Posted March 07, 2025 by Gruppe11
Game Concept: Games for Culture
Game Title: Know your neighbor(?)
Team Name: Your neighbor
Team Members and Their Roles:
Gamemaster: Nicoline
Storyteller: Nicoline
Artist: Astrid
Designer: Alma
Crafter: Alma
Game Description
The game description is a key part of your game page, so take the time to craft it carefully. Include information that clearly communicates your game's cultural concept and features. Write a few sentences for each of the following points, and be creative:
Our game is based on passed down knowingly or unknowingly prejudice, which creates a gap in the society, therefore our game focuses on quality between ethnic Danes and people with other ethnic backgrounds.
It communicates by challenging our cultural prejudices and what we think belongs in different cultural homes - Many things we associate with certain cultures are actually found in more homes than we think. Maybe we’re not so different after all?
We hope this game will challenge the player's prejudice in an interactive/somewhat of a playful way - so instead of punishing for “wrong” answers the game encourages reflection on the players choices and how the world isn’t black/white.We hope this game will encourage dialog in the sense that the players will reflect on how we understand culture and identity. Hopefully this game will help the players identify and challenge their prejudices in a non-judgemental way. We will focus on creating a simple game with a strong message.
We decided to have these focuses: EU-value: equality, gametype: puzzle/sandbox, cultural heritage: cultural stories, cultural/societal theme: social inclusion/exclusion
We want the player to click around on the things they don’t think belong in the home to raise awareness of the prejudice they have towards other cultures and the tendency to have a them and us perspective on life
Look at all you have produced during the “Experience phase” and from each
cultural game jam role reflect on (also using images or other documentation
methods to illustrate the process and results):
Reflect on how, in your different roles, you are including your chosen values, cultural heritage, game type and cultural/societal theme as core elements in your game's aesthetics, story, design, and interaction. Consider how these elements are being used in ways that are meaningful, surprising, or innovative.
After presenting to the Expert Council, summarise your overall game concept that integrates your chosen values, cultural heritage, game type, and cultural/societal theme.
In our game you are presented with an apartment that belongs to a danish family, here you get a message that says “You have to choose five objects that don’t belong in this apartment”. Everytime you click on any of the objects in his apartment, you hear/read a message that says “Why would this not belong in Mustafa's apartment?”. After choosing five items, you are presented with a final message “All of these things could belong in Mustafa's apartment. Be aware of your prejudice”.
Our focus for cultural heritage is the prejudice we pass down to our children, knowingly or unknowingly - it is therefore intangible.
Our chosen value is equality, because no matter what your background is you belong, and should have equal rights in the community.
We have never encountered a game like this before. Even though we have “forced” you to choose items that don’t belong, we use the power of the game to make you perhaps realise your prejudice. Even though the game isn’t necessarily fun, it hopefully will make you think.
This game challenges the player's prejudice in an interactive/somewhat of a playful way - so instead of punishing for “wrong” answers the game encourages reflection on the players choices and how the world isn’t black/white. We hope this game will encourage dialog in the sense that the players will reflect on how we understand culture and identity.
The game supports the idea of how cultural heritage doesn’t belong to one specific group of people, but how it can be shared across society. Hopefully this game will help the players identify and challenge their prejudices in a non-judgemental way.
We will focus on creating a simple game with a strong message.
<-- The idea we went with
Culture + Value + Game collage:
We collected pictures to create different apartments based on stereotypes.
We were inspired by Pipilotti Rists “Dawn Hours in the Neighbour’s House”. We liked the concept of imagining what is going on behind closed doors, and the fact you don’t necessarily know your neighbor. We incorporated this in our game, by “forcing” the player to make assumptions about a fictional neighbor. This perhaps shows their prejudice, and hopefully makes them aware in the future.
6-8-5 Game Sketching:
Council Capture Card:
Storyboard: