Posted March 07, 2025 by Gruppe11
Game Log 4 - Create
Game Title (less than seven words): What is your 'game for culture' title, and how does the title highlight your game's heritage, value, and theme dimensions?
The title “Know Your Neighbor(?)” suggests ambiguity or irony regarding how well people actually know those who live around them. Through our game you get to know your neighbor by looking into the apartment, but the question mark implies doubt or skepticism, hinting that the phrase "Know Your Neighbor" - which is typically associated with community bonding - might not be as straightforward as it seems. We want people to get to know one another before they make assumptions, and by that bring people closer
Team Name: What is the name of your 'team', and how does your team name highlight who you are or what you stand for?
Our team name is “Your Neighbor” to reflect on how everyone is someone's neighbor. You can have these assumptions about how they live, not knowing who they are and what they do, and no matter who lives there.
Short description:
Describe your game in 1-2 sentences. Try to highlight how it is a 'game for culture' using cultural heritage and values in its design and what experience it is trying to create (Why should the player play your game? Why is it an important game?)
Our game explores the unconscious biases we inherit and pass down generation to generation. Our goal is to make the invisible visible—to show that many things we associate with certain cultures are actually found in more homes than we think.
Cover image:
Chose a cover image for your submission that captures the essence of your game as a Game for Culture (recommended size 630x50 pixels)
Screenshots or photos of your game:
Chose images that best represent 1) your prototype as a Game for Culture (screenshots, player's experience, artwork, etc. and 2) your process of making a Game through Culture (process pictures from your work and the phases (Game Log 1-4)
Game video or trailer (Promo):
Upload your created 'Games for Culture Promo.'
We didn’t have time to make one!
Release status
(set to prototype)
Pricing
(set to No payments)
Description of your game as a Game for Culture
"Know Your Neighbor(?)" is a puzzle game, where you have to find 5 things that don't belong in a danish apartment. Our focus is equality and prejudice as cultural heritage, as well as the fact that cultural heritage can be shared across society.
Describe the gameplay experience: How is your game different or innovative for culture? How does it express culture and values? What are you trying to change or achieve with your game for culture?
In our game the players are invited to pick 5 items that they think do not belong in a traditional danish apartment. After picking an object they are then asked a thought provoking question: “Why wouldn’t this belong in a Danish apartment?” This encourages the player to challenge their own assumptions. Our game is different because it is simple yet powerful and it invites the player to question their own assumptions about culture and identity.
Describe the gameplayer's experience: What is the gameplay experience? Why is it important? How is it empowering to young people? What sets your gameplay and player experience apart from other gameplay experiences in aesthetics, story, design and interaction?
We try to bring a lighter atmosphere to a serious conversation. Even though the game is simple, we try through our interaction and sounds to make it fun, which hopefully will make the topic easier to talk about. Our hope is that you leave with greater awareness of yourself and others.
How did you work with it in your different aesthetics, story, design and interaction roles?
Our roles were kind of fluid and we helped each other, where it was needed. Two of us worked on programming the game, while others created a physical prop for our game, to further push the idea of looking into your neighbors apartment, and bring the design idea full circle. We switched around, and went from role to role, to see things from a new perspective to avoid becoming sluggish in our roles.