Game Changers

Competition Details

Gener-G, the Human Energy Trading Game

by Remi Bec

The number of obese children has tripled since the 1980’s. In England around 13% of 8 year old children are obese. An important issue is that overweight and obesity increases with age: compared to children of normal weight, obese children have a 70% chance of being an obese adult, according to childhood obesity statistics.
The project aims to implicitly fight against obesity by encouraging people to exercise with friendly competition as a community, creating more interactions between members of the family.

It resulted in a game which is played in 2 stages: a-accumulating points; b-trading these points through the board game.

a-Points are generated through a pedometer (a step counting device). Players exercise over a period of time previously agreed (1 day, 1 week...) after which the number of steps is converted into points to play the game.

b-Depending on the amount of steps (=points), players are more or less advantaged when playing the board game. The player who has done more steps is made player 1. The board game is composed of 4 concentric rings. The outer ring, which contains more squares than the internal ones but which has more ‘chances squares’ is attributed to player 1.
Each player is provided with one token to represent themselves on the board depending on their number. They are then placed on the allocated position at the start line. Player 1 starts the game by casting the Normal Dice, which is cast by spinning the clear ball. On some occasions the players may have to cast the ‘jester dice’ on the opposite side of the board. After they have completed each turn the game can be rotated in order to place the normal dice in front of the next player.
The squares are categorised under the following themes: ‘family tasks’ (e.g. clean the table...), ‘benefits’ (e.g. control of the TV...), ‘bad luck’ (e.g. loosing energy), ‘chance?’ and ‘spare’. These squares allow the winning or losing of points, and dictate tasks/activities that players may not have to do normally.
When a player lands on ‘family tasks’ or ‘spare’ square, he/she receives the card in question.
In the ‘spare squares ‘players can add a specific action, allowing some game customization.
The winner of the game is the last one with remaining points. Likewise, the winner has the opportunity to exchange his/her “family tasks” cards against the “benefits” ones of other players.