Games are a hot commodity and everyone from corporations to NGO’s want a piece of the pie. Being new and unfamiliar these games often become culturally invasive, and don’t take into account the existing cultures of play in their intended audiences. Aside from passing down essential information, these games aim to “re-educate” people in the act of “fun”. Here, Ben Norskov and I discuss the 4-part guidelines we use at Antidote for making games in the true spirit of play: as inclusive, engaging experiences for everyone. Here we discuss ways to reduce the invasive impact of forcing fun.
1. by Mohini Dutta + Ben Norskov
www.playistheantidote.com | @helloAntidote
FLEXIBLE
TIMES NEED
FLEXIBLE
GAME DESIGN
2. HOW DO
WE GAME?
www.playistheantidote.com | @helloAntidote
PLAY is older than culture,
for culture, however
inadequately defined, always
presupposes human society,
and animals have not waited
for man to teach them their
playing
Image: Johan Huizinga
Everyone plays, and we play
the games we are familiar
with, grew up with, or heard
stories
17. A Framework for Combating
Cultural Bias in Game Design
Methodologies
MINDFUL
PLAY
www.playistheantidote.com | @helloAntidote
Image: humanitariansoftinder.com