Boss Levels (Assignments)

Quest Bosses (Assignments): Bosses are specific moments in the adventure where the adventurer is challenged to demonstrate skills developed during the preceding quests. Bosses are encountered at specific times during the Journey, and are characterized by specific deliverables that will have detailed instructions about the objective(s) and requirements to accomplish those objectives.

  1. Boss One, “The Notorious P.I.G.” the Impact Guide:  Each adventurer will prepare a written impact guide for one game selected in consultation with the instructor. Guidelines, templates, and sample impact guides will be provided in class.
  2. Boss Two, “Critique-a-saurus” the Critical Analysis of a Game:  Each adventurer is required to play and analyze at least one game in terms of the cultural and ideological aspects during the adventure. The analysis will draw on ethnographic methods introduced during the course. Individual game play will be documented by the development of a reflective and analytic quest-log entry. Potential games and instructions for reflective quest-logging will be discussed in class.
  3. Boss Three, “Playtest Supreme, Hold the ‘Guac” the Game Prototype: Each student will design a game. Specific details of this assignment will be made available three weeks prior to the due date, but the requirements include:
    1. Instructions and rules.
    2. A digital mockup to illustrate the game, or as a way to provide digital assets for playing the game.
    3. A four-page post-mortem on the design’s intention and outcomes, and user testing experiences.
  4. Dr. Impacto and The Igniter: This is the final boss, and is so important that it is encountered in a progression throughout the Quest. A strategy guide will be provided in advance.
    1. Micro Boss, The Igniter: Adventurers regale their fellow travelers with a short story (presentation) of their impact design in the Ignite talk format to prepare for the end of the adventure. Ignite talks are a presentation format that involves presenting your work with 20 images in 5 minutes (each image engrossing the audience for 15 seconds). For more information, visit: or watch or , a few favorites of mine.
    2. Boss Four, “Dr. Impacto” the Impact Design Pitch: The purpose of the impact design pitch is to (1) identify current interventions aimed at addressing a social problem, (2) evaluate their current impact as a foundation for determining the potential need for and success of a new intervention, and (3) articulate a design for that new intervention. In the context of games for impact, a landscape analysis is conducted to determine whether a game-centered intervention is desirable and what sort of specific game features might be appropriate for the particular audience, context, and ecosystem of interest. Creating an impact design pitch will not simply help you develop practical skills in a core part of developing games for impact; it also is a way for you to demonstrate your understanding of key ideas about the reciprocal relationship between technology and society.

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