Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Remember when it was your girlfriend’s (or boyfriend’s) birthday, your parents’ anniversary, or your friend’s housewarming – you had to give them a gift, but had no clue what to give! We faced the same issue – countless no of times, and we know that this is a problem faced by one and all. This is exactly why we set up wishpicker – we help you figure out WHAT to gift!
You log on to wishpicker, fill in who you are looking to gift, what the occasion is, and other basic details, and that’s it – wishpicker provides you with great gift ideas, relevant for the person you are looking to gift. Yes, it really is that simple!
Under the supervision of Canan Akoğlu, we built a project after gaining insights about people's perspective about "love". During our reasearch, we observed that people value on "spending time together", "interaction is crucial", and they must "share a common purpose" before they begin loving a person.
As a solution, we built a game based on the personalities of people, named hanGame.
INTELLECTUAL PROPERTY
All work created as part of this competition remains the property of AiiM and can be made available for use by the Sponsor and Supporters. Any violation of the intellectual properties will be subject to legal action.
SỞ HỮU TRÍ TUỆ
Tất cả những ý tưởng/ sản phẩm được tạo ra trong suốt cuộc thi thuộc quyền sở hữu của AiiM. AiiM có quyền cho phép Nhà Tài trợ và các Đơn vị Hỗ trợ sử dụng những ý tưởng, sản phẩm này. Bất kỳ hành vi vi phạm quyền sở hữu trí tuệ nào cũng có thể dẫn đến trách nhiệm pháp lý.
This Thanksgiving Party game can be used with small or large groups. The key objective is to remember a long and growing list of Thanksgiving related items.
A quick dip into Social Media Psychology - why do we post, like, comment on and share things on social media? Why do we share 'too much' and what is 'too much'? And finally, how do we get engagement in an increasing busy marketplace?
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Professional development app | Virtues project app AAdhira menon
The Virtues Project to bring the joy, meaning and purpose back to teaching and learning. The virtues reflections cards are the collection of personal and professional development tools. By practicing this virtues for guidance in making a decision, healing a relationship, clarifying our direction, or simply provide a spiritual focus for the day.
Remember when it was your girlfriend’s (or boyfriend’s) birthday, your parents’ anniversary, or your friend’s housewarming – you had to give them a gift, but had no clue what to give! We faced the same issue – countless no of times, and we know that this is a problem faced by one and all. This is exactly why we set up wishpicker – we help you figure out WHAT to gift!
You log on to wishpicker, fill in who you are looking to gift, what the occasion is, and other basic details, and that’s it – wishpicker provides you with great gift ideas, relevant for the person you are looking to gift. Yes, it really is that simple!
Under the supervision of Canan Akoğlu, we built a project after gaining insights about people's perspective about "love". During our reasearch, we observed that people value on "spending time together", "interaction is crucial", and they must "share a common purpose" before they begin loving a person.
As a solution, we built a game based on the personalities of people, named hanGame.
INTELLECTUAL PROPERTY
All work created as part of this competition remains the property of AiiM and can be made available for use by the Sponsor and Supporters. Any violation of the intellectual properties will be subject to legal action.
SỞ HỮU TRÍ TUỆ
Tất cả những ý tưởng/ sản phẩm được tạo ra trong suốt cuộc thi thuộc quyền sở hữu của AiiM. AiiM có quyền cho phép Nhà Tài trợ và các Đơn vị Hỗ trợ sử dụng những ý tưởng, sản phẩm này. Bất kỳ hành vi vi phạm quyền sở hữu trí tuệ nào cũng có thể dẫn đến trách nhiệm pháp lý.
This Thanksgiving Party game can be used with small or large groups. The key objective is to remember a long and growing list of Thanksgiving related items.
A quick dip into Social Media Psychology - why do we post, like, comment on and share things on social media? Why do we share 'too much' and what is 'too much'? And finally, how do we get engagement in an increasing busy marketplace?
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Professional development app | Virtues project app AAdhira menon
The Virtues Project to bring the joy, meaning and purpose back to teaching and learning. The virtues reflections cards are the collection of personal and professional development tools. By practicing this virtues for guidance in making a decision, healing a relationship, clarifying our direction, or simply provide a spiritual focus for the day.
You had me at Hello: 7 mostly not crazy ideas to make sure you’re making the most of new supporter relationships
So you've got a bunch of new names from somewhere...Facebook, a contest, a progressive social action network, (ahem) Care2. Now what?
Well, you could start with "hello." Or, actually, anything. Kinda nuts, but sometimes it can take organizations too long to make any sort of proper introduction. And then your new joins are all like "who are these people?" when you finally send that renewal or call to action. But never fear! We have all kinds of smart, easy, and even automated tactics and techniques to let your newest list members know how glad you are to meet them.
Watch this AWESOME webinar with Madeline Stanionis (principal at M+R) and Justin Perkins (Senior Director Brand Engagement and Business Development at Care2) to learn about the best way to handle all of that acquisition you're bound to do in 2015. You'll learn about various case studies and walk away with cold-hard-tactics to make sure your ROI is astronomical (or at least, you know, positive).
Miriam Verburg leads a discussion and networking session around health gaming. Is health gaming different from regular gaming? What features should a game have in order to be considered a health game. Presented at YTH Live 2014 post-conference networking sessions.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Self-Determination theory is a psychological model that deals with questions of human motivation and basic psychological needs. It is highly applicable to game design.
Let’s Play! Using an Interactive Board Game for Student Self-Assessment - Dia...TEDx Adventure Catalyst
Presented at the 2014 Student Affairs and Services Symposium at York University.
Learn how an interactive board game can help students conduct a multi-faceted self assessment in a casual, engaging and fun group setting.
“Who Am I?” is a self-discovery board game utilizing the principles of Narrative therapy and developed by York University’s Career Centre to support students in exploring the
many factors—both internal and external—that impact their career decision making.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
A group project assigned in the Fall of 2007, research into the packaging and design of a new board game was conducted for a client. The target market, men and women between the ages of 25-34 with above average disposable income, were interviewed in four focus group sessions.
In the qualitative research conducted, the 30-somethings generally played board games for various reasons including the positive interaction with people and potentially experiencing the concept of winning. All of those who responded stated they usually played at home in a comfortable setting as an alternative to a night ‘out,’ where alcohol consumption is involved at venues such as restaurants and bars. Four of seven responded they played board games at work and one stated they played Trivial Pursuit at a bar.
Visually, the 30-somethings positively responded to board game boxes that were simple – both in color (preferably a primary color) as opposed to multi-tie-dye colors, as well as cartoon-elements and that briefly introduced the game on the cover. Board game titles were important factors as to initial interest in the product and gave clues as to how ‘fun’ and ‘difficult’ the game would be. Made-up words such as ‘Balderdash’ and ‘Scattergories’ were of particular interest to one participant, who made the point that silly names pose an initial interest in wanting to learn more about the product. In terms of preferences for the artwork and fonts, the style was a huge determination between whether the 30-somethings interviewed would pick up the game – some of the artwork and font, although it is meant for adults, looks childish, which is a major turn-off to those interviewed (Apples to Apples, for example)
It would be optimal to conduct additional focus groups for further qualitative measurement of the general packaging concerns.
How to design inner play in a study narrative? Eva Den Heijer
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSITÉ DU QUÉBEC À MONTRÉAL /UNIVERSITY OF QUEBEC IN MONTREAL
Beyond Academics: Social Emotional Needs of the GiftedCarolyn K.
Meet the social emotional needs of the gifted child. Gain awareness of those needs, how they differ from other children, and how they are the same. Gain insight into your own effect on those needs, as a teacher and/or as a parent.
Depression’s Impact on Relationships and Relationships’ Impact on DepressionUCSF Dept. of Psychiatry
Presentation by Beverly Lehr, PhD, and Katherine Straznickas, PhD, at the UCSF Depression Center's "Depression: Pathways to Resilience and Recovery" event on September 13, 2014.
Similar to Cards 4 Identity Final Presentation (20)
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
1. Playing a game helps high-
schoolers think about
themselves in a different way ...AND our friends!
2. Stressor: High-schoolers are dealing with
unreasonably high standards and very few metrics
through which they can define themselves.
“When everyone is
rich, beautiful, and
smart, how are
you supposed to
differentiate
yourself?”
“There are so many pathways
to success. In a culture that
focuses on just a few we are
not only competing for
resources, we are ignoring the
fact that niches that need to be
filled are going unfilled.”
“They’re expected to be
successful in a way that
other people define
success.”
“No teens are asking
‘how do I want to be
successful?’ because
exploring different paths
is rejected.”
Dr. Kara Fitzpatrick
3. What we learned from Kara:
High-schoolers need to be inspired to individuate in a way that
makes them feel excited about who they are and about
pursuing authentic interests!
POV: How might we get high-schoolers to reflect on who they
are (interests, etc.) in a way that is fun and non-stressful?
SBTM: Play a card game with 2+ friends that facilitates positive
self-reflection.
4. We tried these low-fidelity prototypes:
An app
-complete “identity” statements
-post anonymously
-join a conversations
A Notebook
-complete “identity” statements
-check statements that you resonate with
5. But the winner was...
● most enjoyable when we
gamified it
● easier when provided with
options
● discussion between friends
about personal interests and
characteristics
A Game:
Cards 4 Identity
6. How can we enhance our prototype?
● Gamify it further!
● Capture personal insights
9. Trial Design
● N= 20 students
● 80% female, 20% male
● Age: 15-19 years old (mean age 16.4, SD=1.2)
● Surveys:
o Brief measure of self-esteem (pre and post)
o 7 Statements on a 5-point Likert Scale
o 3 open-ended questions about their
experience (post)
vs.
10. Research Q: Will playing Cards 4 Identity facilitate
reflection on non-obvious personal insights?
The game helped me to think
about myself in a different
way*
*p=.01
The game challenged me
to think about my friends*
*p=.01
11. I really enjoyed having to take
all the info I knew about those
people and to guess based off
of 2 words
Trying to identify which ones
are serious and which ones are
people's sense of humor
We could just enjoy being
and laughing with [friends]
I really liked the
cards!
Having someone guess a
combo for you that you
don't feel describes you
I realized that some of my
friends don't know me as
well as I thought they did :(
Feeling self-conscious
Not enough card variety
13. Quote from a participant’s sister:
“My brother said they loved the game. One of
the girls who played just lost a school election a
few days ago and he says this is the first time
that she has smiled and acted normal since
then.”
14. We built a game that helped
high-schoolers think about
themselves in a different way.
Unexpectedly, the social
aspect of the game was their
favorite part, and may be a key
ingredient.
● Yet, this is also a challenge
for some.
Conclusive NOI
15. Next steps for game development
● How do we make our SBTM daily? Maybe make a
game app that teens can play on their smartphone?
● Minimizing social anxiety risk - anonymity?
● Extending the card deck & re-thinking the rules
Editor's Notes
The “Playing a game can facilitate thinking about ourselves in a different way” is our first major finding that came from the data
the “...And our friends” piece was the NOI that came from the data (it’s non-obvious because it wasn’t part of the original research question)
For our deep dive interview, we spoke to Dr. Kara Fitzpatrick because she is not only a mom of a local teenage student, she is a local clinical psychologist who regularly conducts suicide evaluations of teenagers.
learning that the card game was the clear favorite..
Like Cards 4 Identity page on FB
Players are dealt 3 of each color card (purple = people, red = traits, green = places, yellow = things to do)
“Guesser” flips a statement card
4. Other players use their cards (of the appropriate colors) to complete the statement that best represents them! - place their cards face down in the center. Guesser flips the cards and guesses which cards belong to which players and WHY (spur discussion)
5. If the guesser guesses correctly - that player posts a picture of their statement to the cards for identity page
6. Points are awarded for the round: how many guesses correctly, who posted pictures, which statement the guesser thought was most authentic
7. At the end of the 4 rounds - go to the Cards 4 Identity page and reply to the statements with “I learned that I/my friend…”
2 high-schools schools: Paly & Kehillah
Research design - we wanted to recruit 20 high school students, and randomly assign them play either Cards4Identity, or Apples to Apples.
We had no difference between the 2 groups on how fun they were, how much they liked the games, how confident they were and their likelihood of playing it again. We found 2 statistically significant differences between the groups….. (show boxplots).
Interestingly, there were no differences on the item “the game challenged me to think about myself” suggesting that thinking about myself in a DIFFERENT way was the key difference.
We asked what were the best and worst things about the game.
People were really homogenous about what they liked - they really liked the social aspect of the game… (read quotes). While 18% liked the cards themselves.
However, turns out this was also the least liked aspect of the game, and was uncomfortable for some person. One person felt self-conscious in this process, so that’s not great.