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StarPower (game)

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triangles. Starting on turn two (the first turn in which players are assigned to groups), the red squares players draw from a bag with higher scoring chips, while the green triangles draw from a bag with lower scoring chips. As a result, movement between groups becomes uncommon. Starting on the third round, the red squares are free to change the rules however they like.
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One commentator writing for the Sustainability Institute claimed that square players typically rigged the game to benefit squares, circles strove to become squares at which point they began to act like squares, and that triangles became angry and then apathetic, only becoming interested at the
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Players randomly draw lots of colored chips. These chips have different number value based on their color. Players are given the opportunity to trade these chips to increase their point total. Players are told to not share information about their chips. While players are told that the group
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Each round, players draw random colored chips and trade them for sets of points. At the end of each round players are assigned one of three groups and given an associated badge based on their score. The top scorers are red squares, the middle are blue circles, and the low scorers are green
404:"The members of the lower groups responded to the hopelessness of their fate in a variety of ways; some hid their cards or themselves; others ran away; still others directly refused to follow the rules, and some of them even seemed to dare the top group members to make them." (Feld 1997) 286:"Although the original distribution of the chips largely determined the individual point totals and resulting group assignments, the participants were told that they were being placed in groups according to their levels of achievement." (Feld 1997) 117:
Key to the game's educational effectiveness is for those running the game to withhold details about the true nature and implementation. That the red squares can change the rules is only revealed to players when the ability is added to the game.
395:"This particular play of the game was typical. After a very short time, the top group made increasingly oppressive rules, reducing or even eliminating any changes for the others to succeed and move up the hierarchy." (Feld 1997) 295:"Variations in wealth are ostensibly based on '“merit' but most members of each 'strata' unknowingly receive different resources at the beginning of the game and at each subsequent 'trading session." (Mukhopadhyay 2004) 161:
Another commentator notes similar results. The squares create oppressive rules that make it difficult for lower groups to advance. Lower groups turn to cheating. The commentator also noted the lower groups becoming
413:"As participants came to feel that there was essentially nothing that they could do that would lead to 'acceptable' levels of rewards, they increasingly tended to withdraw and/or act in hostile ways." (Feld 1997) 97:. Players are assigned categories based upon their relative scores, with the highest scoring category being able to change the rules. The game is designed to illustrate the 344:"Much of the impact of the experience on players depends on the deliberate misinforming of participants as to the nature and outcomes of the game." 503: 76:
1. In service to the educational goal of the game, chance and skill have a smaller impact on the game than players are initially led to believe.
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The official site for the game lists eight lessons that StarPower teaches, mostly focused on the results of inequal distribution of power.
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for 12 to 35 players, designed by R. Garry Shirts for Simulation Training Systems in 1969. The game combines chance and skill at
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they engaged in while the circles are viewed as sell-outs by the triangles and as incompetent by the squares.
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assignment is based on "achievement" or "merit", the initial distribution dominates the resulting scores.
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has gone so far as to describe the game as "broken" "by all conventional standards of
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than a game and as a result does not view replayability as an important goal.
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in a system that naturally stratifies them economically or politically.
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Feld, Scott L. (March 1997). "Simulation Games in Theory Development".
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Starpower is by design a very unbalanced game. Game designer
19:"StarPower" redirects here. For the song by Sonic Youth, see 348:"Loading the Dice: The Challenge of Serious Videogames" 154:. At the end of the game, the squares seldom see the 25:
Guitar Hero (series) § Common gameplay elements
181:- cross cultural competence game by R. Garry Shirts 67: 59: 51: 43: 35: 129:." The unbalanced nature of the game reduces its 303: 301: 464:"Starpower: Experiencing a Stratified Society" 8: 371:Shirts, Garry; Bernie DeKoven (2006-10-20). 30: 331: 329: 248: 246: 313:"Why Would Anyone Want to Play Starpower?" 444:"Simulation Games in Theory Development" 133:. Shirts views StarPower as more of a 255:"Things to do in game design #1: cheat" 198: 196: 194: 190: 29: 7: 259:COPE: James Wallis Levels With You 14: 373:"Guest Wisdom from Garry Shirts" 346:Woods, Stewart (November 2004). 462:Mukhopadhyay, Carol C. (2004). 504:Board games introduced in 1969 468:What's Race Got to Do With It? 1: 442:Feld, Scott L. (March 1997). 206:. Simulation Training Systems 253:Wallis, James (2007-05-13). 224:Fowler, Sandy (2001-10-26). 16:Multiplayer educational game 525: 18: 75: 39:12-35 (18-35 recommended) 377:Bernie DeKoven, funsmith 99:behavior of human beings 509:Educational board games 436:10.1023/A:1024608707275 71:negotiation, basic math 440:(Available online: 335:(Mukhopadhyay 2004) 32: 448:Sociological Forum 428:Sociological Forum 232:on 7 February 2012 80: 79: 516: 477: 475: 474: 457: 455: 454: 439: 414: 411: 405: 402: 396: 393: 387: 386: 384: 383: 368: 362: 361: 359: 358: 342: 336: 333: 324: 322: 320: 319: 309:Meadows, Donella 305: 296: 293: 287: 284: 278: 275: 269: 268: 266: 265: 250: 241: 240: 238: 237: 228:. Archived from 221: 215: 214: 212: 211: 200: 87:educational game 33: 21:Starpower (song) 524: 523: 519: 518: 517: 515: 514: 513: 494: 493: 490:- official site 484: 472: 470: 461: 452: 450: 441: 425: 422: 417: 412: 408: 403: 399: 394: 390: 381: 379: 370: 369: 365: 356: 354: 345: 343: 339: 334: 327: 317: 315: 307: 306: 299: 294: 290: 285: 281: 276: 272: 263: 261: 252: 251: 244: 235: 233: 223: 222: 218: 209: 207: 202: 201: 192: 188: 175: 146:possibility of 143: 141:Typical results 107: 93:to establish a 55:About two hours 47:< 30 minutes 28: 17: 12: 11: 5: 522: 520: 512: 511: 506: 496: 495: 492: 491: 483: 482:External links 480: 479: 478: 459: 421: 418: 416: 415: 406: 397: 388: 363: 337: 325: 311:(1986-12-04). 297: 288: 279: 270: 242: 216: 189: 187: 184: 183: 182: 174: 171: 142: 139: 106: 103: 78: 77: 73: 72: 69: 65: 64: 61: 57: 56: 53: 49: 48: 45: 41: 40: 37: 15: 13: 10: 9: 6: 4: 3: 2: 521: 510: 507: 505: 502: 501: 499: 489: 486: 485: 481: 469: 465: 460: 449: 445: 437: 433: 429: 424: 423: 419: 410: 407: 401: 398: 392: 389: 378: 374: 367: 364: 353: 349: 341: 338: 332: 330: 326: 314: 310: 304: 302: 298: 292: 289: 283: 280: 274: 271: 260: 256: 249: 247: 243: 231: 227: 220: 217: 205: 199: 197: 195: 191: 185: 180: 177: 176: 172: 170: 167: 165: 159: 157: 153: 149: 140: 138: 136: 132: 131:replayability 128: 124: 119: 115: 111: 104: 102: 100: 96: 92: 88: 84: 74: 70: 66: 62: 58: 54: 50: 46: 42: 38: 34: 26: 22: 471:. Retrieved 467: 451:. Retrieved 447: 427: 409: 400: 391: 380:. Retrieved 376: 366: 355:. Retrieved 352:Game Studies 351: 340: 316:. Retrieved 291: 282: 273: 262:. Retrieved 258: 234:. Retrieved 230:the original 219: 208:. Retrieved 168: 160: 144: 123:James Wallis 120: 116: 112: 108: 82: 81: 52:Playing time 204:"StarPower" 179:BaFa' BaFa' 127:game design 498:Categories 473:2007-05-14 453:2007-05-14 420:References 382:2007-05-14 357:2007-05-14 318:2007-05-14 264:2007-05-14 236:2007-05-14 210:2007-05-14 186:References 156:oppression 152:revolution 135:simulation 44:Setup time 488:StarPower 164:apathetic 83:StarPower 31:StarPower 173:See also 148:cheating 91:trading 36:Players 85:is an 68:Skills 60:Chance 95:score 63:some 105:Play 432:doi 150:or 500:: 466:. 446:. 375:. 350:. 328:^ 300:^ 257:. 245:^ 193:^ 166:. 476:. 458:) 456:. 438:. 434:: 385:. 360:. 321:. 267:. 239:. 213:. 27:.

Index

Starpower (song)
Guitar Hero (series) § Common gameplay elements
educational game
trading
score
behavior of human beings
James Wallis
game design
replayability
simulation
cheating
revolution
oppression
apathetic
BaFa' BaFa'



"StarPower"
"Tribute to R. Garry Shirts On the Occasion of Receiving the Ifill-Raynolds Award"
the original


"Things to do in game design #1: cheat"


Meadows, Donella
"Why Would Anyone Want to Play Starpower?"

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