{"id":15851,"date":"2026-02-10T10:52:31","date_gmt":"2026-02-10T15:52:31","guid":{"rendered":"https:\/\/rmu.andrewyames.com\/?p=15851"},"modified":"2026-02-10T13:10:08","modified_gmt":"2026-02-10T18:10:08","slug":"week-3-reading-s","status":"publish","type":"post","link":"https:\/\/rmu.andrewyames.com\/?p=15851","title":{"rendered":"Week 3 Reading ?&#8217;s"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Chapter 1<\/strong><\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>\u00a0How does Mary Flanagan\u2019s definition of a game differ from Chris Crawford\u2019s and from Salen &amp; Zimmerman\u2019s?<\/strong>\n<ol class=\"wp-block-list\">\n<li>Chris Crawford says games are mostly about goals, rules, and winning; they\u2019re kinda like math problems with competition. Salen &amp; Zimmerman are similar, saying games are systems with rules and conflicts that give measurable results. Flanagan is different because she thinks games can do more than that. They can show culture, make statements, or even challenge people. She thinks games can be art or a way to think about society, not just play or winning.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0What is an activist game?<\/strong>\n<ol class=\"wp-block-list\">\n<li>\u00a0An activist game is a game made to make you think about real-world issues. It might show unfairness or challenge the way society works. You don\u2019t just read about a problem, you experience it by playing. The goal is to question things, imagine change, or make people see a different perspective.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Chapter 3<\/strong><\/p>\n\n\n\n<ol start=\"3\" class=\"wp-block-list\">\n<li><strong>\u00a0Go and chess are examples of games with \u201cperfect information.\u201d What other games share that feature?<\/strong>\n<ol class=\"wp-block-list\">\n<li>Perfect information games are ones where everyone can see everything that\u2019s happening. Other examples are checkers, tic-tac-toe, Othello (Reversi), Nim, and Nine Men\u2019s Morris. These games are more about strategy than luck.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0Why might chance or gambling games hold spiritual or religious importance to ancient cultures?<\/strong>\n<ol class=\"wp-block-list\">\n<li>Ancient people thought random games like dice could show what the gods wanted or what fate was planning. It wasn\u2019t just luck, they believed the results had meaning and could guide decisions or rituals.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0When was the earliest battle between government\/religious groups and games? What modern games have been banned or demonized?<\/strong>\n<ol class=\"wp-block-list\">\n<li>In ancient and medieval times, people banned games like dice or gambling because they thought they were sinful or bad for society. Today, examples are Dungeons &amp; Dragons during the Satanic Panic, violent games like Mortal Kombat or GTA, gambling\/loot boxes, and even online games that get restricted for political reasons.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0What is a fox game, and what is a modern example?<\/strong>\n<ol class=\"wp-block-list\">\n<li>A fox game is one where one player has an advantage over everyone else. Modern examples are games like <em>Dead by Daylight<\/em> or military simulations where one side has way more resources. Flanagan uses them to show how power differences can be built into a game.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0What was the purpose or intent of <\/strong><strong><em>The Mansion of Happiness<\/em><\/strong><strong>?<\/strong>\n<ol class=\"wp-block-list\">\n<li>It was a board game from the 1800s that taught kids Christian morals. You got rewards for being good and penalties for bad behavior. Basically, it was supposed to teach obedience, temperance, and piety, not just be fun.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?<\/strong>\n<ol class=\"wp-block-list\">\n<li>Surrealists played games to get creative, break normal thinking, and challenge rules. Fluxus artists played games to turn everyday life into art and make people participate. Surrealists thought games could help everyone by shaking up habits and opening minds.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>What changes can signal profound changes in games? How were pinball games reskinned during WWII?<\/strong>\n<ol class=\"wp-block-list\">\n<li>When games change in looks, rules, or stories, it can show culture changing too. During WWII, pinball machines got military themes and patriotic symbols to boost morale.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>\u00a0What statements did Fluxus artists make by reskinning games like Monopoly and ping-pong?<\/strong>\n<ol class=\"wp-block-list\">\n<li>By changing classic games, they critiqued things like capitalism and competition. They also questioned rules and ownership. It showed that games aren\u2019t neutral, they reflect culture and values.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?<\/strong>\n<ol class=\"wp-block-list\">\n<li>They use war games to show how messed up war and power can be. Instead of teaching you how to win battles, the games make you think about violence, responsibility, and systems of power.<\/li>\n<\/ol>\n<\/li>\n\n\n\n<li><strong>Why is it important for players to have agency in a critical or serious game?<\/strong>\n<ol class=\"wp-block-list\">\n<li>Players need to make real choices, otherwise it\u2019s just like reading a story. When you have agency, you experience consequences yourself, which makes the game more meaningful and teaches lessons in a way you feel.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>Chapter 1 Chapter 3<\/p>\n","protected":false},"author":247,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[89,142],"tags":[139],"class_list":["post-15851","post","type-post","status-publish","format-standard","hentry","category-game-design-studio-2","category-reading-response-game-design-studio-2","tag-marked"],"_links":{"self":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15851","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/users\/247"}],"replies":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=15851"}],"version-history":[{"count":1,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15851\/revisions"}],"predecessor-version":[{"id":15852,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15851\/revisions\/15852"}],"wp:attachment":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=15851"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=15851"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=15851"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}