18 | Usability testing of my sustainability version of GOPS

In my quest to create an engaging and educational card game based on the classic Game of Pure Strategy (GOPS), I recently conducted a usability test. This was the first time I saw the game mechanics in action after coming up with the idea. Two adult friends volunteered to play, even though the game is intended for children. Here’s what happened and what I learned.

  • Card Placement Issue: It became apparent that players couldn’t always place a sustainable action card directly on the corresponding unsustainable action. This raised questions about whether the core concept of the game would hold up.
  • Text Size Problem: The text on the cards was mentioned to be a little small. It was fine to read but it didn’t immediately jump out at you, so it’s clear that for kids, it would be even more difficult.
  • Typo Trouble: There was a typo on one of the cards: „Vermeidung von FlugEisen.“ Oops! Proofreading is definitely needed.
  • Engagement: Michi and Max both read through the cards and found the concept intriguing. Michi especially enjoyed matching sustainable actions to unsustainable ones when it worked out.
  • Strategic Thinking: As they played, both started to think more strategically. Michi, who won the game, mentioned it felt satisfying to win especially when the actions matched logically.
  • Enjoyment Level: Initially, there was concern about the game becoming repetitive, but it held their interest through several rounds. Michi commented that it was fun and had the potential to be a “mind game”, as the more rounds you play, the more you reconsider the tactics of the other player.
  • Cool Concept: Both players found the game cool and fun. They liked the idea of learning about sustainability through play.
  • Subtle Learning: They felt that if the goal was to teach sustainability subtly, the game did a good job. The information was absorbed incidentally while playing.
  • Replayability: Despite initial thoughts, the game remained engaging through multiple rounds. They even found a new layer of challenge the second time around.
  • Game Mechanics: Michi suggested introducing mechanics similar to the card game Wizard, perhaps with trump cards to add depth.
  • More Information: Adding more information to the cards without overwhelming the player could enhance educational value.
  • Quartet Format: Converting the game into a quartet-style game was another suggestion to consider.

Overall, the feedback was incredibly valuable. While there are some kinks to iron out—like making the text more readable and ensuring the game’s mechanics are smooth—the core idea of combining fun with learning about sustainability was well-received. Of course to create a game that should be a hit with kids, I would also need to test it with the desired target group. But with a few tweaks, it might turn out as game, that could teach them important lessons while they play.

16 | Game of pure strategy

After my extensive research in the last blog posts, I finally wanted to get started and simply try out what possibilities there are to change existing game concepts in such a way that a game focused on the topic of sustainability is created.
In this blog post I’m going to explain my first game idea.

The game is based on the card game “Game of Pure Strategy” (GOPS), which is normally played with a simple deck of cards.

Customizations

  • There are only 12 instead of 13 cards per set.
  • Each playing card is thematically adapted to sustainability. Children learn through the pictures and themes of the cards which actions are sustainable and which are not.
    I created the drawings for this with AI.
  • Each prize card has a number that represents its negative impact on the environment. This reinforces the strategic element of the game, as children have to think about which of their cards to play in order to win the most valuable prize cards and thus “destroy” bad environmental influences.

Learning effects

  • Children learn which daily actions and decisions have a positive or negative impact on the environment.
  • Children have to think about which of their cards they play and when in order to win the best prize cards.
  • After the game, the cards can be discussed to deepen understanding of sustainability and discuss how to act more sustainably in real life.

Game materials

  • Player cards (12 per player)
    Each card shows a picture representing a sustainable action or solution, e.g. paperless office, using public transportation or using cloth bags instead of plastic bags. The cards are numbered from 1 (low contribution to sustainability) to 12 (high contribution to sustainability).
  • Prize cards (12 cards)
    Each card shows a picture depicting an unsustainable action or situation, e.g. leaving lights on, fast fashion or using plastic bottles. These cards are also numbered from 1 (low negative impact) to 12 (high negative impact).

Game preparation

  1. Prepare the decks of cards
    Each player receives a deck of 12 player cards. The 12 prize cards are shuffled and placed face down in the middle.
  2. Prepare the playing area
    The players sit opposite each other and place their decks in front of them.

Rules of the game

  1. Drawing a prize card
    At the start of each round, a prize card is revealed and placed in the middle.
  2. Choosing a card
    Each player chooses a card from their deck and places it face down in front of them.
  3. Reveal and compare
    Both players reveal their cards at the same time. The player with the higher card wins the prize card. In the event of a draw, the prize card remains in the middle and is played in the next round in addition to the new prize card.
  4. End of the round
    The played player cards are removed from the game. The next round begins with a new prize card being revealed.
  5. End of the game
    The game ends when all prize cards have been won. The player with the most points, based on the numbers of the prize cards won, wins the game.

The game is supposed to be an exciting and educational card game that helps children to learn more about environmental protection and sustainable action through play. By combining strategy and education, the game offers an entertaining way to promote and reinforce sustainable behavior.

Back of the cards

Examples for the design of the price cards

Examples for the design of the playing cards