Games Studies (Exercise 2 and Final project)

Ding Jiaqi/0379388

Games Studies 2/ Bachelor of interactive spatial design




Exercise 2 : Non digital to digital - evolution and remediating this game


 The focus of the third week’s course was hands-on experience. Our instructor required us to visit a physical board game store, participate in tabletop games firsthand, and at the same time keep up with our coursework. The theme of this assignment is “From Analog to Digital—The Evolution and Restoration of Games.” I chose UNO, the game I’m most familiar with, as my subject of analysis. 🃏

In my view, the analog version of UNO relies heavily on physical cards and face-to-face interaction among players. Players take turns playing cards that match either the color or number of the previously played card, while using special cards like “Skip,” “Reverse,” and “Draw Two” to disrupt their opponents. In offline matches, it’s common to hear someone suddenly shout “UNO!”🤣 followed by bursts of laughter or tense silence. Players observe each other’s facial expressions, gestures, and tone of voice to guess strategies and adjust their own moves accordingly. It’s a highly social game full of laughter, quick thinking, and dramatic turnarounds—one that thrives on emotional engagement and psychological play.


The digital version of UNO, while preserving the core gameplay mechanics, introduces many modern features. These include automatic shuffling and dealing, real-time rule enforcement, and automatic “UNO” reminders, all of which help eliminate mistakes and disputes caused by human error. Moreover, online platforms enable global matchmaking, allowing players to start a game anytime, anywhere with just a phone or computer. Some versions also feature animations, character skins, and ranking systems, which enhance visual enjoyment and competitiveness.


However, while digitalization improves efficiency, it also brings a certain sense of emotional detachment. The thrill of bluffing, the laughter from unexpected twists, and the casual banter among friends—all key parts of the offline UNO experience—are often diminished in digital versions. Though some platforms offer voice chat, emojis, and even virtual avatars, these still fall short of replicating the subtle human interactions found in real-life gameplay.

In comparison, the analog version of UNO emphasizes emotional expression, social engagement, and interpersonal interaction, making it ideal for group gatherings and shared experiences. On the downside, it’s prone to disputes over rules or forgotten calls and tends to be slower-paced. The digital version, by contrast, prioritizes convenience, speed, and precise rule enforcement, making it well-suited for quick entertainment during a busy day. While it sacrifices a degree of human warmth, it compensates with enhanced functionality and ease of access.

Overall, both the analog and digital versions of UNO have their unique strengths, catering to different contexts and player preferences. The offline version is perfect for in-person gatherings, family bonding, and social play, offering joy and shared memories. The online version is ideal for remote matches, solo play, or honing one’s skills—fast, flexible, and efficient. Looking ahead, a hybrid version that combines the best of both worlds—perhaps through augmented or virtual reality—might offer an even more immersive and interactive UNO experience, breathing new life into this classic game.




Final project

Ding Jiaqi/0379388

Games Studies 2/ Bachelor of interactive spatial design 



🎲 How the Game Works 

The board has 40 tiles, consisting of:
 •  4 Corner Tiles (special triggers) 
 •  4 Event Tiles (marked with “?”) 
 •  32 Body Condition Tiles 

  In the center, players share a Central Body Pool, which includes ATP tokens (1, 2, and 5 units), 52 Event Cards, and three Pathway Stacks (each with 18 cards—9 positive, 7 negative, and 2 neutral). Each turn begins with a die roll: 
•  If an even number ≥6 is rolled → move forward.
  •  If an odd number → stay and roll again next turn.   
Landing on: 
•  A Body Condition Tile: the player selects a metabolic pathway and draws a card. Based on the card type and path correctness, they gain or lose ATP.  
•  A "?" Event Tile: random positive or negative events occur (e.g. stealing ATP, extra rewards).
  •  A Corner Tile: triggers a special bonus or punishment.  

 The game ends after five rounds (days). The player with the most ATP wins. However, if any player’s ATP drops below zero, they suffer a metabolic breakdown and are eliminated immediately.  



 🛠 Feedback & Revisions: 

 Week 12 After the Week 12 review, we received valuable suggestions on how to improve both the cognitive challenge and long-term replayability of the game. 

🔄 1. Rephrasing Scenario Prompts 

Originally, prompts were too specific—phrases like “morning lecture” made it obvious which pathway the event referred to. Reviewers suggested using more ambiguous phrasing such as “listening to a lecture”. This forces players to think critically about what’s happening physiologically, rather than relying on superficial clues. 

Update: We revised our scenario cards to use neutral, multi-pathway language, encouraging players to second-guess and reason through each situation based on deeper understanding, not guesswork. 

🧩 2. Acknowledging a Limitation:

 Replay Predictability One insightful point raised was that while repetition helps with memorization, over time players may memorize the correct responses to specific cards. This reduces the cognitive challenge and could make future rounds too predictable. Reflection: We agree this is a valid concern. In future versions, we plan to:

 •  Introduce expansion decks with new, shuffled scenarios 

 •  Add timer-based pressure or multiplayer bluffing mechanics

  •  Randomize consequences even for “correct” answers to preserve uncertainty   

This feedback helped us reflect critically on the educational value vs. gameplay depth, especially for long-term use in classroom or revision settings.

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