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PLANET PERSUASION

THE CONCEPT

A board game, that will help parents and young people learn how to argue more effectively.

It's called Planet Persuasion, because it takes place in a group of space pirates making their way across the galaxy. This theme was chosen intentionally, because pace pirates don't have healthcare, or presidential elections. The change of context makes it a safe "space" to argue. Added bonus: everyone knows enough about either space or pirates to be able to improvise enough to make the game fun.

See below to learn how Planet Persuasion helps people hone their argument skills in a fun, respectful way.

CONTEXT

A six-week project with a five-person team.

My role: background research, brainstorming, game [experience] design and evaluative research.

PROBLEM

Americans have forgotten how to argue well. This is most evident in the place where arguing well matters most: with your family.

SOLUTION

We chose to bring these fighting families together with a fun game that would teach them important arguing skills.

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  1. Each round is started by the Moderator, a role that rotates each round. The moderator lays down a Scenario Card, which tells participants what point they'll be arguing.
     

  2. The players select the best Persuasion Card for that scenario, lay it facedown in the middle, and make an argument about the issue using the tactic at the top.
     

  3. Afterwards, each player (except the Moderator) draws a card.
     

  4. The winning argument (determined by the Moderator) gets the Scenario Card and two gems.
     

  5. The red Persuasion Cards are logical fallacies, or sneaky argument tactics. There are several ways to include them in gameplay.
     

  6. In addition to the "Individual" Scenario Cards (shown above) there are "Team" and "Cooperative" Scenario Cards as well. For Team, the players form two teams, and each pick a side of the issue. For Cooperative, all players must work together to convince the Moderator.

Examples of the three types of Scenario Cards

REFLECTION

This was some of the most fun I've had on a Brandcenter project. I enjoyed the opportunity to take a deep dive into rhetoric to figure out how to teach people arguing. I also enjoyed how we took a tricky, fraught topic like political differences and turned it into something fun. 

This project perfectly reflects my love of deep dives, research, and making something delightful with delightful people.

Shelby Bass did the art, and had the brilliant idea to order actual cards.

Rachael Sherman and Emily Thomas crushed the research and strategy.

Lauren Sitterly took my half-baked card content ideas and made them sound awesome.

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