Project 3 Week 16

This week we outlined a draft of our game project. I created an outline and a draft of my whole project using guidelines from the first week.

The name of the game I designed is called Cloud Nine. The purpose of this game is to teach preteens and adults about marijuana. The game enforces learning through repetition. The players are allowed to learn different fun facts from the NIDA which is the National Institute for Drug Addictions and also the NIH, National Institute of Health. The game challenges the players and teaches them through repetition because players are constantly being exposed to the different facts and each card enlist different facts about the current word which can be any noun. I believe that this game challenges the cognitive and physiological aspects of each individual because it deals with retention and focuses on how the individual interacts with the games mechanic.

Cloud Nine, has similar game designs as another game called Headbands. In our version which solely focuses on marijuana a group of about 6 to 8 individuals can be used to play in each round. The game allows each individual to get an equal opportunity of winning. The game is both challenging and fun. Players are allowed to help each other, similar to charades the persons whose turn it is, is able to ask their playmates questions which will ultimately help them achieve their goal. However, the game also allows for competition because although players are helping each other win, they are also ensuring their own advancement in the game. Players begin the game with three chips, they are able to loose chips for every correct answer and for every 2 failed guesses a player may gain one chip. A total of 6 chips disqualifies one player from the game. Although disqualified players are still given the opportunity to learn through observation. Players are able to ask questions which will help them create guesses which will lead to their progression or their demise in the game. Before players were un allowed to ask certain questions that would give away answers. Instead now players are able to ask many questions except for questions that relate to the answer. Initially each player is only given 60 seconds to guess the correct answer. Throughout the course, the game has been modified, this component remained the same to prevent the game from occurring for long periods.

The rules of the game are simple. Players are given three chips in the beginning of each game. Each player must wear a headband with a slot for their designated card. Players are not allowed to look at their cards, and must place the cards into the slots where their item is facing the other players. This is done so that the other players can help the other player by providing helpful hints only obtained through questions. After this is done players decide who will start the game by deciding a number between 1 and 10, the player who guesses the least number will start. The player is allowed to ask questions pertaining to the different categories in the game, they are not allowed questions that basically spell out the words for them. After the players turn has gone, if they guessed the question wrong the player is given the opportunity to switch their card, but the game continues to go on to the next person. After everyone has gone the game will continue in the same manner. Players who guess their cards correctly will lose one chip out of their initial three. If a player fails to guess their card correctly after two rounds the player gains another chip. A person with 6 chips is disqualified from the game, but a person who loses all of their chips is deemed the winner of the game.

Cloud Nine is a fully functional, fun and interactive game. It helps to promote learning by allowing players to learn not only from repeated exposure but through fun facts and through interaction with the other players. This game also adapts an asymmetric game design although the rules are the same for all players, the type of questions a player decides to ask will ultimately result in gaining the answer or will do the opposite. According to Bartle’s Taxonomy this game will most suit those who are explorers, achievers and the socialize-rs. Cloud Nine utilizes emergent game play to help player evolve over the course of the game. Throughout the course of the semester organizing this game was challenging. Cloud Nine has undergone many changes in order to perfect it into what it is today. The game works to both challenge a person’s knowledge about marijuana all while teaching them about things they may or may have not known. This game was tested twice once in class and once outside of class and since then some of the games mechanics including the title has been altered to make it deem fit for others to play.

This entry was posted in Project 3 on by .

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.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.