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Research, reference, and prototype for thesis project.

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Published by dennis101294, 2019-12-06 06:22:49

Compendium

Research, reference, and prototype for thesis project.

Recent Spield Des Jahres Recipents 2009
Dominion
1995 Donald X. Vaccarino
Catan
Klaus Teuber 2010
Dixit
1996 Jean-Louis Roubira
El Grande
Wolfgang Kramer and Richard Ulrich 2011
Qwirkle
1997 Susan McKinley Ross
Mississippi Queen
Werner Hodel 2012
Kingdom Builder
1998 Donald X. Vaccarino
Elfenland
Alan R. Moon 2013
Hanabi
1999 Antoine Bauza
Tikal
Wolfgang Kramer and Michael Kiesling 2014
Camel Up
2000 Steffen Bogen
Torres
Wolfgang Kramer and Michael Kiesling 2015
Colt Express
2001 Christophe Raimbault
Carcassonne
Klaus-Jürgen Wrede 2016
Codenames
2002 Vlaada Chvatil
Villa Paletti
Bill Payne 2017
Kingdomino
2003 Bruno Cathala
Alhambra
Dirk Henn

2004
Ticket to Ride
Alan R. Moon

2005
Niagara
Thomas Liesching

2008
Keltis
Reiner Knizia

51

Kickstarter Gives People the Ability to Fund New There are currently 213 table top related projects you
Games (2009) can fund on Kickstarter. That’s a great display of how
far the board game community has come.
With the disruption to the table top market from games
like Carcassonne, Catan, Alhambra, and Ticket to Ride, Board Gaming Becomes a World Wide Event (2013)
people were eager for more. However, creating and
getting a board game to market is no easy task. We finally circle back around to one of the biggest
catalysts for the recent explosion in board gaming
Most game designers have full time jobs and popularity, TableTop. TableTop is a web series about
creating games is merely their hobby (yes, even for board games and was created by Wil Wheaton and
popular games!). They typically only make enough Felicia Day. In each episode Wil Wheaton plays board
profit to break even or at best squeeze out a games with popular TV and web personalities.
couple expansions.
So what does a popular Youtube channel have to do
… That is, until Kickstarter. with a yearly worldwide event? In 2013 Wil and Felicia
held International Tabletop Day, where they played
In case you’ve been living under a rock, laying on a several games live with folks from previous episodes.
deserted island, which resides in a hidden cave on The next year, the event had spiraled into a world wide
another planet, Kickstarter is a global crowdfunding celebration with events in over 80 countries. The next
platform that helps bring creative projects to life. Tabletop Day will be held on April 11th 2015 and game
stores from all over the world are announcing various
Originally intended for music and film, it has backed events and promotions for their participation. Board
over 200,000 projects such as music, shows, com- gaming has officially become a world wide holiday.
ics, digital products, and of course, board games.
Kickstarter has raised more than $1.5 billion towards
their projects and backers are offered tangible re-
wards in exchange for their pledge.

Kickstarter has been revolutionary to the board game
market, as it gives avid gamers a chance to put their
idea out in front of other like minded people. It gave
the table top community a way to bring silent ideas
to life. You wouldn’t believe how much some of these
games have actually raised.

The Conan Board game Kickstarter campaign
launched on January 12th 2015 with a hefty goal of
$80,000. It received full funding within 5 minutes
and 37 seconds. Not only that, it went on to raise a
total of $3,327,757.

And it’s not just board games. Dwarven forge raised a
total of $2,140,851 and only makes physical terrain tile
pieces for role playing games.

52

53

How to Learn Board Game
Design and Development

An Overview of Board Game Genres These games usually come with 15-20 different card
types, but only ten are used in a single game. This
Before we get started, let's briefly look at a few genres gives the games a lot of replay value. In these games
of board games. This should help acquaint you with a players build their deck over time by purchasing
couple of different types of board games, and the con- available cards from the pool of cards. Games like this
cepts behind them, and give you an idea of where to usually end when a certain number of card types are
start if you're new to board games. Remember, many depleted, or when a specific situation occurs.
board games now have digital counterparts that you
can play on an iPad or PC, so even if it's hard for you Abstract Strategy Games
to play these games on an actual tabletop, you should Abstract strategy games include chess and checkers.
have no trouble trying the more popular ones out. The point of these games is for two players to have a
complex strategic battle in which they try to out-match
Classic Board Games or Family Games and out-think their opponent. These games are harder
These games require the players to race around the to describe without specific examples, and the game
board or follow a designated path to reach their goal. elements and goals are not quite as common across
Sometimes there will also be a points system involved. the genre. Instead of dice rolls or card combinations,
These games have a heavy reliance on luck, and have the goal is often to position in just the right location.
less strategy than more modern board games. Games
like this work best with groups where the game itself is Strategy Games
not as important as the experience of playing together. Strategy games are much grander Euro-style games.
Most of the time, these games have very simple or These games usually have a very important board and
absurd themes which have little or no impact on the a narrative which drives the game's progress. These
game mechanics. games often involve a heavy amount of co-op and
competitive play, forcing players to make and break
Euro-Style Games alliances over the course of the game.
Euro-style games are often about gaining victory
points, an arbitrary resource that allows you to win. Players are usually participating as much in the game
They usually last a certain number of turns, or continue itself as they are in higher-level mind-games with each
until one player has a certain number of victory points. other: trying to get ahead, form alliances, and discern
These games have strong themes which inform much their opponent's motives. These games are generally
of the design. There is also usually a system of re- marked by very long game sessions (six hours or more,
source management, and some kind of "political" play for some), and are sometimes affectionately referred
between the players as they negotiate the sale and to as "friendship-ending games", because of how
trade of resources. Finally, these games have fewer passionate players become. Risk is perhaps the most
elements of luck or chance, and most issues the player well-known game in this genre.
experiences because of "bad luck" can be mitigated
with strong strategic play. Card-Based Strategy Games
Card-based strategy games are strategy games where
Deck-Building Games cards are the primary game element. Games like this
Deck-Building Games (DBGs) are similar to Trading vary heavily, but there is often a drafting mechanic, or
Card Games (TCGs) where each player has a deck of an element of character or base building where play-
cards they use during play. The difference is that in ers use cards to gain abilities or bonuses.
DBGs the players all work from the same card collec-
tion, and the deck-building occurs as part of the game.

Source
Envato
https://gamedevelopment.tutsplus.com/
articles/how-to-learn-board-game-design-
and-development--gamedev-11607

54

The goal in games like this can be based on victory Starting with a theme also gives you the ability to draw
points, trying to complete a specific set of cards, from that theme when trying to think of new game
or eliminating certain target players, among oth- elements. If you are already making a game about
ers. Games like Poker, Spit, and Egyptian Rat Screw characters in space, then you can always reference
don't fit into this category because they lack a central books, movies and other materials about space to find
theme, and don't require anything other than a stan- inspiration for new elements. This was the method I
dard deck of cards. Deck-Building Games could fit into chose to use when working on my game.
this category, but have become so popular I consider
them their own genre. My first idea was related to drug dealers because I was
watching Breaking Bad and imagining what it would
Coming Up With an Idea be like to be Walter White. As I thought about this idea
more, I realized that the central conflict in drug-dealing
The first step in any project is to figure out what your and drug empires is in gaining and controlling terri-
project will be. A great way to get inspired is to take tory, and I knew specifically that I didn't want to make a
a game you already play and enjoy, and to add or game that would require me to do a lot of work laying
remove a major game element. Doing this forces you out territories on a game board.
to look at the game from a new perspective.
With that in mind, I settled on doing a card-based
When you try adding or removing something from the strategy game, and ditched the drug empire theme
game, you start looking at the existing components since it would be too hard to convey territory in that
much more critically. The moment you remove some- game style. I then started thinking about other com-
thing, it becomes much easier to see why that element petitive industries, and specifically industries where
was so important or unimportant to begin with. This control over, or positioning on, a map are not impor-
can give you a deeper understanding of the game you tant. Eventually I settled on the movie industry as the
are playing around with, and a good insight into the system I wanted to base my game on.
purpose of many of the game mechanics.

Another great technique is to start with a real world
theme or system you like, and to try building a game
around that. If you start working with a specific theme
or system in mind, it makes it much easier to deter-
mine what sort of gameplay you want. Starting this way
can also help you nail down how the players will be
interacting with each other.

For example, if you are making a game about zom-
bies you could make some players humans and some
zombies; you could make everyone humans and have
them working to escape or kill all the zombies;
or you could have the players competing to be the
final survivor left standing.

55

Fleshing Out Your Idea Content Development

Once you've settled on your theme, you need to de- Now that you understand what your game is
termine what your game is about, and how it's played. about and how it is played, you need to make
Start by writing down everything you can think of all the content.
relating to the game, and putting every idea you have
onto paper. If you are developing an abstract strategy game
like chess or checkers, this stage will be much
Your initial idea is going to be very rough, and if you simpler because it will likely come down to
described it quickly to ten different people, they would balancing and finalization of rules and pieces.
walk away with ten different concepts of how it works. On the other hand, if you are developing a
The goal right now is to put as much thought into the content-heavy game like the movie game I'm
concept as you can, and to think through every aspect working on, this stage will require a lot of time
of it that interests you. You want to walk away from this and effort settling on what types of content you
with a solid understanding of what your game is sup- need, how much content you need, and what to
posed to be, and how it is played. base your content on.

At this point, it's also helpful to write your intent for No matter what type of game you are working
each idea alongside the idea itself. It's not uncommon on, it's always best to start by determining what
for me to find my initial ideas don't work as well after types of content you need, and how much of the
I flesh things out. During these moments, it's helpful content you need.
to know where the idea came from. This allows me to
refine ideas I don't like, while preserving the original Organizing Your Game's Interactions
goals. It's also important to consider alternative ideas, It helps to make a list of all the potential
or variations on your initial concepts. Having a lot of interactions you come up with while working,
potential methods to achieve the same results will pre- and to use that list as a reference when creating
vent you from hitting roadblocks when a key system game elements. This ensures you don't forget
needs to be reworked. any potential interactions, and gives you a
reference to ensure there is a good variety for
You should also try to detail exactly how the mechan- each type if you keep track of how often you
ics could work. Ask yourself questions about the game use each one.
while you're working on it. This keeps you from ignor-
ing the smaller details, and allows you to continually
analyze your design and where it's going.

56

Ask yourself questions like:

How many players will there be?
How long should the game be?
What choices will the player make?
When will they make them?
How will the player make these choices?
How will one player's choice make an impact?
How will the players interact?
How does the game progress?
How will the outcome be determined?
What is the player's goal?
How can the player win?

57

Iterating the Rule Set If you are working on the game with other
people and it's possible to play through some
This stage of development may take a while, rounds without bringing in anyone new, I highly
but it's also very important, so don't rush it. You suggest you do. Doing this allows you to work
should also know that there's a strong possibility out any small kinks or bugs that are easy to
some of the work you do here will become solve, and gives you a better handle on how the
useless or unusable when you realize certain game actually flows.
mechanics don't work or need to be retooled.
This is okay, though. Once you've done a few playtests on your own,
you can bring in new people and see how they
Just because an idea doesn't work now, doesn't react. Playtesting board games is very similar
mean you can't re-integrate it down the line. to playtesting video games. First, always try to
Once you nail down all the game mechanics, the have the game set up and ready to go, before
only game design step left is this one, the rest anyone shows up. Second, make sure you have
is about understanding your game, making it a thorough and easy to understand explanation
look pretty, perfecting it, and marketing it. Spend of how the game is played.
a lot of time on this step, because the more
consideration you give these elements now, the Really, though, the best way to run the playtest
less likely it is that you will have to redo them. is to give the players the rule book and see how
much trouble they have figuring everything out.
Designing and Building Your Prototype Doing this tells you how easy the rules are to
understand, and how well written they are. If you
With your content developed, the next step is don't want to do it this way for the first few tests,
to actually make a prototype. The first thing to that's fine, but you need to run a few playtests
remember is that your prototype doesn't have like this before you say the game is done, to
to look pretty. While well-designed cards with make sure the rule book is thorough and easy
beautiful artwork will improve some players' to understand.
opinions, it takes a long time to get those things
right. Remember, your game may need major Ask for Feedback
revisions, or get scrapped entirely, and if this
happens, it stinks to know you spent an entire The final thing you need to do is an end-of-game
day or week working on beautiful images and questionnaire or discussion with the players.
designs that will never get used. Believe me, I've After the game is over you should be prepared
made this mistake, and it's not fun. to spend 15-20 minutes sitting with your players
and asking them about it. Your goal is to gain
With that said, you shouldn't just throw together a greater understanding of everything that
your game board or cards without considering happened during the playtest.
layout or readability. Although these designs
are not final, take some time to determine what Some questions to ask include:
information is most important to have, and how
to effectively show that information. I start by What was your favorite part?
listing all of the information needed on a card or
game piece, and then prioritize that information What was your least favorite part?
so I know how important each aspect is.
What did you have the most trouble
Playtesting
understanding? Why?
With your prototype built, you are ready to move
on to the most crucial stage of development for What one mechanic would you change, and how
any game: playtesting. Like with video games,
playtesting is where you get to see all of your would you change it?
ideas in action, and when you get to see how
well the game actually works. Most importantly, Do you think the game was too long?
though, you get to see if your game is fun.
Are there any game elements you felt

imbalanced the game or weren't needed?

Would you play the game again?

Was it fun?

58

59

60

Key Benefits to Branding

Designers possess unique ways of thinking, and they repercussions that bind people to fulfill these prom-
have unique problem solving skills that are decidedly ises, but more often than not promises and vows are
different than their more linear, analytical coworkers. maintained based on the individual’s own moral and
This thinking style—sometimes referred to as “design ethical code. We have an unspoken contract with the
thinking”—includes processes that consider business people we live and work with, that they will do what
and audience needs, and allows for iteration and rapid they say they’ll do. We have similar agreements with
development. Roger Martin, Dean of the Rotman School companies, products and services.
of Business, feels so strongly about the power of design
thinking, that he has recalibrated the MBA program at At the heart of branding is the promise that is made by
Rotman to be based on it. Similarly, other companies the organization to the audience. The brand promise
and organizations are embracing design as a strategic tells the audiences who you are, what you believe
asset. In a competitive business environment people are in, and what unique value you provide. The ability to
discovering the value of design in spurring innovation. fulfill your promises at every stage of the relationship
is the defining factor for most organizations success
The door is open for designers to take a seat at the or failure. When promises are broken the reputation of
decision-making table, particularly in the area of brand the organization is called into question, and the brand
development. Branding is the convergence of strategy suffers. When brand promises are kept, audiences
and design, and is a natural place for designers to as- respond with loyalty and affection.
sume a leadership position. With a thorough understand-
ing of the strategic brand process, designers move from We encounter brand promises on a daily basis. The
the makers of things to strategic thinkers, and become simple act of getting a soda out of a vending machine
important contributors to the direction and articulation of is an exercise in brand promise. The vending machine
their organizations strategy. offers many drink options to choose from, but more
than likely our drink selection will be based on prior
Branding provides a competitive advantage experiences with a specific product. We have an ex-
Whether you’re a non-profit or a for-profit, your orga- pectation of an experience when we make our selec-
nization needs to compete for resources, funding and tion, much of which has been established through the
talent, and audience attention. To win your category, decision-making steps of awareness, interest, desire,
organizations plan and implement strategy—a road map and satisfaction.
that outlines specific actions and measures for reaching
their goals and out maneuvering their peers for needed Interestingly, the things that influence our decision-
resources. When done correctly the organization’s brand making process have little to do with the product or
mirrors their strategic plan, and helps promote strate- service. Much of our experience with a product or
gic areas and initiatives that will move the organization service is created through the associations that we’ve
forward. made with the product through advertising, brand
identity and the environment in which the product is
Brands set expectations experienced.
We live in a world based on promises. The airline
mechanic promises to do a thorough job, checking and
rechecking the aircraft to make sure it’s safe. Restaurants
promise to provide fresh food made in clean environ-
ments. Our teachers promise to educate and protect
our children during the school day. Often there are legal

Source
Print Magazine
http://www.printmag.com/design-
education/4-key-benefits-to-branding/

61

Millennials are driving the board games revival

Board games are returning as a mainstream entertain- Guido Teuber, managing director of Catan, explained
ment among families, kids, and even child-less how the game's popularity has lasted.
millennials looking for a new way to socialize.
"Catan has benefited from a growing desire to interact
The board game boom has not only led to the creation and socialize away from screens. Specifically, Catan is
of new games but also to cafes focused on gaming. a game in which players are always involved. There is
no downtime. It requires social skills to play cleverly.
Global sales of games and puzzles have grown from It's a game that is characterized by creating win-win
$9.3 billion in 2013 to $9.6 billion in 2016, according to rather than a zero-sum situations."
Euromonitor International, with expected year-on-year
growth of more than 1 percent this year. Teuber added that board games are continuing to
grow in popularity.
The interest in board games is at a significantly higher
level now than it was five years ago, says Peter "It is based on our observations, which include a ro-
Wooding, owner of independent board game retailer bust growth in the retail space, families' desire to bond
Orcs Nest in central London. over an analog experience, as well as a resurgence of
an interest in analog experiences in general."
"The renaissance of board games interest started
around five or more years ago with the big increase The independent board game sector, including games
in interest in Euro Style games. In the past two or so like Catan, has been the highest growth area of games
years it seems to have hit a plateau and the market and puzzles, according to Matthew Hudak, toys and
has become more or less saturated, with some prod- games analyst for Euromonitor International.
ucts being very good and innovative."

Euro Style games are a genre of board game which
generally emphasize strategy and co-operation over
conflict and luck, and often revolve around economic
capitalistic themes.

The best example of Euro Style games is "Settlers of
Catan", a German board game first published in 1995,
which popularized the genre around Europe and the
U.S. The game involves a group of players colonizing
an island, building a settlement and requires the play-
ers to trade for resources, emphasizing co-operation,
negotiation and social skills.

More than 18 million copies of the game have been
sold worldwide, according to The New Yorker, and in
2013, it was the fourth largest board game brand in the
U.S. with retail sales of more than $80 million, accord-
ing to Euromonitor International.

Source
CNBC
https://www.cnbc.com/2016/12/22/millennials-
the-board-games-revival-catan-pandemic.html

62

63

64

Idea Dump

Collection of random ideas

66

67

68

Experimentation 1

Contemplating about thesis

Experiment 1 Daily Thesis

Design something everyday that defines the terms
of your thesis. Using the alphabet from A – Z as your
prompt, create a series of 26 short "sketches" that
illustrate your thesis terms.
The objective is to instill a daily ritual of making. Use
this as an opportunity to try out new methods, to teach
yourself a medium, to visualize initial ideas, to use
typography in experimental ways, to define a series of
relevant terms, to prototype the seeds for later proj-
ects. Be quick. Don't be precious

Week 1
Creation Practice & Visualizing
Alphabet
Backgammon
Checkerboard
Dice
Europa
Finance
Go

70

71

72

Week 2
Searching for Natural Context
Hide and Seek
Act of hiding and seeking
Innovation
Change in symbolism over time
Journey
Imagination breeding
King
Competition
Language
Micro language through game rules
Manufacturing
How it is created
Need
People's drive competition

73

Week 3
Essence of The Matter
Omen
Predicting the trend
Painkiller
Quasi
Second hand experience
Rest
Taking a break
Taste
Vast different types
Understanding
Learning and mastering new games

74

75

76

Week 3
Practice run for next experiment
Waste
Photography
Xyloid
Laser printing
Youth
Combining physical creation with digital
Zeal
Motion Graphics

77

78

Experiment 2

Testing and prototyping concepts

Experiment 2 Long Form Option 1 Card Game

Select or combine a sketch from your @dailythesis to First option was a card game aimed to create conver-
design a longer experiment that begins to prototype sation between people. Objective of the game was to
your thesis idea. Use this 4-week project to expand share an experience, and see different response of
and test concept, form, method other players.

Question for Experiment 2 Win condition:
How can the usage of physical gaming alleviate social Most point after the turn limit decided by players.
degradation caused by digital media?
Start of the game:
Draft 1 Choose who to go first
After finishing the @dailythesis (Experiment 1), I was
able to narrow down my target audience, conceptual- General Rules:
ize my thesis question, and create a list of milestones At each turn, player draws a card and tell a true story
for the thesis project. based on their experience about the card.

For the draft 1 of the Experiment 2, I decided to cre- Story must deal with positive or negative experience
ate mock up of two possible direction for the future. regarding the subject.
Which, resulted in two distinctive forms of the project.
For positive experience, other players must share real-
istic depiction of what could have possibly gone wrong
and cause negative experience.
For negative experience, other players must share
what went positive.

Aim of the game is to give different out look at each
situation, try to be creative with the response.

80

Option 2 Yut Nori Redesign Later piece to arrive on the same space as enemy
piece will send enemy piece back to the beginning
Second option was remaking of classic board game and gain extra turn to move. Stacked pieces will all
Yut Nori to fit the contemporary trend. It utilized go back to the start.
traditional mechanics relating to the movement of the
pieces and the board. However, it featured different Game 2
game along with the adjusted traditional game to play Second option was brand new game using same
on. Through its competitive nature, it encouraged board and mechanism as traditional game.
competition and fair play.
Win condition:
Game 1 Sweepers move through each space in the board.
Catcher eliminates the sweepers by crossing paths.
First option was reiteration of the classic games with
adjusted rules for faster playing time. Start of the game:
Choose who will play which role.
Win condition:
Get every piece back to home base. General Rules:
Catcher starts at the center of the map and before
General Rules: start of turn one, he or she may secretly mark one spot
Only 1 piece can move in a turn, but if multiple pieces of the map with a trap.
land on same space they can be stacked. Trap cannot be placed in the corners or the center.
Sweeper that crosses path with a trap is unable to
Getting 1 from the movement stick will give the player move forward for the remainder of that turn.
option to move one space forward or backward.

Getting 4 or 5 from the movement stick will allow one
more extra turn to move.

Player must go forward but they have the choice of
where to move at the corners.

81

Draft 2 & Thesis Fair Notable responses:
Emphasize on branding to tie in different game modes.
After class feedback, I proceeded with the card game Bigger dimension in general.
due to time frame, and nature of the game being much Interview The Uncommon, board game cafe.
more coherent with the goal of the experiment 2. Better paper material for the cards.
Creating an advertisement design to promote it.
For the upcoming thesis fair, I focused on finalizing the Focus on physical interactions, such as eye contact.
game design for and creating an aesthetic that fitted Separate and create a foldable rule book.
the tone of the project. I was able to create a proto-
type case and cards for the fair. Design of the case
emphasized bonding between people through usage
of contrasting color and detail joinery. Aesthetic of the
card highlighted games focus on making a specific
choice. My goal was to avoid time wasted on talk-
ing about the look of the project, and instead gather
feedbacks relating to the game play itself, and hear
whether physical game as a medium was a suitable
medium for my thesis.

Responses were overwhelmingly positive, and I was
encouraged to further continue the thesis using ana-
logue gaming as the medium.

82

Results
Final version of the project incorporated the feedback
from thesis fair, and ended up pleasantly.
I decided to stick with the name "Particular" for my
game as it showcases the game mechanic that forces
players to be opinionated and be true to themselves.
Case and cards were also enlarged to fit in larger text.
Final version used combination of black acrylic board
and transparent acrylic board for the case, and spray
glued two pages of linen paper for the card. Technique
wise I was able to experiment with numerous materi-
als, such as plywood, acrylic board, and linen paper.
Which ended up helping me decide how to proceed
with thesis project in the spring.
Design elements could have been increased to in-
clude promotional material, but I chose to focus on fine
tuning the packaging and the product itself.
Aesthetic of the project could use the adjustment as
the overall design looked bit too simple.
I believe that the Experiment 2 ended successfully and
prepared me for the next step.

83

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88

Thesis Proposal In recent decades, the world has seen exponential growth in connectivity
through the wide spread availability of the internet. Ironically, as the world
For the upcoming semester has become more connected, people have lost quality interactions with each
other. The sheer ease of connecting with others and anonymity provided by
the screen has made the act of contacting another human being a trivial task.
As society favors convenient digital connection over physical connection it will
continue to push away candid human interaction and degrade social skills. For
instance, deteriorated social level is apparent in the digital gaming community.
In real world, people tend to control themselves because if they offend some-
one else they have to deal with the consequences of their action. However,
with digital anonymity, copious number of players do not fear consequences
of their actions and are emboldened to do as they please. This, in turn cre-
ates a hostile environment for everyone in the game. Majority of online multi-
player games requires coordination between groups of random players. When
someone performs poorly they will be harassed by other players endlessly, and
they may throw away the match on purpose out of spite or lash out on others
in an unrelated match. Creating endless cycle of hate for everyone playing the
game, and as the hostility becomes the norm, even leisure activities like digital
gaming depreciate social interaction.

The social degradation caused by digital media can be addressed through a
physical alternative. Digital gaming can be replaced with analogue gaming
to bring about positive social change. Unlike digital gaming, which creates a
hostile environment for the users, analogue gaming discourages anti-sports-
manship behavior and promotes fair play through the physical presence of
others. Also, the tangible nature of analogue games creates more memorable
experiences as act of playing the game interact with multiple human senses,
while digital gaming is limited to only vision and hearing. Analogue games abil-
ity to create welcoming atmosphere and its ability to create life long memories
makes it the perfect medium to utilize to improve the deteriorating social inter-
action caused by digital media.

The thesis will focus on creation of multiple new analogue games and brand-
ing them. To adapt to the contemporary expectations in entertainment, physi-
cal games have to have ease of access, longer playing times, faster waiting
time, and a way to attract people to keep coming back for more. Simplified yet
challenging game mechanics will engage people to keep playing, round after
round. Easy-to-digest information for the games as well as simplistic visuals
presented in packaging will grab attention and bring in an array of newcomers.
Designing the promotional material for the game, such as website or event, will
not only spread awareness of it, but also create reasons for people to gather
face-to-face. Lastly, branding the game will create customer recognition and
enhance marketing of the product. By developing traditional form of entertain-
ment in contemporary standards, it will become competition to digital gaming,
and provide opportunities to improve social interaction between people.

90

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