Game Log 1: Experience
Welcome to Game Log 1
Ideation wheel & Capture cards
We started our process by exploring the Ideation Wheel, using it as a tool to experiment with different themes and core concepts. By playing around with its structure, we identified key directions that would shape our game’s identity.
Through this process, we developed the following scheme:
Chosen cultural heritage: Cultural gameplay and gameworld
Chosen EU value(s): Human dignity, -freedom and Equality
Chosen game type: Art/Roleplay, survival (in society)(?)
Chosen cultural/societal: Social inclusion/exclusion.
Experience Methods
To further refine our vision, we engaged in several creative exercises:
- Value Storming: We explored ideas of how our game should look and feel, focusing on the emotions and messages we want to convey, using post-its. (this can be seen in the picture below).
- Culture Love Letters: Each team member wrote personal reflections on cultural heritage, which we then shared with the class. This helped us identify shared interests and thematic directions.
- Culture Safari: Our game draws inspiration from the installations Your Rainbow Panorama (2011) by Olafur Eliasson and Colony Howl (2022) by Jonah Freeman & Justin Lowe, and the light installation Milkrun III (2002) by James Turrell. These two artworks metaphorically represent opposing perspectives. One of clarity, openness, and idealism, the other of chaos, fragmentation, and dystopian isolation. Their placement at opposite vertical ends of the ARoS museum mirrors a core theme in our game: the embedded judgments that define society.
- Empowered Participation: We all have a specific roles, but rather than assigning rigid positions, we embraced a fluid contribution model. This allows us to collaborate dynamically, ensuring everyone's input shapes the final outcome.
With our game we will like to influence change, by placing the player in the foots of someone else by creating an immersive, critical thinking experience.

Game Format
Digital An immersive, interactive experience where players navigate societal structures and moral dilemmas.
Setting
Futuristic dystopian society / contemporary.
First Idea: Games for Culture
We first started with talking about games and themes that we each found interesting, after that we used the concept convergence method and made an inspiration board to think about at home.
Filtering: The more choices you make in a specific direction, the more your surroundings will be visually altered - affecting colors, lighting, and other elements. This is inspired by the light installations, such as the rainbow, reflecting how your life is shaped by the choices you make and the environment you are in.
Why is this game important or new to you regarding culture and/or society?
The game criticises how you will be judged no matter what you choose or how you act. You are always dealt random cards on which your actions will be judged differently. Important regarding culture in the sense that we are programmed by nature to want to be part of the group and make people similar to us like us.
What impact might this game have on young people's relationship with European values and 'The European way of life'
As knowledge grows, so does responsibility. By directly presenting players with the consequences of their choices as they navigate the game, they become more aware of how their decisions can impact others - both positively and negatively - while also recognizing potential benefits for themselves. This is bound by the cultural norms and conventions within the EU.
The game will reflect the AROS artworks in gameplay inspiration and setting.
We will include social inclusion/exclusion in our game, where you both have the choice to change your fate but at the same time maybe will find it harder to do so, if you're given bad cards/stats to start with.
Reference game: Your turn to die.
Get The Game of Influence
The Game of Influence
More posts
- Game Log 4: CreateMar 07, 2025
- Game Log 3: ImagineMar 05, 2025
- Game Log 2: PlayMar 04, 2025
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