sources and educates players about the importance of sustainable energy and the consequences of continued fossil fuel use. - Political Debate: The Voter’s Choice (Politics)
This game simulates an election cycle where players take on the role of a political candidate. Players must craft speeches, create policies, and navigate debates while facing opposition from rival candidates. The catch: The player must engage in real debates with other in-game characters, all while learning about the real-world issues their policies would impact. The game encourages critical thinking and understanding the broader consequences of political decisions. - The Last Forest (Climate Change)
Set in a near future where deforestation has led to severe climate consequences, players must work together to preserve the last remaining forest on Earth. Players play as environmental activists who are tasked with stopping illegal logging, creating protected areas, and educating communities on the importance of forests. The game focuses on raising awareness about biodiversity loss and the role forests play in climate regulation, pushing players to see the value of conservation efforts. - Green Revolution (Food & Sustainability)
In this farming simulation game, players are challenged to grow crops using sustainable farming techniques. Players must deal with climate change effects like droughts, floods, and soil depletion while learning how to implement solutions like crop rotation, water conservation, and organic farming. The goal is to teach players about the challenges of modern farming and the impact that unsustainable agriculture has on the environment, encouraging smarter, more sustainable choices.
Thoughts on games played:
McDonald’s Game:
Playing the McDonald’s game made me think about how the fast-food industry operates. It’s a commentary on how profit-driven motives often overlook the health of workers, the environment, and consumer well-being. The game highlights the lengths corporations go to in order to maximize their reach, pushing a product that may not always be in the best interest of society.
Intergroup Monopoly:
Intergroup Monopoly offers a powerful social commentary on inequality and privilege. It shows how some groups are at an advantage simply by existing within a particular social or economic framework. The game reveals how systems of power are embedded even in something as simple as a board game, emphasizing that success isn’t just about individual effort, but also about the structural conditions we’re born into.
Week 2 Questions
- what advergames have you played? did they influence a purchase? I have not played any advergames (that I remember) except the ones in class. I doubt I would buy an advergame. However, if it was offered in a QR code or free WITH a purchase of a product, I would be more likely to be impacted
- why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail? In tooth protector, it represented the actual purpose of the product and oral hygeine in general in a fun and casual way. It helps change players minds that oral care is a logical choice rather than moral. The game mechanics of chuckwagon and shark bait had nothing to do with the product. The gameplay was also supposedly forgettable.
- what does volvo’s drive for life accomplish? It helps players actually visualize the effects (with and without) of the safety features they brag about.
- what company used in-advergame advertising? Pepsico
- what was one if the first home-console advergames and what beverage was it for? Pepsiman with Pepsi
- what makes the toilet training game sophisticated and do you agree? The author believes what makes this game so sophisticated is the mechanic of urinating. I’ve never played this but based off of the description, “sophisticated” definitely isn’t the term I would use.
- what do advergames and anti-advergames have in common, and what principles do they share? Both aim to persuade players of something and use the interaction of the games to do so. They rely on creating a engaging experience that will leave a good impression on players. Ideally, this experience forces players to think and act towards the product in ways they wouldn’t with a traditional ad. Users also become more invested (time & emotions) in games than they would with a TV ad. They rely on this emotional appeal.
Persuasive Game Ideas- Colin Kenny
- A side-scrolling 2D platforming game like Super Mario Bros. where you play as an underprivileged person in an area going through war right now such as Ukraine or Palestine where your goal is to avoid being bombed or shot.
- The Faux News Game: Similar to the McDonald’s Game, tycoon style game where you build up your station and get rewarded for spreading “news” (hate. violence, endorsement of a certain orange political candidate).
- Funny Cards: A card/video game that explores the legitimacy of tarot, fortune telling, palm reading and more. For example, you go see a fortune teller and they pull the 2 of Krakens or something and them all of a sudden water fills the fortune teller shop and you have to try and get out alive before krakens appear and eat you. Or, if you do die it was all a dream or it didn’t happen at all. Or the card did nothing at all in the first place.
- Help Our Guy: You play as a large corporation, and your goal is to help your childhood best friend become president, but the game gets more unhinged as it becomes clear his policies are just purely evil but he promises to keep your business alive, and it’s just this tug-of-war of lobbying where no one really wins in the end.
- A board game where you and your opponents work in competing sweat shops making products like crappy clothing and cheap smart phones and you have to become the most productive without overworking yourself and literally dying.
Week One Questions 1/23/25 – Colin Kenny
What are the issues Ian Bogost raises about social games with Cow Clicker?
He raises concern over social existing not to provide entertainment solely, but to keep the user engaged and coming back. The enframing of friends and the perpetual compulsion to play every second you aren’t playing leads to mental health effects.
How do social games like FarmVille enframe friends?
Social games create the “features” of friends as resources for both the player and the developer. Players have to ask their friends for help not out of enjoyment for the game but to get something out of them. Developers use this tactic to become viral, ever spreading like an actual virus.
How do social games destroy time outside of the game?
Due to their endless nature, so much time is spent in the game that all time spent outside of the game is hijacked by thoughts and ideas about the game. Media like movies and TV shows are contained within a finite experience, but since these games have no defined end, players will feel compelled to play ad nauseam.
Week 1 Response | Dill DeSantis
Game Thoughts:
- Painstation: The concept is absolutely hilarious, but it’s honestly hard to say if I’d actually go through with playing it; On one hand, I don’t like being hurt – but on the other hand, it would be an extremely unique gaming experience.
- Getting Over It: I’ve had several opportunities to play this game, but i have deliberately chosen not to because I already know I wouldn’t have the patience for it. I don’t dislike it, I think it’s a good looking and well-designed game, but it’s simply not a game I want to play; it seems like you can either love or hate it, there’s no middle ground.
- Townscaper: I was pleasantly surprised by this game; the quality, sound design, and visuals were above what I expected from the pictures. I can certainly see the appeal, but I cannot imagine that I would stick with for long, as the options seem quite limited.
Questions:
- Ian Bogost critiques social games for their manipulative design. He argues that they reduce friendships to mere in-game assets, not genuine connections. Developers exploit this by integrating viral mechanics that encourage players to recruit others, not for fun but for engagement metrics. He also highlights how these games rely on compulsive loops, keeping players hooked with minimal effort yet endless repetition. The most concerning issue, however, is the sheer amount of wasted time—players may spend hours completing trivial tasks, reinforcing an artificial sense of progress.
- Social games like FarmVille turn friendships into transactional relationships. Instead of fostering genuine social interaction, these games treat friends as resources to be used for in-game progression. Players are encouraged to “invite” others to perform tasks like watering crops or feeding animals, making progress feel dependent on social obligation rather than personal strategy. While this mechanic can create a sense of community, it ultimately prioritizes engagement over meaningful social connections.
- These games seep into daily life, constantly demanding attention even when not actively playing. Push notifications remind players to check in, fostering a sense of urgency to return. Additionally, time-based mechanics—such as waiting for crops to grow or buildings to finish—keep players tethered, stretching gameplay across hours or even days. Many games capitalize on this by offering microtransactions to speed up progress, effectively monetizing patience and further reinforcing time-wasting mechanics.
Endless Game Ideas- Colin Kenny
Group: Gideon, Kelsey, Colin
- A computer game where you play as a drop of water on a table. You move around trying to gain mass and spread out.
- An AI powered game where you type in a scenario of your version of “the best day ever”, and it is the AI’s job to respond every time with a way to ruin it.
- A digital game where you play as an annoyed landlord who must keep fixing the stupid tenants’ problems.
- A phone game similar to Pokemon Go where you use a LiDAR Scanner to “collect” objects in the real world which can range from rocks to chairs to devices to locations and statues. Every item is worth a point value for a competitive league, or you can play on your own and just have a personal collection.
- An idle game similar to Cookie Clicker where you rub an egg with your computer mouse or on your touchscreen to hatch a bird. Alternatively, you spin a coin to gain money and upgrade it to more valuable coins such as a penny, then a nickel, then a dime, then a quarter, then a silver dollar, then a gold coin, etc.
(Final) “Manor of the Damned” Completed Game – Evan Schmetzer, Dillon DeSantis
Back to Scratchin: Carson Bauer
Changes made:
Game Board sized up to be longer and board spaces added to increase the length of the game.
Normal Day and Wager Space added to give downtime on the board, as well as events throughout.
Thoughts:
Throughout making this game, I thought it was a simple idea that worked well. In the end though, it ended up being scrapped due to Skate Skirmish. If I was to come back and adjust the game, I would make the board larger and add more spaces for interaction with other players.
Skater Skirmish: Carson Bauer, Owen Cable, Brayden Bauer
Week 13 Question Set
Describe the best game you’ve made this semester in 200 words? Follow Michelle Nephew’s advice.
The best game I’ve made this semester is Skater Skirmish. Compared to my other games, this game stands out as the most complete. While some of my other games struggled to progress beyond the first prototype phase due to playability issues, Skater Skirmish managed to overcome these challenges. The concept was easy with players, and their responses encouraged me to refine it further.
What makes Skater Skirmish special is its accessibility. The gameplay is easy, making it enjoyable for people of all age groups who can move their hands. This inclusivity comes from its easy mechanics and simple rules, which ensures that anyone can learn and play the game. I prioritized simplicity because a more complicated design would have kept younger players or those unfamiliar with board games from playing.
To continue, Skater Skirmish blends fun and strategy with ease. Players are engaged in a game of classic skate, with just enough change to the game to make it interesting. It’s a game I’m proud of because it represents my growth as a designer and a carpenter. By focusing on player enjoyment, I created something that works with a wide audience.
Week 12 Question Set
- Question Set 1
- What is the difference between a “working” and a “display” prototype?
- A working prototype is a functional game prototype that is playable, while a display prototype provides the artistic aspects of the game without it being functional.
- What is required of a working prototype, and what might cause one to fail?
- A working prototype is a game that functions as it should with all aspects of the game, and only needing further refinement based on what comes from playtesting. It can fail if the rules are unclear, or if there are elements missing.
- What makes for a good prototype according to Dale Yu?
- The game should be easy and intuitive to play, have a clear goal and rules, and the game should be complete enough to be clearly playable without much issue and interference from the creator.
- What advice from Richard Levy will help you pitch your game?
- Be clear and focused on your goals, understand your audience, include a demo of how the game is played, and be professional.
- Where might you pitch your game?
- I could pitch my game at local skate shops or similar stores. On top of that, it can be pitched at competitions where brands set up tents.
- What do publishers look for in a game?
- How well the game functions, how well it will sell, how re-playable it is, and that the game has a good appeal to the target audience.
- What makes a good set of Rules?
- Rules should be clear and concise, and shouldn’t have to be questioned by the player for more than a few seconds. If rules are not clear, than that can sway a player from playing the game as intended.
Game Review of Sara and Amber’s Rotten to the Core- Colin Kenny
Was it fun?
I might not have been the best audience to play as I often get anxious and scared thinking about death stuff but I think a lot of people could have fun playing this game.
What were the player interactions?
When I played it was light-hearted discussing the situations on each card and our opinions on things like insects and fungi.
How long did it take to learn?
It took around 5 minutes to learn, very simple rules.
Would you play it again?
Maybe one more time as another tester, but I would need to consider it and make sure I’m in a good headspace first.
Analyze the game using the 3 act structure.
We started off by just taking turns and moving down the board. It was really anyone’s game to win or lose. We then started drawing cards that would eventually cause us to lose spaces at the end of the game, and although Gideon and I were behind getting to the end, it looked like one of us would win. We finally all reached the end and tallied the points and sent us back to were we should be, and it turned out I won. I forgot to tell Ames afterward, so Ames if you’re reading this, I would love some more invisable and imaginary points please and thank you.