Draft:Grow-A-Game
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Comment: All sources appear to be by the same set of authors - we would like to see WP:SECONDARY coverage from different sources. ~ A412 talk! 23:21, 9 September 2026 (UTC)
Grow-A-Game is a card-based game design and brainstorming tool developed by Tiltfactor Lab as part of the Values at Play research project.[1] Released in 2008, the game is intended to help players create and analyze games while considering human values and social issues as part of the design process.[2]
Rather than being a competitive card game, Grow-A-Game provides structured prompts and constraints for generating and discussing game ideas. The tool encourages designers to consider how game mechanics and systems can communicate particular ideas and values.
Grow-A-Game has been used in educational settings, including K–12 and university classrooms, as well as in game-design workshops.[3] Games scholars have adapted it as a tool for developing persuasive video games for specific cultural contexts and positive social goals, such as reducing shyness in children.[4]
The game was designed by Mary Flanagan, Zara Downs, and Jay Bachhuber.
Gameplay
[edit]Grow-A-Game uses cards containing different types of prompts, including actions, challenges, existing games, goals or values, and wildcards. Players combine cards to create constraints for developing new game concepts or modifying existing games. The cards can also be used individually as prompts for analyzing how particular values or concepts are represented in existing games.[3]
One basic activity involves drawing a single card and discussing how the concept represented on it could appear in an existing game. With two cards, players combine the prompts and independently develop a game idea that incorporates both. Players can then present their ideas to the group, which may discuss or vote on the concepts.[5]
Drawing three or four cards introduces additional constraints and is intended to encourage more complex, unexpected, or unconventional game ideas. The rules are flexible, allowing instructors, designers, and workshop participants to adapt the activities to different educational and creative contexts.
References
[edit]- ↑ Belman, Jonathan; Nissenbaum, Helen; Flanagan, Mary (1 January 2011). "Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games". Proceedings of DiGRA 2011 Conference: Think Design Play. DiGRA Digital Library. 6. doi:10.26503/dl.v2011i1.522.
- ↑ Myers, Christina; Piccolo, Lara S. G.; Collins, Trevor (July 2018). "Co-designing Cards on Social Issues for Creating Educational Games". Proceedings of the 32nd International BCS Human Computer Interaction Conference (HCI). Electronic Workshops in Computing. doi:10.14236/ewic/HCI2018.164.
- 1 2 Dishon, Gideon; Kafai, Yasmin B. (April 2020). "Making more of games: Cultivating perspective-taking through game design". Computers & Education. 148 103810. doi:10.1016/j.compedu.2020.103810.
- ↑ Ponnada, Aditya; Ketan, K V; Yammiyavar, Pradeep (2012). A Persuasive game for social development of children in Indian cultural context — A Human Computer Interaction design approach. pp. 1–6. Bibcode:2012ihci.conf...95P. doi:10.1109/IHCI.2012.6481863. ISBN 978-1-4673-4369-5.
{{cite book}}:|journal=ignored (help) - ↑ "grow-a-game!" (PDF). Values at Play. Retrieved 31 August 2026.


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