This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that strategizing alter the characteristics of those trade-off discussions? Could the designer devise a game system that promoted consideration not just of the difficult decisions made in a community that has to balance the needs of the community with individualized needs, but could they help find a way for students to discuss legal reasoning as well? The design examples in this chapter provide a case study in the exploration of these questions as well as the resulting published games. The authors suggest that for complex topics in social sciences and humanities that multi-game mechanic and multi-game approaches may provide the most fruitful avenues for games for learning designs.
Department, Program, or Center
School of Interactive Games and Media (GCCIS)
Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. In Douglas Brown and Esther MacCallum Stewart (editors), Rerolling Boardgames: Essays on Themes, Systems, Experiences, and Ideologies (pp. 195-211). McFarland & Company, Inc.
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