Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity

Authors

  • Max Seidman
  • Mary Flanagan
  • Geoff Kaufman

Keywords:

iterative design, game design, persuasive games, gender stereotypes, stem

Abstract

Iterative game design approaches have proven effective in creating persuasive games, but these approaches inevitably lead to as many abandoned designs as ones that are pursued to completion. This paper serves as a reflective and instructive post mortem for the unpublished non-digital game prototypes developed for our team’s “Transforming STEM for Women and Girls: Reworking Stereotypes & Bias” (BIAS) research project. We outline three abandoned designs and explain why they were ultimately not pursued, focusing on the challenges of balancing enjoyability, feasibility of production, and impact. We discuss design strategies, including: masking games’ persuasive intentions, prioritizing prototypes with their efficacy-to-cost ratio in mind, and designing for fun first. This discussion offers insights into the design of both non-digital and digital “games for impact” that allow designers and researchers alike to learn from these promising but problematic prototypes.

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Published

2015-01-01

Bibtex

@Conference{digra735, title ="Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity", year = "2015", author = "Seidman, Max and Flanagan, Mary and Kaufman, Geoff", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/735}", booktitle = "Proceedings of DiGRA 2015 Conference"}