This week we worked on the Beta of our game. This game is trying to teach individuals about marijuana.The primary interaction that the player has with the game is guessing correct answers using cards that the player himself can’t see but the other teammates can. The player can ask questions to help find the answer, the questions can be based on the categories. This supports the learning objective because the repetition of these actions will help them memorize and learn about the key facts.The cognitive behavior process will probably be most affected by the game design. The game attempts to affect this system because players will be able to learn and must use critical thinking skills to find answers. The physiological process will also be affected by this game when players take longer to answer the game or if they’re doing good this will affect the way they behave in the game; it will also affect their perception of the game.

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There can be a total of 6 to 8 players who can be engaged in the game each round. This game is both cooperative and competitive because your depending on other players to help obtain the correct answer. However, it is also competitive because although the teammates are helping you obtain the correct answers, players are also trying to lose all of their plastic chips. So the person who is able to guess all of their cards correctly and has the least amount of plastic chips will be deemed the winner of the game.The primary game objective of this game is to teach others about marijuana, using key facts and terms. The game will reinforce the learning objective through repetition and also definitions are provided at the bottom of the card under the bold words.Each player begins the game with 3 clear plastic chips. They must place a head band on their heads which has a small slot for them to insert their cards. Players are not allowed to look at their own cards, only the teammates can see the cards. Each player has a total of 1 minute and 3 seconds try to guess the information on the card. Players can ask a variety of questions based on the different categories. Questions such as does it start with an M or what does it rhyme with are not permitted. As the game after 1 round is completed players who are unable to guess the correct answers for their card switches to a different card. If a player is unable to guess the answer for their card after they’ve gone twice (2 attempts to guess. 2x 60seconds.), the player will gain another chip. This helps the learning objective because it motivates players to continue to play and guess the answers. This also conflicts with the learning objective because it makes it a little harder to actually win the game, so players might be more focused on trying to win the game rather than learning.Conflict between the players occur when they gain chips for being unable to guess their cards after two rounds. Its only resolved when they begin to get correct answers this will help them loose chips and hopefully win the game.The game has no boundaries as far as behavior wise. This game only prevents players from seeing their designated card/ the noun that they must guess. The game ends when a player loses all of their plastic chips or if prolonged for an extended period of time, the game will end, having the person with the least amount of chips be deemed as the winner of the game.

There is no main character in this game. The players are motivated to play because they’re getting paid and some are earning credit. But what overall gets them to continue to play is the thought of winning the game and losing all of their chips. The player must learn to master the art of guessing the correct answers. As time passes guessing the answer should become easy when they’re asking the right questions. The game is playful because players are competing to get rid of the chips all while trying to guess the correct answers. According Bartle’s Taxonomy this game will probably appeal to the achievers, because they’re able to learn about marijuana and try to achieve the goal of the game by playing to learn and loose chips. The objects used in this game are the head bands, index cards with the noun on it, plastic chips and the hour glass.The basic relationships between system elements is guessing the right answer and losing a plastic chip or not guessing the right answer for two rounds straight and gaining a plastic chip. The player’s decision and question choices ultimately controls the dynamic of the system. When interacting with the game system the noun on the card is hidden to the player and the teammates. Players will receive feedback when they guess a card incorrectly or unable to guess what it is they are able to read the definitions on the cards.The game is fully functional, all voices are represented in the game the imbalance is intentionally apart of this design this is done to help the learning objective.

The game is engaging players are motivated to play when they try to win and get less chips. The game will promote obscure learning by allowing players to get choices right and learn about different marijuana facts. The player’s decisions and question choices are vital for the game objective and outcome. The fun Killers of the game could be that the game was going on for too long, so the game feel like its dragging along. It’s easy to play the game, the game takes about 2 to 5 minutes to get players familiarized on how to play the game. But it takes about another 5 to 10 minutes for them to actually get the hang of the game as far as switching the cards after every turn and gaining chips after ever two consecutive fail attempts.

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