Projects

Intervention – Snell Library

Objective

Many students put themselves down and feel depressed when studying, as the stress of exams, projects, and other school-related challenges can make them feel like they are never good enough. As a result, this intervention aims to lift students’ spirits by giving them a chance to take a second out of their day to remember why they are so great.

Location

The location I chose to intervene in was the second and third floors of the Snell Library. Since this location is the main place where people go to study and work, I felt this was where I could reach the most people who would need positive encouragement in their lives.

Process

  1. I went to the Snell Library
  2. On a floor, I write a message on one of the whiteboards encouraging people who walk by to write one positive quality about themselves
  3. I wait to see the responses that I get

Picture of Setup

 

Responses

Pictures

Some Responses

  1. My Smile
  2. My Eyes
  3. Welcoming
  4. Approachableness
  5. Talking
  6. Tall
  7. Funny
  8. Music

Observations and Results

Overall I believe that my project was an overall success, as it perfectly encapsulates the thought process of students today. In total, I only got 26 responses out of 2 floors in 9 hours. That is a very small amount of people compared to the amount of people that come in and out of the library during that time. This shows that students are possibly so stressed out about their work that they can’t even take one minute out of their day to simply remember why they love themselves. That is a very depressing notion, and I hope that one day universities can diminish the amount of struggle that students have to go through just to live day to day and focus on giving students a more stress-free lifestyle.

Intervention – Detached

The theme of my intervention is the information cocoon, specifically the information cocoon formed by the U.S. election on various social media platforms. My target group is non-US citizens. This month, my social media is full of information about the presidential election. Although I am not a U.S. citizen and have no obvious preference for either party, I have more or less learned about the information of each party because of the information bombardment. Even on purely Chinese social media, I can still get information related. I am wondering if this is just my case or if other non-US citizens are also like this.

I set up a Google form and set the following conditions in the form:

Please open up your social media- any social media is fine. Please screenshot the first message related to Democratic or Republican information. The collected images will be used in an art piece.

To be specific:

1. If you see a celebrity that clearly in favor of a party, take a screenshot

2. If it’s a video, take a screenshot

3. If you are uncertain about the message, please scroll to another one

4. If your platform is not in English, it’s okay, take a screenshot.

Here is a result from Google Forms. Also, two screenshots are coming from private messages and all of them are republicans. Since the Google form was posted after the election results, almost all the post was biased towards Republicans.

The screenshots mainly come from English social media, but it is surprising to see news from Japanese and Chinese media because they have a tendency, including the Japanese news that although did not directly mention the biased party, indirectly strengthened the glory of the victory in this election.

I chose to make a collage of these screenshots, not an artistic collage, but with some meme elements. I tried to mock the election results and the bias that the election has caused in various media, even though non-U.S. citizens cannot vote, it still has an impact to some extent. I posted this collage on my social media, trying to make my non-US citizen friends realize how much they have been affected by the information cocoon of the US election on social media.

Who is the spy, but AI

Game Theme

With the rapid development of AI and the rise of AI chat, AI chatting has started to become popular among today’s youth. Recently, there have been increasing incidents where AI has misled young people, drawing them into AI-created virtual worlds that disconnect them from reality, which could ultimately lead to self-harm or even suicide. So, I designed this game to test how long it would take for people in a group chat to realize they are talking to an AI.

 

Game Detail:

Post in a chat group: “I’m inviting a friend who shares our interests to join.” Then, concealing the group members, let the new friend participate solely through AI-generated responses. Record the overall time taken for them to find out they are talking to AI.

Repeat this in three different groups: Group already about AI, Random online Friend group, Random group of friends who you actually know in reality. 

Test Record

Group 1 existed group speciality to AI & AI supplement

Overall time taken(to find out they are talking to AI): 5 minutes

In fact, you could even say it only took two minutes. When the AI friend joined the chat and got to the fourth message, someone already pointed out that this “friend” seemed really off and jokingly asked if he was “playing an AI for Halloween” (since it was Halloween). By the five-minute mark, four people were already suspicious, so I revealed to everyone that this friend was actually using chat AI to generate responses.

 

Reaction 1: “He sounded so much like chat AI that I thought it was just part of the act.”

 

Group 2 random and casual chat group of mine( with my school friends)

Overall time taken: still haven’t find out until now

The results for this reference group were unexpected yet unsurprising. I think it might be because the original group chat itself was already quite casual, with everyone throwing out completely random topics. When the AI was only given the instruction to “keep it chill,” it did so well that people found it hard to notice. Another possibility is that this group doesn’t pay too much attention to online chats, so even if something felt off, they didn’t bring it up.

 

Group3 random and casual chat group of mine( with my online game friends)

Overall time taken: 1.5 days

Sample dialogue Screenshots

Sample translation(translated into English from original language):

 

A

Black motorcycle. Ducati’s cool, but it’s red.  

Just don’t go with Harley.  

Trying to keep it classy.  

Which brand of motorcycle do you guys think fits desu?  

To be honest, Ducati feels a bit young for this. The character riding the bike is 35.

B

[image]  

Racing style. If you don’t like it, there are street and retro options too.  

A

Sick. Which model is it?  

But yeah, it might look a bit too young and flashy. 

B

Hold on…

dude, u r up damn early today

C

You need a stylish, high-end motorcycle as a reference for your design, right? Then I will suggest some sleek and high-priced black motorcycles.  

A

Lol, why so formal?  

Got class in a bit. (Reply B)

Harley-Davidson Night Rod Special, BMW R NineT, Ducati Diavel 1260, Kawasaki Ninja H2.  

Haha, sorry for the formal tone! I’ll keep it more chill from now on.  

A

*Keeping it more chill*  

Intervention – How Well Do You Know Northeastern?

Inspirations

Husky Hunt Quiz had just recently happened. In the event, you are given a series of puzzles to solve. The puzzles that I liked in particular are the crossword puzzles. There is great satisfaction in figuring out the questions that are easier, and that gradually illuminate the answers to the questions that are more difficult.

I thought that an interesting idea would be to have a crossword puzzle that is about trivia about Northeastern University. There would be more difficult questions, and the answers of which are just problematic facts about Northeastern University. However, players would not know the answers for them immediately, and first tackle the easier questions. Once the answers to the easier questions give clues to the more difficult ones, and they are able to figure the answers to them, there should be a dawning realization that the answers are problematic facts about Northeastern University.

The idea of a dawning realization is inspired by a previous class project that Celia told us about. It was about moving people in a train, but it turns out that the train is heading to Auschwitz. The realization re-contextualizes the activity and invokes shock within the players. I too want players in my intervention game to have this feeling.

Goal

Intervene against Northeastern University by getting people to learn problematic facts about them.

Original Ideas

I didn’t actually move forward with the crossword puzzle idea. The main feedback I received with it is that it is too passive. I can give someone a crossword puzzle, but once they solve it, they will say “oh” and move on with their life.

An idea that Celia recommended was a trivia night. It being a live event would make the intervention less passive and more active. However, it was difficult to book a night at After Hours, and given the time that I had, it was difficult to pull off an event like that.

Final Idea

An idea that was recommended to me by one of my classmates was to bring a camera and a mic, and ask random people on campus trivia questions. This was a lot easier to organize, and will have a lot of the same effect as a live trivia night. What makes this idea especially interesting is that I am able to capture a live response, and I am able to observe the responses of the person I am interviewing.

How It Went Down

https://drive.google.com/drive/folders/1cbVt3_MdP_tcrOAI7YOrRs-_lrTy1WWW?usp=sharing

Interesting Observations

  • People were most shocked by the amount Northeastern University invests into fossil fuels a few years back. They estimated far lowest.
  • People were less shocked by the amount Northeastern University invests into environmental sustainability in comparison. Still, generally people estimate higher.
  • I asked one person after the trivia was done what they thought. They did realize what the trivia was about towards the end.

 

Trending Now: Buddhism

Idea



Appropriation, more specifically cultural appropriation, has been a part of my many experiences throughout life. As a Vietnamese Buddhist woman, I’ve seen my ethnicity, race, and religion be appropriated by people thousands of times in person or through media. So, this assignment stood out to me and the idea for my art work came quicker than it would the last project.

The idea I came up with was the cultural appropriation and aestheticization of a religion, more specifically Buddhism. I had initially wanted to make a game about Asians, their fetishization, appropriation, and harmful stereotyping, but upon looking at my jade bracelet and pendant, two pieces of jewelry that is commonly bought simply for their aesthetics, I decided on Buddhism.

Buddhism is a non-theistic religion that teaches us how to reach enlightenment, a state where all desires, hatred, and ignorance is eliminated. It tells us that greed is the source of all suffering and has been passed down to many countries and cultures—India, Vietnam, China, Japan, Cambodia, Bhutan, and more.

However, in America, many people use objects that symbolize this religion and represent its teachings in ways that completely disregard any of its meaning. They use Buddhist objects for their own desires—For their desire to fit in, their desire for money, and their desire for beauty; materialism.

It’s a bit ironic isn’t it? To be quite frank, these people frustrate me. Due to their own willful ignorance and greed, they take symbols that are significant to millions of people and display it on their yard, sell cheap and fake Buddhist objects, or wear it on their body with no awareness of its significance.

So, I decided to make the game off of this; a sarcastic interpretation of the cultural appropriation of Buddhism. The game itself is the appropriation of Buddhism.


Inspiration



When creating this art work, I wasn’t completely sure on how I would implement the ideas and thoughts of Dadaism into my game. Compared to the previous art work, a score was something that already existed and I could simply take inspiration from Grapefruit by Yoko Ono. Of course it wasn’t easy, but at least there was already somewhat of a template for me to know how I should shape the score and its meaning. With Dadaism and this art work however, I needed to take inspiration from the movement to then make a game that was the epitome of Buddhist appropriation.

Nevertheless, I loved the anti-art and chaos that Dadaism exhibited. The movement displayed a defiance from artists and thinkers against societal norms and traditions, rejecting the brutality and political state of the world during World War I. What I was most inspired by Dadaism was the message that they sent. Their deliberate absurdity and satire in their art forms, showing freedom of expression, and developing so many other artistic movements such as my beloved surrealism was admirable and vitalizing. I wanted to make something similar; to mock the cultural appropriation of Buddhism and people’s ignorance.

Multiple art works from Dadaist artists inspired my game as well, most notably Marcel Duchamp. From his art work La Jaconde/L.H.O.O.Q. which mocked the famous painting The Mona Lisa and traditional art, to his structure, Fountain, which uses a urinal that is usually dirty, mundane, and never seen in art work. It’s satire and mocking, but it’s also beautiful and inspirational art. Another art work from a different artist stood out to me called A Victim of Society (Remember Uncle August, the Unhappy Inventor) by George Grosz. The art work was disturbing. It used mundane items, objects that wouldn’t be used in art for its “unaesthetic” properties, from the razor to the spark plug and machine parts. However, it somehow accurately shows a victim suffering from mental turmoil.

 

A Victim of Society ( Remember Uncle August, the Unhappy Inventor) by George Grosz.

Fountain by Marcel Duchamp

L.H.O.O.Q. or La Joconde by Marcel Duchamp

 

Furthermore, a game that had been stuck in my head since Celia presented it to me was the controversial table top game made by Brenda Romero in 2009 called Train. 

Layout of the controversial table top game by Brenda Romero (2009).

Players are tasked with loading what seems like a train with passengers and at the end of the game, they realize that they were loading passengers on the train towards concentration camps during the Holocaust. Despite its controversy for being too explicit or not accurately representing the experience of Holocaust victims, I felt like the game brought more awareness to the terrifying feeling and guilt of being an “ignorant bystander” and how much power Adolf Hitler had over Germany, to the point that many people did not realize how bad what they were doing was.

Front cover of The Sunflower: On the Possibilities and Limits of Forgiveness by Simon Wiesenthal (1969).

I’m still not educated enough on the topic, but the title of a book I read a few years ago instantly entered my mind, The Sunflower: On the Possibilities and Limits of Forgiveness by Simon Wiesenthal. This book discussed whether Wiesenthal, a Holocaust survivor, should forgive a dying SS soldier for his murders and atrocities on Jewish civilians. It writes about the history, morals, and conflicts of the soldier, but also recognizes the brutality and ignorance of soldiers. Many soldiers and people involved followed Adolf Hitler blindly. They knew something was wrong but wouldn’t do anything about it. They convince themselves that what they were doing were okay, labelling Jewish civilians as monsters. It was brainwash. This still doesn’t make what they did okay, but I believe Trains help bring awareness to that side of the Holocaust as well and the mental conflicts it had on bystanders and soldiers alike. The message and the way Trains conveyed it stood out to me and was a leading factor on how I developed this game.

Combining all these works created my game (and a little inspiration from capitalistic games like Monopoly). It has the satirical qualities of the Dadaism movement such as using karma as a currency, assigning monetary value to Buddhist objects, the upside down Buddha on the cards, and having to decorate a board with those Buddhist objects in order to gain favor and currency. Similar to Train, players are playing as the ignorant people that appropriate Buddhism, sitting uncomfortably as they realize what they’re doing and who they play as.


Playtests



So, the process of this game was long, with multiple iterations and playtests. In the middle of it, I also happened to get COVID so that was great. This game needed a lot of tweaks and feedback so with the amount of playtests I had, I think the game is starting to shape into a more fleshed out game. Here, I will detail a couple important points of each iteration and photos of the playtests.

ITERATION 1

For iteration 1, I did not have any of the cards nor pieces. I used pens and a wheel spinner to replace the die and cards. Evidently, it was a veryy slow process. We had to pass the laptop around, AND it was broken so its fan was so loud. It was a very comedic experience and we didn’t get past round 2 even two hours in. So, by the end of this iteration, I had to:

  • Make all physical cards
  • Grab an actual die
  • Have actual Buddhist objects

In the second playtest of this iteration, here are some more feedback from them:

  • The karma values of each object needed tweaks
  • The use of the die made the game unnecessarily longer
  • Fix the wording for cards to help players understand it better and make it more appropriating

Gameplay of the first playtest with friends.

Some of the important rules and things players should remember.

The pieces of the game, from the cards as a wheel spinner and a die found online, to Buddhist figurines being pens, and the rest being made of paper.

 

 

 

 

 

 

 

ITERATION 2

In iteration 2, we have the actual pieces but I experimented and used a blank paper instead of actual interior design magazine pages. This brought upon more creativity and more fun when voting but didn’t send the message I wanted to send as much as it should.

Example 1 of Decoration Board

Example 2 of Decoration Board

Example 3 of Decoration Board

 

 

 

 

 

 

 

 

View of gameplay

 

Some notes:

  • Change the voting system: The voting system had many, many iterations over the several playtests of Iteration 2. Sometimes, it wasn’t anonymous enough so players would vote according to how the person voted them previously. Or, it was too anonymous and players were just voting however they wanted, giving everyone 0s.
  • Make a design board
  • Balance the values more

ITERATION 3

In the final iteration, the pieces were completed. I added my pendant and buddha bracelet in as objects as well. There were tweaks to the karma values, what each card did, and the player count. There were other tweaks as well, but I will only show the rules and gameplay to the final iteration. After the final playtest, here are what I’ve noted:

  • Use a different form of design board, such as a doll house OR make all the objects 2D. However, if I decide to make them all 2D, then it will take away from the message that I want to send about cultural appropriation of Buddhism.
  • Get a frame around the quotes
  • Design the game in a way where there’s less calculating? More doing.

Here are the pieces and photos of the final playtest.

Paintings

Figurines

 

 

 

 

 

 

 

 

 

 

 

 

Some event cards

Voting cards

 

 

 

 

 

 

 

 

 

 

 

Final Playtest!!

A player looking through her action cards for her turn.

Passing out karma tokens.

A player decorating their design board.

Some of the figurines.

Voting phase after the first round.

 


Gameplay



So, there were lots of tweaks made to the gameplay, but this is what we ended with! If I want to add this to my portfolio, like I mentioned in the playtests section, I would make dollhouses the decoration board instead of the blank pieces of paper or magazine cut outs of interior design. This was the final iteration of the gameplay rules, pieces, and how to set it up!

GUIDE (3-4 Players)

Win Condition: Get all 23 Buddhist objects OR acquire 100 Karma tokens

Pieces

Karma Tokens: The monetary value in this game. Used to buy an object or win. Acquired through:

  • Selling objects
  • Owning objects
  • Events
  • Actions
  • Ranking of Design boards

BUDDHIST OBJECTS | KARMA TOKEN COST
FIGURINES (10) 3
QUOTES (7) 7
PAINTINGS (5) 10
PENDANT (1) 25

Karmaback & Karma Value: The value of karma tokens upon selling objects (Karma Value) and the amount of karma tokens Buddhist connoisseurs get back upon owning objects (Karmaback). 

Karmaback: There are specific amounts of karmaback certain owned objects get. After a “Buddhist”’s turn, the total karmaback for all objects owned by the “Buddhist” will be given to the “Buddhist”. 

Karma Value: Upon selling object(s), Buddhist connoisseurs get back the karma value of the object(s).


TABLE of VALUES

BUDDHIST OBJECTS | KARMABACK & KARMA VALUE
FIGURINES (10) 2
QUOTES (7) 5
PAINTINGS (5) 7
PENDANT (1) 10

Die: A singular 6-sided die to decide the order of the turns each round and to break tie breakers with the person landing the highest number winning the tie break.

Action Cards: Each Buddhist connoisseur will always have 3 action cards in their hand. Upon disposing or using an action card(s), grab more action card(s) until the Buddhist connoisseur has 3 in their hand. Used in order to gain an advantage against the other “Buddhists”.

Event Cards: Played after every round. Every “Buddhist” must act on the event card unless it addresses specific “Buddhists”. Discard the event card each time until they run out. Then shuffle all of them in again.

If Event Cards cannot be met by a minority of “Buddhists”, then they must pay a 10 karma token fee. If the fee cannot be met, they are now in debt and must pay off that debt.

If Event Cards cannot be met by a majority or half of the “Buddhists”, then they can pull a different event card and shuffle the other card back in. 

Design Board: Indoor and outdoor designs. Place objects on this board in specific, aesthetic ways in order to win other Buddhist connoisseurs favor and get first! Getting first in the rankings will give a “Buddhist” a boost in karma tokens.


Objects: Collect all objects to win. Can be sold, collected, bought, stolen, taken, etc.

Figurines (10)

Quotes (7)

Paintings (5)

Pendant (1)


Voting Cards: Point cards for Design Board. “Buddhists” will have numbers 1-3 with 3 being the highest points to be given and 1 being the lowest. If it’s only 3 players playing then the maximum points will be 2.


Action Cards:

QUANTITY| ACTION CARD
10 Steal any figurine from a Buddhist connoisseur 
10 Choose a “Buddhist” to skip their turn. Their next turn will be skipped.
10 Block any form of sabotage (Use any time)
5 Use this card to play an extra two cards (in your hand)
4 Collect tokens from a connoisseur of your choosing equal to the karmaback of all your objects 
2 Choose a Buddhist to lose karma tokens equal to the karmaback of all their objects combined 

Event Cards:

Auction Night! Players each auction up their most valuable object! The initial cost will be its karmaback. One object must be sold to move on.
Charity Event Every player must donate at least 2 karma tokens to prospect but poorest (aka brokest players) buddhist enthusiasts.
Magic Trick Everyone closes their eyes and chooses a number from 1 to the total amount of players. (EX: 2 players must choose a number 1-2 while closing their eyes). Display them with your fingers. If your number matches any other buddhist enthusiasts, trade all objects!
Natural Disaster Everyone loses their objects to the disaster… Your karma tokens are safe though!
Spin Master Quick! Spin 5 times and point at the pendant. First to touch it gets 15 karma tokens. Those who don’t spin lose 10 karma tokens.
Birthday It’s your relatives’ birthday! Each player must ‘gift’ their relative. Take an object and put it with the rest of the unowned items
Gamble Night Each player must bet at least one of their objects. Grab the die and bet on what it lands on. If a player is correct, they get the objects. If multiple get it correct, split/share evenly. If none get it correctly, lose all objects betted.
Art Showcase Show the object you love the most in your possession with a 20 second pitch. You will be awarded 10 karma tokens.
Insurance If any players are in debt, the debt is cleared and balances are back to 0.
BOGO For the player with the least amount of karma tokens, buy one get one free for figurines!

Setting Up

Each player will get:

5 karma tokens

1 Buddhist figurine

1 Design board

3 Action cards

Use a die to decide the order of turns. The “Buddhist” with the highest number rolled goes first, then the second highest, and so on.


Play

In a round:

  1. Each player takes a turn
  2. Rank Design Boards: Hand out the point cards to each “Buddhist”. After, add up all the points that each “Buddhist” gets and the highest amount of points is first. First place gets 5 karma tokens, all other players get 1 token.
  3. Use an Event Card

In a turn:

  1. Sell or buy object(s).
  2. Play an Action Card OR Discard an Action Card OR Do nothing.
  3. Grab Action Cards to have a total of 3 in your hand.
  4. Gain the karmaback from the objects you own.



 

Instructions:

Get a group of players

The group of players will take pictures of each other during their daily life when they are doing tasks that the list considers to be considered good or bad.

When a player is caught doing something bad, they lose ‘Citizen Points’

 

When a player is caught doing something good, they gain ‘Citizen Points’

 

Players will start with ‘25 citizen points’ which is the baseline of an average citizen

 

Whoever has above or equal to the average level of citizen points gets insurance(they win), and whoever has the least citizen points will be ‘re-educated in a public facility’(they lose and have to go on a mile run).

 

Some good tasks are pictures that capture the person

  • Eating fruit
  • Putting trash in its respective bins
  • Cooking your own food
  • Greeting someone
  • Giving compliments
  • Praising the government

 

Some bad tasks are pictures that capture the person:

  • Eating takeout
  • Eating sugar or junk food
  • Wasting energy
  • Not putting trash in its respective bins
  • Ignoring someone
  • Putting on your left shoe
  • Not being patriotic when seeing a flag
  • Looking at your phone in the presence of two or more people

 

Each time a bad task is recorded, the recorded citizen will lose 5 Citizen Points  and the recorder will gain 1 citizen points.

 

Each time a good task is recorded, the recorded citizen gains 1 citizen point and the recorder will gain 2 citizen points.

 

At the end of the day, tally up all the photos

Playtest Notes:

During the playtest, there was some amount of tension whenever someone brought out their phone to take a photo, unfortunately, because of the short playtest duration (4 or so hours), however the playtest pointed out a flaw of the two-player design where the players felt like they werent always constantly surveilled, removing some of the tension. Thus a change was made to the rules to make it more of a group game, in order to better affect daily life.

Citizen One lost 10 points for:
1. Eating sugar or junk food

2. Eating sugar or junk food

Citizen Two who lost 15 points for:

  1. putting on his left shoe
  2. Eating sugar or junk food
  3. Eating sugar or junk food

 

Summary:

This work was inspired by a lot of the real-world intervention games we saw in class such as the Men in Grey and the jejune institute which brought the game and its commentary into everyday life. 

In this way I wanted people to start noticing how much people are surveilled in public and how many cameras are pointed at people in their everyday lives. The way I decided to do this was to use the people who played the game as cameras and viewpoints into the other players’ lives. To make them more conscious of these ‘cameras’ and their actions of observing them, I assigned point values and punishments to create a feeling of tension whenever there is another player present. Of course, this game would be best played among friends to make the message impactful but not uncomfortable.

It’s Just A Game: Intervening in Toxic Game Chat

Players of competitive online video games know the struggle all too well: chat can be a pretty ugly place. Whether it’s trash talk, someone blaming their own team, or offensive remarks, toxicity is in no short supply. Chat filters, community moderators, and increased awareness of toxicity can curtail this to a degree, but players don’t need to wait for someone else to stop the toxicity for them- they can confront it themselves, and with little effort required.

My online intervention took place in the ROBLOX first-person shooter game “Phantom Forces”. It is a fast paced game where players fight each other in teams with different weapons and if your character dies, you can respawn within a few seconds, creating a competitive and captivating experience.

My strategy was simple: if someone is being toxic, respond to them immediately, and say something. Anything at all. Do not verbally attack them, just respond. My goal is to lower the chat’s hostility level and remind the players to have fun.

But this raises the question: “If it’s a chat and a player is saying things you don’t like, why don’t you just block them?” This is a valid question. I completely understand blocking players who are insufferably toxic or you don’t have the energy to deal with. No player should have to be obligated to respond to every little thing because sometimes we just want to have fun. However, I want to change other people’s behavior. I want to bring to light the fact that people can fight toxicity a different way, by directly confronting it and maybe changing some minds.

For example, if someone says:

  • “My team is trash” respond with something like “What do you mean?”
    • This ensures that you acknowledge the toxicity without attacking them.
  • “Player X is so bad at this game” respond with something like “It’s just a game, you don’t have to get upset over it.”
    • This emphasizes the fact that they are playing a video game and should not be attacking others over it.
    • This reminds the player not to get upset. Everyone is playing this to have fun!
  • If a player says something blatantly offensive, respond with something like “You probably shouldn’t be saying that.”
    • This calls out the offensive remark without escalating the situation further, which might prompt them to continue or say worse things.

I ran this intervention multiple times, in different servers to ensure a fresh set of players each session. I would first play a few rounds saying nothing in the chat as a control, and then I would play the following rounds doing my intervention strategy.

Session C: Changing the Vibes

In my third session of this intervention, I had encountered a server where the game chat had a feeling of frustration and agitation. The game ended with only 3 “good game” messages, and it felt cold and tense.

One player was upset with other players for “camping” in the game, a strategy where you stay in one place hidden and wait for other players to walk past you so you can take them by surprise. As it is a video game, I wanted to emphasize that people have different ways of playing the game so I responded with that and said that it is simply a matter of planning and strategy to counteract players who camp. My chat messages are highlighted in pink.

The match went on and it felt like my comments were ignored, but luckily one of the players who was upset earlier asked a question about one of the weapons in the game, asking if it was good.

I saw this as an opportunity to respond to deflect the attention away from the negativity in the chat and help to open a discussion about the game itself. After many players began to chime in on their opinions of the weapons in the game, the vibe of the match took a turn and it felt like a casual conversation between a bunch of friends, despite the fact we were all strangers.

The vibes had changed so much that by the end of the game, many more players were saying “gg” meaning “good game”, prompting one player to remark “why is everyone saying good game?” out of surprise. The player who was originally complaining about the camping strategy even said goodbye and wished everyone well.

While I doubt that my intervention was responsible for this shift in the game atmosphere, I think that my actions along with everyone else’s to cool the tension and adopt a more playful attitude was certainly powerful. Players often want to do the right thing, but feel uncomfortable being the first one to say something. If you take the first step to counteract a bad chat environment, others might join in. Together, you can all make the game way more fun for everyone.

Session E: Misplaced Anger

In the fifth session of the intervention, I noticed the chat activity was relatively low until a teammate said something toxic against our team.

Their message basically expressed anger at the makeup of the team’s overall skill levels. As part of my intervention, I quickly responded, but realized someone else had beaten me to it.

The toxic player said how everyone on our team was underperforming. I reminded them that we are all just playing to have fun, and that there was no need to get upset about it. This seemed to have an impact on the player, as instead of continuing to be hostile, they began to calmly explain their reasons for why they were upset.

Player B interjected to cool the tensions with a distraction and Player C joined in with my intervention. We wanted to be non-confrontational, but still address the toxicity by shifting their attitude towards doing their best and just playing the game. I tried to show that I was understanding by not verbally fighting them.

At one point, someone on the other team was rude to the formerly toxic teammate and even the teammate was taken aback by this. Other players including myself joined in to calm the situation and assert that there was no need for rudeness in the chat. By now, I felt like the intervention was having at least some effect on reinforcing a positive atmosphere in the game.

Towards the end of the game, the formerly toxic teammate’s concerns about the unbalanced team were addressed. They expressed their reasons for being upset in a civil manner and explained their vision for an improved game experience.

This was huge in the intervention, because it managed to transform what was originally a toxic remark into something that was a civil, neutral discussion but also helpful for the game developers. This made me think that this teammate probably was having a bad day, and took out their anger on the wrong thing. Some toxic players don’t even realize they’re being toxic, but all it takes is a civil discussion and some understanding to get them to express what they really mean.

Conclusion

Throughout the course of this intervention I watched as hostile environments turned into friendly ones. The game chat can shift from negative to neutral to positive with relatively little effort. All it takes is one person to change the vibes, and other players might feel inspired to join in and make a difference too.

This intervention won’t always work, and despite my efforts to be as scientific as I could with my experiment, I can’t definitively prove that it was significant in all my sessions. However, it did prove effective in at least a few simple cases. It all depends on the person: some people will be toxic no matter what you say to them, and in that case, chat filters, moderators, and blocking users is the best course of action. But it doesn’t always have to be that way. Sometimes all it takes for a player to chill out is just a civil conversation like an ordinary human being and reminding them that we all just want to have fun.

Bastión Toledo-Altamirano

How Are You Feeling?

By Ruby Harkness

 

How to play: 

  • Option 1: Find a QR code poster around
  • Scan it
  • Option 2: Listen to me tell you to scan the QR code 
  • Scan it 
  • Answer the google form question linked to the QR code “How are you feeling? Answer with 1 song title.” 
  • Submit the Google form

 

Artist’s Statement: 

“How Are You Feeling” is an intervention project based on taking a minute to ask yourself how you really feel. People live such busy lives and often don’t take the time to think about how they feel, this project is meant to intervene with that mindset and promote positive self care while people go about their day. I wanted this intervention to be simple, straight to the point, and meaningful for the people participating. Even the act of thinking about how you really feel is something people gloss over in today’s world. I think this is something that needs to be focused on.

Some inspiration from this project came from “Uncle Roy All Around You,” which combines the physical and digital world. I wanted to combine physical and digital as well for my intervention and I used QR codes and posters to achieve that. This intervention played out in two ways. Originally I was only going to put QR code posters up around campus. I did this and waited a few days and got like 4 responses. I learned that people don’t really take the time to scan a random QR code and usually end up going about their day. Although upsetting, I think this is completely normal. I tried to make the posters stand out to increase interest but that didn’t seem to work. The second phase was me intervening in people’s lives. I asked individual people in my classes and even presented the idea in front of the entire class to get everyone’s response. This was a lot more effective and helped me get the majority of my responses. I do think it’s interesting to think about how people don’t seem to take time out of their day to scan QR codes. This could even relate to the project, and provide evidence for how people are constantly on the move. Not only are people struggling to prioritize their feelings, but they also struggle to find curiosity in asking the question “How are you feeling”, which is written all over the posters. 

The project ended with the creation of the playlist: How we are feeling. This playlist is a collection of all 67 responses to the question “How are you feeling” in real song form. I wanted to make a playlist for this project because I think music is definitely a way people connect with each other and themselves. Relating to a song is a great way to think about your own feelings. The cover art for the Spotify playlist was also designed by me, and features organic shapes and lines. I wanted to represent how feelings are fluid, and in constant motion with this design. 

Playlist Link: https://open.spotify.com/playlist/4PRgmpObxHkkONEM7Pgpq5?si=97e04311329e4f1e

Documentation: 

Posters: 

Spotify cover art:

Manga Monopoly

 

Manga Monopoly is a spin-off of Monopoly with the objective changed from attempting to gain as much capital and take as much from your competitors as you can to instead trying to create the best art with the resources you have available. It’s a game played with 3 – 4 people, who all go around a Monopoly Board, collecting manga panels as they go. Everytime everyone makes a full lap around the board, players use their manga panels to make collages, and then vote on which collage they think is best. People get different points based on whether they got 1st, 2nd, or 3rd which points increasing in the last round. The person with the most points in the last round wins.

 

 

Inspiration (In Class & Out)

 

The broad inspiration for this project was the desire to take something highly commercialized and contextualize it into something more creative and generative. Many DADA movements are concerned with the commercialization of art, and I think of few more obvious games to critique this with than monopoly, a game that in it’s earliest form started out as a critique of capitalism and is now one of the THE MOST commercialized games of all time (we have Breaking Bad Monopoly). So I thought that through appropriation I could shift the focus of the game away from wealth acquisition and thus bring it more in line with its original intent (I know a satire of that kind of wealth acquisition was originally part of the point but world conditions are such that that kind of satire isn’t effective because no one thinks its satire they think its normal). Additionally, I wanted to combine the playfulness often seen in earlier DADA works along with the more overt political messaging seen in later ones, and I believe this project accomplishes both of those goals well. Collages are an accessible form of art as all you need is basic motor skills and an eye for composition (whereas most often forms of art require those two things + way more) and I think they can channel childlike creativity well due to that. The political implications of a game where the purpose is to create from nothing instead of starting off as a millionaire and stealing (AHEM, “renting”) everything in sight feel rather obvious, but to elaborate, I wanted the art to foster collaboration and healthy competition rather than a desire to seek dominance. In this game, you need other players to like your art to win, and I believe making something people like requires on some level an ability to understand and reach out to people (I feel that with all artistic creation in general) and I hope the game inspires those feelings in people instead of making them want to selfishly own and hoard everything for themselves.

 

The desire to send this mix of political messaging and fostering of childlike playfulness through collage was additionally of course inspired by the Merz art of Hannover Dada, wherein much of the point was recontextualizing “useless” or “boring” objects (junk, everyday objects, found objects) into something else entirely with an entirely new meaning. That was the approach I took to the “materials” of monopoly and manga.


I chose manga panels because I wanted to create a pastiche of many different series and artists, but I also wanted them to be visually cohesive. Manga are all in black and white, and this allows for an easily achieved color palette (as every Mangaka works with the same exact one, unlike comic artists) while still allowing for great contrast in the collages themselves. Additionally, I have a manga wall at home which works for these same reasons, so the idea came naturally.

 

 

First Iteration 

 

At first, I was quite rushed, so my starting iteration was rough. Each of the squares where relabeled but with no visuals (just the series title) and I didn’t know what to do with the community chest and chance cards. Voting was simpler as well, with people just voting for their favorite and that getting one point. The in class playtest went well, as detailed below 

 

Pros

  • It was fun making collages 
  • It was fun looking at other peoples colalges 
  • Getting panels from series people knew made it more gratifying for them

Cons

  • Voting being simplified made the votes more boring and not work well with only 3 people
  • Many squares there was nothing to do, which slowed the game down 
  • Players wanted more interaction with eachother

 

Second Iteration 

 

For the second iteration, I added many visual elements and tried to address player feedback. The game was made more visually interesting by me taking the volume covers of manga and placing them over the monopoly board. That way, each series was recognizable at a glance. To address the problem of community chest spaces and chance spaces having nothing to do AND to address the issue of players wanting more inter player interaction, I added a new set of cards to the game that allowed players to steal, force trades, take more cards, and more. This allowed for more dynamism in the gameplay as the actions of players could affect other player strategies in real time. I changed the voting to allow for points to be allocated based on whether it was 1st, 2nd, or 3rd, and allowed players to pick from the top 3 cards on the pile when choosing their card. Overall, this increase of player agency and visual facelift helped make the game more interesting and I am happy with the result.

 

Final Playlets Results

Despite having three people, the final playtest was very lucrative. I got to playtest with both a manga fan and a non-manga fan, and seeing them both enjoy and have different takes on the game was both validating and interesting.

The non-manga fan liked the game and took a storytelling approach to her collages, trying to craft funny or interesting mini narratives with her manga pages. This was aided by this player just happening to get a lot of manga pages. From her feedback, I definitely would implement an “Explain” part of the voting phase where each player is required to give some brief intro for their collage.

The manga fan that played also enjoyed the game, and took a more impressionistic approach with their collaging, trying to make something visually appealing and leveraging text less. They suggested even more interaction, with players perhaps gaining physical tools like scissors, glue, or tape to further elevate their collages.

 

Playtest Collages

 

Rules

 

Cards

Quick Complex Chip Duel

Game Components

Quick Complex Chip Duel

The game was converted from Texas Hold ’em Poker, changing the game from the idea of Texas Hold ’em Poker to a points system. Inject more strategy and flexibility into the game, so that the game can not only retain the mental game and strategic thinking of Texas Hold ’em. It also increases the depth of direct interaction and decision-making between players, making the game more compact and varied to suit different types of players.

  • Chips: Six colors of chips: blue, red, black, white, yellow, and purple.
  • Playing Cards: Two decks of playing cards shuffled into one pile.

 

 

 

Chip Allocation

Each player receives the following number of chips:

  • Blue Chips: 2
  • Red Chips: 2
  • Black Chips: 2
  • White Chips: 1
  • Yellow Chips: 1
  • Purple Chips: 1

Game Setup

  1. Chip Allocation: Each player receives chips according to the above quantities.
  2. Card Preparation: Shuffle two decks of playing cards into one pile and place it in the center of the table.

Game Rules

Turn Sequence

  1. Draw Cards:
    • At the start of their turn, each player draws two cards from the pile.
    • Players can only hold a maximum of three cards in their hand. If a player draws more than three cards, they must immediately discard the excess cards.
  2. Use Chips:
    • Based on the drawn cards, players can choose to use chips. Each color of chip has a different effect:
      • Blue Chip: Gain 1 point.
      • Red Chip: Gain 2 points.
      • Black Chip: Reduce opponent’s score by 1 point.
      • White Chip: Protect yourself, negating one attack, steal, or extra draw from the opponent.
      • Yellow Chip: Draw two additional cards.
      • Purple Chip: Steal one card and one chip from the opponent’s hand/pool.
  3. Card Effects:
    • Hearts and Diamonds (Red Cards): Allow the use of red and yellow chips.
    • Spades and Clubs (Black Cards): Allow the use of black and blue chips.
    • Face Cards (J, Q, K): Allow the use of white and purple chips. Additionally, when playing a J, Q, or K, the player may also draw one additional chip from the chip pool.
    • Ace (A): Allows the player to choose any one chip effect to use, providing flexibility in strategy.
    • Joker: Allows the player to copy the last chip effect used by the opponent, adding an element of surprise and adaptability.
  4. Chip Replenishment Mechanism:
    • When a player uses an Ace or Joker card, they can replenish one used chip from the chip pool.
  5. Steal Mechanism (Purple Chip):
    • When using a purple chip, a player can randomly steal one card and one chip from the opponent. The opponent can choose to use a white chip to defend against the steal.
  6. Discard:
    • Used cards are placed in the discard pile.
  7. End of Turn:
    • The player ends their turn, and it is the opponent’s turn.

Special Rules

  • Defense Mechanism: Use a white chip to negate one attack, steal, or extra draw from the opponent.
  • Quick Mechanism: Each turn involves drawing two cards, increasing strategic choices.

Victory Conditions

  • The first player to reach or exceed 10 points wins.
  • If the card pile is exhausted and no player has reached the target score, the player with the higher score wins.