Ideation Games
Based on the analysis and the results of the co-design session with the participant, the group came up with several concepts to start the ideation process.
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1 “Guess the cultural identity”
Everyone switches around their “cultural identity” with the person left to them. You draw a card which explains a situation and a corresponding reaction → ‘I don’t speak to anyone when I’m grocery shopping’. The person on the left, who has your “cultural identity”, guesses on a scale from 1-5 how applicable that is to their ‘cultural identity’. When the person is correct (judged by the original cultural person), they are allowed to move 3 spaces forward on the board. When they are one number off, they can move 1 space.
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2 Variation on Taboo
On the cards, on top, there will be the word to guess and underneath there will be the words that cannot be said, which will all be related to a cultural fact about that item, but make your teammate guess the word you can only use cultural fact. example: word to guess is SHOES, you can't say CARPET, HOUSE, and FEET, to make it guess you say the phrase: “What do u take off when you get inside a place where other people leave…”
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4 “Your perfect day”
Each player defines their perfect day. This consists of about 15 activities. By playing minigames players can earn points to get activity tiles, switch them around etc. Mini games can be questions about cultures/countries; drawing; acting out. To win the game you need to get as many activities of your perfect day as possible.
5 Combination Party&Co and Cards against humanity
You’ve got three piles of cards: one for acting out, one for drawing and one for filling in the blank. The first two are quite obvious but the third one is different. You read the card out loud and the others have to write down what you would say. When the majority is somewhat correct, you would not get points. The board determines what card you have to pull à maybe a way to add minigames or something.
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6 “Act your role”
Everyone has a certain role, pull it from a pile of cards. Differs from old person to teenager (or way stranger, like an uber driver with hearing problems), but you are that role within your own cultural group. A certain situation is pulled from another pile of cards, for example: I am rude against a cassiere. Every person gives a number between 1 and 10 of how well it applies to their role within their respective culture. If two people have the highest number, you have to argue who it suits better without mentioning your role. At the end of the round, you give a small hint about your role (like a word that is associated with the role). The game ends when one person can mention all the roles correctly. When he/she is wrong, they are eliminated.
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7 Variation on wavelength
People pair into teams of two and draw a card which asks a cultural prompt (like something from a list). Each prompt is on a spectrum from green to red. One user from the team must answer the prompt from how they imagine the other person’s culture would react, the other player sets the slider and the guesser must try to be as close as possible. This allows it to be more tailored to the player than their country. The closer group from the (at least two) gets a token. The first group to get (arbitrary number) of tokens wins!
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8 “Ticket around the world”
Short version: For the short version, only the cards with assignments are used. The cards of all categories are mixed. Teams are made. Each team gets 2 minutes per round to complete as many assignments as possible. Completion of an activity is one point. Group with the most points at the end wins.
Long version: Each completed activity allows the player to set one step on the board. The goal is to get to each continent. When a player arrives at a continent they get one point. The player with most points/gathers first all six points wins.
3 “Ambassador and Citizens”
(inspo: il gioco della vita): The Ambassador has the role of managing the game. The Citizens aim to get the citizenship of the country represented by the Ambassador(where the player is from). To play there’s a deck of cards, in the deck there are different themes of cards: actions, studies/careers, houses. (if you pick up a study card your trip to get the citizenship will take longer at the beginning, but from the jobs you can do you will gain more money). To get your citizenship you have to own a house in that country/ or rent, have a job/ (if you are on rent you have to gain every month at least your rent), and succeed in a certain amount of actions; the Ambassador will “judge” if the path chosen and the actions completed will be inline with their culture/society standards, and their other role will be to give out the “money” that make the Citizens go on in life.