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GAMEFUL CHALLENGE #6: Strangers No More

Public Group, active 4 months, 1 week ago

What we don’t know scares us — and causes us to stereotype it. Communities full of strangers are less safe and democratic than those where everyone knows each other (See [...]

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What we don’t know scares us — and causes us to stereotype it.

Communities full of strangers are less safe and democratic than those where everyone knows each other (See Bowling Alone for more details: http://bowlingalone.com/).

Your gameful challenge: Design a game to take place in a common space (like a coffee shop, park or other public place where people hang out) and turn it into a space where strangers interact with each other.

The goal of the game should be two-fold:
• Make the gameplay intriguing so that people can see the game and join it
• Create enough trust between strangers that they’d coordinate to grab coffee or do something together again

Bonus points if:
• The game can be started by 1 person
• The game is simple enough that it can remain visible or discoverable in the common space without a game master present, and requires no moderator to get the game going

Rules:
• ALL genres are eligible. High tech, low tech, and no tech games are welcome.
• Original games only, please. (Please don’t submit a game you made last year. Make a new one!)
• You must prototype and play your game in your chosen shared space at least once. Please provide a playtesting report (photos and videos for bonus points!) describing what worked well, what didn’t, and any ideas you have for future versions of your game.
• All games MUST be playable by others. Give us a way to learn the complete rules, or to download it or play it online.
* All team members must be Gameful members!

Rewards:
• $1000 prize for the favorite game chosen by this challenge’s Gameful Fairy, Nathan Maton
• Membership to the Awesome Board for up to 3 runners-up
• Up to 10 top entries will be tweeted by all four Gameful founders (reaching more than 25,000 people) to help your game go viral!

To Play:
1. Join the STRANGERS NO MORE Group.
2. Discuss what you’re up to.
3. When you’re ready, but BEFORE September 23, 2011, start a new forum topic for YOUR entry. (The forum topic is the easiest way for judges and contestants to see all entries in one place.) Describe what you’ve created. Include a link to your game, or a way to download it, so we can play it.
4. When you’re ready to officially submit your game, fill out this form.
5. Await game-tastic feedback from your fellow Gameful monsters.
6. Winners will be announced by October 23, 2011.

Tags: challenge
excerpt
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  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 9 months, 2 weeks ago:

    The game I am designing for this challenge is intended to be run in a coffee shop, but could be applied to any public space where people gather in groups at tables.

    I chose to undertake this Gameful Challenge because I thought it would be one of the most challenging to achieve given that I live in England, where on the whole, people just DON’T TALK to each other in public spaces – not to strangers, anyway. To make the task a little more Herculean, I decided I would shoot for the extra credit options of making the game self-starting and self-running.
    My starting point was motivation. What woudl motivate an individual sufficiently that it would:
    a) Cause them to seek out a stranger and talk to them.
    b) Share enough of themselves with that stranger to create a bond strong enough to create a lasting friendship.

    So here’s what I came up with: one of the quickest ways to form a strong bond with a stanger is to discover common ground – a shared memory or similar experience for example. That gave me a potential solution to (b). As far as (a) is concerned, the best idea I could come up with was CASH. I set that option aside quite quickly because using cash as an incentive is problematic in so many ways. The best alternative I devised was to use a system somewhat equivalent to cash but without the strings attached. As I had already envisaged my game being run in a coffee shop (I like the potential of that kind of space – informal and relaxed, people with time on their hands, the involvement of a mild psychoactive to lower inhibition…), it struck me that I could use loyalty card stamps as an incentive for people to play. So every time they establish common ground with a stranger, they get a stamp on their loyalty card towards a free coffee. As it happened, it turned out to be the ideal solution as it’s good for the coffee shop (they end up with lots of customers with incomplete loyalty cards who are more likely to come back to claim their free coffee by buying more) and the player (they get free stuff!) so was more likely to be a model that a coffee shop would engage with. So, with that in place I had my answer to (b).
    Now came another hurdle. How do people who come into the coffee shop know that this game exists to play? What’s more, how do they know it exists to play even before anyone has started playing it, and find it intriguing enough to want to start the ball rolling? That’s when I happened upon the idea of smell! The sense of smell is the strongest trigger of memory you can get. This is because the centre of the brain which processes olfactory information is very close to the memory centre of the brain (the hypothalamus – I think…). That’s why when you smell a cigar, you’re instantly transported back to memories of your Uncle Jack, or Grandpa Joe who used to smoke them when you were young, or when you visit the beach you remember your childhood holidays like they were yesterday. Smell is also ‘ambient’. You can detect a smell in an environment without specifically looking for the presence of it. The other ambient senses are hearing and sight. Hearing and sight are used extensively as triggers for games, but I can honestly say I have never come across a game that uses smell as a trigger. That sealed it for me! I would become the Olfactory Game pioneer!!
    So, all the pieces were settling into place! All I needed now was a few mechanics to tie the elements together. So here is how the game looks as it stands:

    A coffee shop is divided into a number of ‘olfactory zones’, each with it’s own memory-triggering smell. In each zone, the tables are furnished with some cards which exude the scent chosen for that zone. The cards invite the visitors to smell the card and record on the card itself the first memory which it evokes for them. They then put their first name on the card and stick it to a ‘memory board’ which is hanging in each zone. Their task is to find an existing memory on the board which matches their own in some respect, then find the person to whom that memory belongs by shouting out their name. The two people then go together to a member of staff who will judge whether they have a valid match and if they do, they will stamp both players’ loyalty cards. If the player gets to the board and there is no match for their memory, they pin their card to the board and wait for someone to call thier name. Players are asked to remove their card from the board when they leave the coffee shop so that other players are not searching for them after they have left.

    The issues: The scents I initially identified as good candidates for memory triggers are all natural smells (fresh cut hay, fresh cut grass, the seaside) and I can tell you, they are not easy to get hold of! Any scents used for candles etc are way off in terms of their authenticity compared to the real smell, which leads to weak or nonexistent assossiation for players. The only success I have had so far is fresh cut hay. Any ideas anyone? Anybody got any Eau de Atlantic Ocean lying about? Please!?

    Fortunately, I have a friendly coffee shop manager who will be willing to let me play test it once I have the smells in place!

  • Avatar Image Siobhán, a level 7 monster with 35 posts — 9 months, 2 weeks ago:

    Hey Drew, I think this is a really interesting sounding game. I had a couple of questions on logistics which may or may not impact how it’s played.
    1) What’s the size of your local coffee shop?
    Most of the cafes I pass near where I live are quite small so dividing them into multiple areas might prove tricky. Maybe having a few different cards at each table would be easier?
    2) What’s the average amount of customers in there at any one time?
    Because it’s England (and being a talkative Irish girl in England I get frustrated by the lack of random chat in public spaces too) it’d probably be hard to find people to play the game, let alone ones with common memories but the higher the number of people in there at any one time the more likely a chance you have. Again, I’m not used to seeing the places near me very full of people on their own.

    In terms of other memory evoking smells – baked goods like bread or doughnuts tend to draw people down memory lane and should be easier to get a hold of than a realistic ocean scent (seaweed and coffee might not be a good match)
    I agree that candle scents aren’t great – what I’d recommend is wandering into an essential oil shop – more realistic and some of those tend to be memory triggers too. And you could use some of the scents already in the shop (vanilla syrups, chocolate, coffee, herbal teas).

    If you expand the game slightly so that not only shared memories count, but maybe also shared emotions (the smell of chai makes me feel…happy/upbeat/content) it might increase the chances of finding a match in a smaller group of players.

    Anyway, as I said, looks really interesting and I wish you every success with it!

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 9 months, 2 weeks ago:

    Thanks Siobhán! Your first suggestion is a variation I certainly had in mind for a smaller venue – put a few of each of the scented cards on every table, then get people to post them on the appropriate board (maybe colour code the cards and boards?).
    Some of the coffee shops I frequent are rammed at specific times of the day / week, and in particular the one where I am considering playtesting is fully rammed to the hilt when the parent & child swimming session finishes on a Tuesday afternoon (the swimming pool is just over the road from the coffee shop ;) ). But you are right that I’ll have to pick my timing judiciously for it to work. I LOVE your suggestion of expanding the criteria to include emotions. Maybe two stamps for a memory, one for an emotion? THANK YOU!! :)

  • Avatar Image Lorraine Hopping, a level 7 monster with 184 posts — 9 months, 1 week ago:

    Drew, Check out this scented balloon science activity, which might offer some technical and logistic ideas: http://www.nisenet.org/catalog/topics/scent I saw this in action at the Detroit Science Center, and the plus here is that: balloons are colorful and easy to spot, they scream “fun!”, people can easily pass them around, you can write on them. I like your memory idea but wonder if it’s too personal for strangers? Maybe just a “guess the scent in the balloon” game, pass from person to person, would break the ice? Then, they can talk about what the scent reminds them of, if they like. Seems like an easier and more immediate way to get people playing. LOVE your idea. :D

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      Drew Crow · 9 months, 1 week ago

      Scented balloons definitely sound like fun! :D Having tried to write on a balloon however, I think it might act as a deterrent… I get where you’re coming from with memories being too personal for complete strangers, but Siobhán’s idea of including emotions in the matching criteria I think goes some way towards solving that issue.
      I definitely intend to design a game at some point in the near future which revolves around scented balloons, however. Episode 2 in my Olfactory Game quest!! ;)

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        Drew Crow · 9 months ago

        OK – This idea came to me today:

        Pelma-nose-m – An array of scented helium balloons are placed in a public space with strings just long enough so that they are above most people’s head height. There are two balloons with each scent in the array. Players must select two balloons out of the array to pull down and smell. If they get two balloons with the same smell, they get to keep the balloons. If they match two balloons and can correctly guess the smell (attached to the balloon on a tag), they get to have another go, otherwise playu passes to the next player. :)

        I think this Olfactory Game Quest is shaping up rather nicely!! ;)

  • Avatar Image Nathan Maton, a level 7 monster with 148 posts — 9 months ago:

    This idea is coming along. I’d recommend getting an early prototype up to see what’s working and what isn’t in it. It’d be awesome to videotape people’s reactions to these smells. Very creative! Also, perhaps not everyone will enjoy shouting out for each other’s names, so perhaps consider some alternative ways to find each other. What smells are you thinking too?

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      Drew Crow · 9 months ago

      I’m in the process of trying to arrange a playtest as we speak! I get where you’re coming from with the name calling. How about people just write their table number on the card? Of course it would depend on all the tables being numbered, but they usually are in shops that serve food as well as coffee.

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      Drew Crow · 9 months ago

      Forgot to say, I’ve almost certainly settled on hay, grass and OldSpice as the three scents to use for the playtest. Old Spice seems to be a smell that many many people of different generations have an association with. Turns out that everybody knows a man that wore Old Spice about 15-20 years ago!

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 7 months, 3 weeks ago:

    W00t!! I’ve finally playtested and posted about the results on my blog. You can find said post around about here:

    http://blog.grokbox.co.uk/?p=34

    Let me know what you think! :)

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      Siobhán · 7 months, 3 weeks ago

      Congratualtions! I love the photo with the reaction to the smell. Happy to hear your playtest went so well, best of luck with the challenge itself. And if I’m ever up in Worcester I’ll definitely be calling into that café.

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        Drew Crow · 7 months, 3 weeks ago

        Thanks! And yes you definitely should – it has a beautiful wood onone side and an awesome park on the other. I heartily recommend their Full English Breakfast (and the fudge cake of course ;) )

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          Sam Waterson · 7 months, 2 weeks ago

          Well done Drew. I am impressed, particularly considering that the goal, getting strangers to interact, seems like such a tough one.

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            Drew Crow · 7 months, 2 weeks ago

            Thanks Sam! You’re right – it’s super tough to convince people to talk to someone they don’t know. What’s more, it’s even tougher to get them to talk to someone they don’t know without any intervention from the person running the game – a point I discovered whilst playtesting. One day, I might come up with a game that achieves this ultimate goal, but I think it will take me more than a summer to design! :)