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Miscellaneous > 17.6 Student Project


by Gabriela Fiter

1st WAVE is a historical educational game for two players about the beginnings of women’s fight for equality. It addresses the lack of knowledge about the history of women’s movements, which causes different problems, like the persistence of gender stereotypes, or the deficiency of female figures in the teaching of history who could be role models for female students.
The popular game medium provides for the engagement of the recipient and facilitates learning. The game is addressed to young people over 15 and to adults, and can be used as teaching aid during history classes organized by NGOs and at schools.
The theme and mechanics of the game are grounded in the dispute between suffragists and their opponents. Both sides are presented, as are their reasons and arguments. The main objective was keeping a balance between entertainment and education. This goal has been rested on an unusual mechanic based on reading the content of cards out loud. There are two Parties – Suffragists and Opponents of Emancipation – that argue using cards. On the cards there are quotes of people living in those days and historical arguments that were of the moment. There are also statements that have not been attributed to any particular person, but were popular opinions cited today by researchers of the subject. The game is designed for two players who alternately argue on behalf of each of the Parties represented in the game by the Decks of Voices and the Decks of Effects.
Cards’ content was taken from research studies and sources and has been divided into 4 Domains which in a simplified way describe the scope of discussion about women’s rights:
social customs – the private sphere, norms of behavior
politics – the right to vote, governance
economy – work, the right to work
education – the right to learn, equal access to schools
Each turn one of the players attacks by reading out an argument from a card of the Voice deck. The defending side’s task is to analyze the Voice of their opponent, and to choose and read out the best counterargument from their deck – one that regards the same Domains as the attacker’s card. Then, both play their Effect cards to strengthen their position and compare the values of cards. If the attacking side is stronger, they receive points. The game is played until the players run out of cards or one of them gains 7 points.
The graphic design aims at clear and attractive presentation of the issue. The Domains have dedicated colors and symbols, so that the player can easily recognize to which of the categories does a statement on a card belong.
The size of the font has been adapted to comfortable reading. Reproductions are an interpretation and extend the meaning of an argument or quote; some illustrate a person or event. The clear difference in the design of Voice and Effect Cards emphasizes their different functions in the game.
Game components:
– 140 unique cards (7 x 11cm)
– rulebook (20 pages)
– score sheet
– 2 score markers
– two piece box (cardboard, 19 x 25 x 2,8 cm)

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