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Problem Statement

A relationship can be a wonderful thing in a person’s life. They have someone with whom they can bring into their lives in a capacity unlike friends or family. However, relationships, like most things, have the capability to become tedious, monotonous, or boring which can hurt relationships and lower satisfaction. In 2012, the Office of National Statistics published that 42% of marriages end in divorce which is an increase from the previous year. The average age of divorce for men was 45 while the average age of divorce for women was 42. This also shows that the highest divorce rates among women are aged 25-29 while the highest divorce rate among men are aged 25-29 and 40-45, thus implying a higher risk of divorce among younger couples (Edemariam, A. 2014).  

Young couples who may have a busy lifestyle can risk putting a strain on their relationship and risk being less connected with their relationship (Scott E., 2014) With older couples, relationships become routine and boring. Milestones such as getting married, having kids, moving in, and among other factors exacerbate the risk of boredom (Kerner, I. 2014).  The problem we would like to address for Love Quest game is to keep couples who have been together long excited about their relationship and for young couples who haven’t together long to become closer to each other. Studies have shown that couples that share a hobby will increase the likelihood of relationship longevity and relationship quality (Aron, et al., 2000). It keeps them happier and brings them closer together.

 

Target Audience

Persona Description (young couple)

 

Eric (29) and Sarah (25) is a young couple who have been in the close relationships for 1.5 years. They are both young professionals, career oriented people with pretty busy schedules. Half a year ago they decided to move in together to be able to spend more time together. Despite the fact that Eric and Sarah is a very loving couple, they sometimes find it hard to keep things interesting between each other.They easily fall into a routine and simply go through the motions of their days without thinking much of it. Both partners turn into other screens out of habit instead of spending time together. One of the couple’s motivations is to focus on spending more time with each other by finding a way to run away from the daily routine and communicate with each other in a more fun and entertaining way. Eric and Sarah are also interested in getting to know each other better using interesting ways of interaction in order to maintain the ‘closeness’ of their relationships.

 

Persona Description (older couple)

 

Richard (45) and Connie (43) have been married for 20 years. Richard is an attorney and Connie is a chef. They are established in their careers and have been for quite sometime. However, being busy with the careers and having children, they seem to be running the risk of being bored. Connie is worried that they will drift apart because of this. Richard feels the same way as he has dealt with this before in a previous relationship. Their relationship has become routine over the years: work, come home, watch tv, go to bed, repeat. Now that their son is heading off to college, they realize that the boredom will take its toll on their relationship. What they would like to do is to find something that they can do together within the comfort of their own home. They want to be able to rekindle their relationship and go back to that same feeling that they had when they fell in love the first time.

 

Ouroboros Magic Circle

Player-player interactions

 

Partners ask each other questions, from the drawn question cards, about one another during gameplay.

Relation to real life: The questions one partner asks another pertains to a factoid about them. They ask their partner a prepared questions and the partner has to answer that question.

Game world or board

 

The board is composed of a total of five levels. The higher the levels, the higher the difficulty of the question card that is placed in that spot.  Each level is also indicative of the point value that the question is worth. Example: Level 1 questions are worth 1 point, level 2= 2 points, etc.

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Pre-game context 

 

Players are given 15 questions cards. In this phase, each player fills out each card, answering questions in the manner in which they believe their partner will answer it. Afterwards, they place each question card facedown onto the board in the level they believe will be difficult for their partner.

 

 

Content Sources

The idea for creating Love Quest game primarily come from the concept of a popular Newlywed game, an American TV show that puts newlywed couples to play against each other by participating in a series of question rounds to determine how well they know each other. The show have appeared on TV since 1966 and in 2013 it was ranked by TV Guide magazine #10 in the list of the greatest show games of all time.

 

The rules of Newlywed game served as a main inspirational content source for creating rules in Love Quest game. The rules of Newlywed game are pretty simple, easy to understand and fun to play. For example, similar to Love Quest game, in Newlywed game couples were asked to predict the total points they would earn. In the event of getting the first place at the end of the show, the couples have to reveal a card showing this predicted score. The couple that had the closest guess win and an exact guess is awarded with an additional prize to the winners. The idea that stand behind the design of major game mechanics in Love Quest game comes from the overall excitement that couples tend to experience during the turn of ‘guessing’ their partner’s answers to the given questions about themselves. The design of the content of questions at Love Quest game becomes a very important game element as it challenges a couple to not simply answer questions, but also try to ‘read’ their partner’s mind and put themselves into their shoes.

 

The design inspiration for the time of gameplay in Love Quest game is based on the analysis of the average gameplay length of board games that were ranked as the best board games for couples (The Best Board Games, 2014). According to the background research for the length of gameplay of board games designed for couples, such as “Loaded Questions”, “Battle of the Sexes”, “XXXopoly” and others, the average gameplay is 30-45 minutes. Therefore, in Love Quest game the average gameplay was designed to last for at least 30 mins, which is considered to be a sufficient amount of time for couples to get engaged with the proposed activities and meet the game’s serious goals.

 

Values

The game Love Quest values a cooperative environment among couples to keep their relationships in a good standing. In addition, this game was designed to support the relationship values among couples such as love, support, intimacy, respect, meaningful mutual understanding, getting to know each other better and being able to do so within fun and engaging context of the proposed gameplay.

Fun & Engagement

Theory

Unlike most games, where it’s player against player, couples in this game work together to achieve the highest points that they can by the end of the fifth level. It’s more like players against the game itself. There is no real penalty for getting questions wrong. Players get points for answering correct and whatever answer they don’t get correct, they earn new knowledge about their partner instead of points. This aids the serious goals in the realm of helping the couple know each other better, reminding each other of the good times, etc.

 

The design of Love Quest board game is based on several theories and one of them is the Theory of Close Relationships, introduced by John H. Harvey in 1995. According to this theory, close relationships defined as “relationship that has extended over some period of time and involves a mutual understanding of closeness and mutual behavior that is seen by the couple as an indicator of closeness” (Harvey,  Pauwels, 1999: 1). The reason of applying this theory to Love Quest game explains the current concept of close relationships in the world of modern society, where neither convenience marriages, nor one-sided relationships would necessarily mean that couples are in close relationships. In other words, the important part of the presented definition of close relationships is the “interdependence in people’s thoughts, feelings and behaviours” (Harvey,  Pauwels, 1999: 1), meaning that if couples are in close relationships their lives tend to be interconnected in various different ways. The research findings by Myers and Diener (1995) showed some significant evidence that couples are happier and healthier, and tend to live together longer if they evaluate their close relationships as satisfying. Therefore, Love Quest game was designed by targeting people who consider themselves being in close relationships with game mechanics that support the concepts of mutual understanding, mutual behavior and interdependence in thoughts and feelings between partners.

 

Another theoretical approach that was applied as a background reference for the Love Guest design is called Minding Close Relationships by Harvey and Omarzu (1997). According to this theory, the best way for couples to maintain their relationships’ intimacy and closeness is to have a mutual ever lasting pattern of behavior, where each partner is eager to know about the other and allow them to do so in turn.  In addition, the information that couples get to discover about each other must be accepted and appreciated by each partner (Harvey,  Pauwels, 1999: 2). In Love Quest game this theory served as a major guideline for the game content design, particularly, for questions’ design. Questions that were designed in the game are quite intimate and yet fun to answer, meeting the goal of maintaining relationships close by allowing couples to discover new information about each other.

 

Finally, the Self-Expansion Model of Motivation and Cognition in Close Relationships, introduced by Aron and colleagues was used as a theoretical foundation for the design of Love Quest game (Slatcher, 2010: 5). The findings of this approach empirically proved that couples’ participation in mutual novel and arousing activities lead to the increase of self-reported relationship quality and rapid positive affect. suggests that when two partners start a relationship, they begin to ‘include the other in the self’, meaning that the partner’s beliefs, feelings and identity start being associated with one’s own self, which, in turn, result in expanding the self by including these new aspects of the other partner (Slatcher, 2010: 5). Based on self-expansion model of motivation and cognition, Love Quest was designed to provide couples with a novel and fun type of activity they can engage with when spending time together. The gameplay of Love Quest is intended to have a positive effect on couples’ relationships by enhancing closeness within couples.

 

References

  1. Night With The Best Board Games For Couples (2014)  // The Best Board Games - http://www.bestboardgameslist.com/best-board-games-for-couples/

  2. John H. Harvey and Brian G. Pauwels (1999), ‘Recent Developments in Close-Relationships Theory’ // Current Directions in Psychological Science (pp. 93-95), Department of Psychology, University of Iowa - http://www2.psychology.uiowa.edu/faculty/harvey/Recent%20Developments.pdf.

  3. Slatcher, R. (2010). When Harry and Sally met Dick and Jane: Creating closeness between couples Personal Relationships, 17 (2), 279-297 - http://onlinelibrary.wiley.com/doi/10.1111/j.1475-6811.2010.01276.x/full

  4. Aron, Arthur; Aron, Elaine N.; Heyman, Richard E.; Norman, Christina C.; McKenna, Colin (2000) Couples’ Shared Participation in Novel and Arousing Activities and Experienced Relationship Quality, Journal of Personality and Social Psychology, Volume 78, Issue 2 http://search.proquest.com.proxy2.cl.msu.edu/docview/614352721/fulltext/613CBFD39F1749F0PQ/1?accountid=12598#s27

  5. Edemariam, Aida (2014); Divorced by 30: why do so many young marriages come to an early end? http://www.theguardian.com/lifeandstyle/2014/dec/19/-sp-why-do-so-many-young-marriages-come-to-an-early-end

  6. Scott, Elizabeth (2014) Common Marriage Problems and Solutions http://stress.about.com/od/relationships/a/marriage_problems.htm

  7. Kerner, Ian (2014) 6 Ways to Beat Boredom In a Relationship (and Why It’s Important)  http://www.yourtango.com/201183942/6-ways-beat-boredom-relationship-why-its-important/page/1/

LOVE QUEST
Board Game For Couples
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