Awkward Moment

Awkward Moment® is a party game that puts 3-8 players in awkward social situations. It was developed by the Tiltfactor Lab as part of a National Science Foundation-funded project called “Transforming Science, Technology, Engineering, and Math (STEM) For Women and Girls: Reworking Stereotypes & Bias.”[1][2] It is a 20 minute game for middle and high school students (ages 12 and up). The game won Meaningful Play's best non-digital game award in 2012.[3]

Awkward Moment game components

Gameplay

Players take turns assuming the role of the Decider. The Decider reveals a Moment Card that describes a funny, embarrassing, or stressful situation for the group and a Decider Card that provides a guideline for choosing a winning Reaction. Players submit a Reaction Card from their hand face down, and the Decider selects the Reaction Card that he/she thinks is the best response to the Moment, given the Decider Card's rule.[4]

Research

Awkward Moment challenges players to consider other's viewpoints and assess their own biases.[5] Data suggests that Awkward Moment strengthens associations between women and STEM and reduces people's trained biases.[6][7]

Versions

Awkward Moment at Work was released in 2015 and focuses on awkward workplace situations.

gollark: Something something NVFBC?
gollark: And that encoding shouldn't be running on normal GPU bits.
gollark: I don't think MPEG-4 is an actual video codec?
gollark: Oh. Sad.
gollark: Does your GPU lack hardware encoders?

References

  1. "Tiltfactor "Pox," "Buffalo," and "Awkward Moment"". Different Games Conference. Archived from the original on 2013-11-09.
  2. Barber, Bonnie. "Professor Mary Flanagan Participates in White House Consortium". Dartmouth Now. Archived from the original on 4 September 2013. Retrieved 17 September 2013.
  3. "2012 Meaningful Play Awards".
  4. Kalajian Jr., Robert. "Toy Fair 2013-Tiltfactor". Purple Pawn. Retrieved 12 October 2013.
  5. Dixon, Drew. "Bit Creature blog post". Retrieved 12 October 2013.
  6. Alexander, Leigh. "How can games contain and convey values?". Gamasutra. Retrieved 16 August 2013.
  7. "Creating Values from Play - Tiltfactor". Classroom Aid. Retrieved 17 September 2013.
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