Gaming the Disinformation War: Design Processes and Thoughts

Many times I have heard the phrase, “Disinformation War” references the battle over information and truth online, this battle involves an array of actors that converge around the content we see on our news feed. However, framing disinformation as a war is misleading since the spread of fake news is not a set of battle grounds but rather a contest for visibility and virality within a network. I am working on a game to that reflects this point.

Actors in Escape Rooms?

As I mentioned before, escape games contain some similarities with live-action role-playing games. Working on a smaller scale, with less participant buy in, escape rooms offer the chance for participants to engage participants in a story. Role playing games involved imaginative play, where players are asked to take on a certain character (typically of their choice) and participate in a narrative. Escape games offer a central story, typically giving players a choice in how much they want to perform, where role-playing makes minor difference to the overall game. ..

Intergenerational Design… A Myth?

What do we even mean when we say something is intergenerational? Is it people from different ages hanging out? Is it incorporating references from different time periods into one space? Is it intergenerational is someone 30 hangs out with someone 38? What about a five year old and a 12 year old hanging out? What makes any of the experiences intergenerational?