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[object Object],[object Object],[object Object],[object Object],[object Object],GROW-A-GAME
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GROW-A-GAME
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GROW-A-GAME
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GROW-A-GAME

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GKs Way To Grow A Game

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Hinweis der Redaktion

  1. Let’s play Grow-A-Game! The facilitators will explain that the group will now go through the first 8 steps in the process that the youth at Emoti-Con went through to come up with their game, to get their feet wet. It uses a deck of cards produced by Tiltfactor called Grow a Game, to focus on how all games transmit values, intentionally or otherwise. There are four types of Grow a Game cards: [slide 15] • Green = Verbs • Yellow = Issue • Pink = Games • Blue = Values
  2. Instruct each group to pick one Blue Value Card and discuss a game they think expresses this value. They do not need to share back this round, but if there is time ask for one or all to do so.
  3. Instruct each group to pick one Pink Game Card and add it to their Blue Value Card. If no one in the group knows the game, they can pick a different Pink Game card. The group should discuss a way they can modify, or "mod", that game to better express the presence or absence of that value. 
  4. Each group will keep their Blue Value card, but put aside their Pink Game Card. Each group will now pick their own Green Verb card while the facilitator picks one Yellow Challenge/Issue Card for all to use. Each group has to come up with a game concept, from scratch combining all three cards, which will then be shared with the group. Have each group share their values-based game design.