project 5: week 11

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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