Sunday, April 15, 2012

Special Olympics


A Little Game Change-Up 


On your marks, get set, go! The gun goes off and a few seconds go by and no one makes a move. 

"Come on, run! It’s time to start!" we yell encouragingly.  

Within moments of hearing our voices, there is an unmistakable glow of excitement on the athletes’ faces and they begin running. It is an unlikely start to a highly competitive race, and yet it is the weekly norm at Grant High School's Special Olympics track and field practice.  With an innate sense of team work and competition much like any other practice, it is hard to imagine that these athletes have varying degrees of both mental and physical disabilities. These athletes are truly remarkable in skill and perseverance and yet the minute they step off the field of Grant high school, they are categorized and often their potential overlooked.  

We don't often talk about games in regards to people who are mentally or physically disabled.  While the rules might change a little to fit the specific needs of the players, the games themselves are not taken from their original nature.  As an assistant coach for both track and field and soccer, I watch as these athletes use games to learn more about life, skills, and friendships.  As normally developing children, we often relied on games to make friends, enjoy our time, and compete against one another.  With a somewhat different childhood, these athletes use games to learn new skills, make new friends, foster sharing behaviors, and understand the importance of following rules on and off the field.  There skills, much like us, vary.  There are promising and VERY talented athletes who use the Special Olympics to receive gold medals and break records, and there are also the athletes who struggle with the game itself but provide the encouraging words the team needs.  

The problem is that millions of people in any given day, in countless numbers of social settings continue to discount these special people and athletes.  They can attend school, work, drive cars, get married, participate in decisions that affect them, and contribute to society in many ways.  People with intellectual and developmental disabilities are capable and enjoy sharing life experiences – listening to music, playing video games, watching the latest movies, having fun – as well as working together toward athletic excellence and mutually enriching one-to-one friendships as demonstrated constantly through Special Olympics.  



Saturday, April 14, 2012

Games for a Cure

Starlight Children's Foundation

The Gamification of Terminal Illness 

At first it seems a little strange, if not morbid, to present children with games depicting their often terminal illnesses.  The doctors diagnose a young child with Stage IV cancer, and then she is expected to enjoy blasting the cancerous tumor cells and they pass on the computer screen?  I must admit I was a little skeptical at first.  Wouldn't you rather play FIFA, Mario Kart... something other than what your body is already fighting every day? 

However, research done by the top psychologists, gamers, children, and medical professionals alike prove that children and teens both better cope with and enjoy playing games that reenact their medical conditions.  Paired with PlayStation, the Starlight Children's foundation creates gaming centers in hospitals to help kids fill hours in hospitals or treatment centers with therapeutic fun, find distraction during long or painful medical procedures, and stay connected with the outside world and keep up with school work during extended hospitalizations.  It's kind of like Facebook, Wii, CTools, and an Iphone all wrapped up in one germ-free computer.  


We learn about games in all different ways, but we never learn that games can a healing force.  When confronted with the same cancer cells that we might not be able to kill off in our own body, these games help to create a sense of power and control in the virtual world without explicitly stating the nature of the game.  These kids, much like any other kid their age, play the video games and instantly become addicted to them.  With so many games to choose from, these "Fun-Centers" bring both joy and a sense of hope to terminally ill children.  



Relay For Life

Where competition can increase profits.

Relay for Life happens every year, all over the country to raise money and awareness for cancer research.  Its branches are deeply rooted and connected, I would say, to almost every high school and college campus around the nation.  I'm the type of person who loves these types of things, charity events, donations, you name it and I probably will find myself signing up.  Don't get me wrong, I'm not some altruistic person looking to do good everywhere, but for some reason I can't say no.  In order to hopefully prevent yet another year of an early morning wakeup for Detroit Partnership Day, I want to see why we are so compelled to give my time and money to these causes. Charity aside, there must be some sort of motivation, some sort of underlying competition. 


Steven Garcia explains that in order to increase competition, there must be a relatively small group of people competing against one another.  This makes the goal seem more tangible.  In the case of a charity fundraiser, people compete to raise the most money.  However, if competition works best in smaller groups, how can a charity increase participation while continuing to make the most amount of money?

Well... In order to even sign up for Relay, you must join a team-- a team that is a small group, usually consisting of people you know and interact with often.  This helps to increase overall participation and it breaks down the overwhelming nature of thousands of competitors into a small and familiar group of people to compete with.  This is where it all goes downhill.  They make it very easy for you to send out a prewritten email to friends and family soliciting donations to the charity.  Unlike most events where the money raised is usually disclosed, Relay for Life conveniently creates a website for each group, comparing members to increase incentive for competition.  Members end up competing in order to be the highest fundraiser.  Then they compare teams in order to foster competition within the larger groups making it so that even the person who has no chance to win the highest fundraiser, still wants to help out their team by continuing to donate smaller amounts of money.  While I am not naturally a competitive person, the end result helps out a good cause, and at the end of the day competition isn't gonna hurt someone to raise more money for charity.  


Jordan Litt-- highest overall fundraiser 2011

Tuesday, April 10, 2012

The Race to the Finish Line


We are all down to our final weeks of our sophomore year. The first half of our college career will be completed in a matter of days. As the remaining days go by, I start to think about how many exams and papers and assignments I have to complete before I leave Ann Arbor for four months. Finishing these assignments is dreadful, but I know that I have to compete against my peers for the better grade. Planning our last few weeks is like a game.

First, we plan out how we are going to go about finishing our assignments. Then, once we have a game plan, we actually complete it. The feeling of finish a 20 page Psychology paper (for me) is the best feeling. Knowing I put in so much effort into an assignment is rewarding, no matter the grade. For me, finishing something I put a lot of time into gives me the same feeling as winning my first soccer game. I was nervous about it, but in the end I was proud of how the game, and the paper, went.

Getting past the academic aspect of my final days, there are a bunch of activities and places I want to go to in my last 10 days. An omelette from Angelo's, sit outside for lunch at Charlies with my friends, visit the farmer's market, and one last night out on the town to celebrate.

We are almost at the finish line. We are almost done with dreadful papers and exams. We are so close. W are so close to four months of sun and relaxation :)


image from: http://www.askcms.com/mind-body-spirit/easy-ways-improve-relaxation-home/

Sunday, April 8, 2012

Soul Surfer


I love the movie Soul Surfer! This movie focuses on Bethany Hamilton and her life growing up in Hawaii as a surfer. While on an annual surfing trip, Bethany lost her arm from a terrifying shark attack. But losing an arm, would not keep her from getting back in the water and competing in surfing events. Once her stitches healed, Bethany was back. She started with the simplest board to surf on and worked hard every single day until she was able to stand up on a short board. Bethany was back in competition mode. She competed against girls her age who were just as good as her, and would not let her disadvantage get the best of her.

Bethany did not compete against girls like her. She competed against girls who could compete with her before and after the shark attack. Her biggest competition did not treat her any differently.

I praise Bethany for wanting to compete with people who have two arms when she does not. Her biggest competition takes no mercy on Bethany.

How would you react in this situation? If you were Bethany, could you get back in the water and surf? Could you compete with one arm against girls who do not have this disability? If you were her competitor, would you be able to treat Bethany as the surfer she was before the shark attack?


Wednesday, April 4, 2012

Game of Iphones

I am the last girl person in this world without an Iphone. Yes, I still use the device from "centuries" ago. A device where you push buttons to dial a phone number, have a miniature screen, and does not have the Apple logo on it. I am the proud owner of a lowly blackberry. I don't know when the shift exactly occurred, but suddenly I went from having 50 active BBM chats to 4. We 4 are the only survivors of this iphone hysteria.

Now in order for you to better understand my perspective with which I write this post, let me explain my tech history. I suck at technology. I manage to operate technology with a medium skill base, yet am hardly that of an expert. I don't download music or TV show (Though I DID just begin to use a netflix instant play account!). So perhaps I come at this with a horribly biased perspective. Perhaps I'll never "get it" with technology.

On to the real point - I don't get the iphone craze. Sure the internet is faster, but is there anyone like me who doesn't want to use a touch screen? Its inefficient and given a large thumb pad, very difficult to type accurate thoughts. And Iphone users will admit this...so what is it about this device that makes it SO great?! Games. There are thousands of "aps" where one can draw with friends, scramble with friends, facetime with friends, angry birds with friends, (insert here) with friends. The iphone is the newest gaming device.


Although I am not a gamer I will admit, the Iphone games are fun. This morning my roommate and I spent an hour playing "draw something", the latest iphone pictionary type game and the family feud on her iphone. And even I will admit, I secretly wanted an Iphone. Now I wonder, was the master mind of Steve Jobs really intended for that of recreation? Did the creators of this cutting edge communication device intend for games to be an outcome, perhaps even a focus for this device? Is this gaming aspect the single quality that really does set apart this phone from other devices? Wait 'till I get my iphone when I have an upgrade in July - I'll tell you then!

(Photos from: http://itunes.apple.com/us/app/draw-something-free/id488628250?mt=8
                      http://www.t3.com/news/draw-something-app-surges-to-20-million-downloads-1)

Video Games: The New Type of Medicine


When people think of video games, they usually associate it with leisure time or a hobby of some children. However, the use of video games has evolved and is becoming a major player in medicine. Here is an article about a 9-year-old boy who was in a car crash, suffered a month-long coma, and was declared to never again eat, walk, or talk on his own. Thanks to video game systems, the boy is now has equivalent skills with his other peers in school. The video game therapy allowed him to fully open his right hand that used to be paralyzed closed, and it has helped improve other functions such as memory. Using games is a newer toy of treatment being used in medicine due to the increased popularity of electronics and animation. Video games are not only used to help those who have suffered brain damage, but also a useful tool to make anxiety and pain more manageable for sick children in a hospital, and children who suffer from ADHD and learning disabilities. 
Do you see video games being incorporated into the another field of medicine in the future? How about any other fields or departments outside of medicine?

-Jen Joseph
The Fantastic Four

Monday, March 26, 2012

Football Saturday - is it really about the game?

To this day, I am not a sports girl. I never have been, and to be honest, doubt I ever will be. I came close to sports two times in my life. First, on the 1st grade soccer team. I participated in the rec. soccer league in my town. I decided to call it quits after our second game when the ball was kicked to me and I screamed and ran away. The second time was when I participated during my freshman year on the freshman volleyball team. I dreaded the practices, enjoyed being "benched", and would secretly root against our team during matches. To put it simply - I am not meant to play sports. However, I came to a university with one of the biggest sport fan bases in the country. So, I decided: I can be a sport FAN. And that I call myself. I root for the wolverines on every occasion. I get a thrill out of a Denard Robinson spotting. I purchase maize and blue fan clothing. And of course, I live for football saturday. 

Yet a good friend of mine (who doesn't attend this university) always questions, "How many of the games do you ACTUALLY attend?" My falsified answer - "all of them!" The true answer - 50%. How can I call myself such a fan when I do not attend half of the home football games. When I do attend, I rarely stay until the completion of the match. Am I giving letting down my team? Can I even call myself a Michigan fan?

To ensure some peace of mind, I decided to conduct a survey with a random sampling of Michigan students. I surveyed 30 individuals, randomly assorted on the basis of gender, age, greek/nongreek. I asked each individual two questions:
         1. Are you a Michigan Football season ticket holder?
         2. What percentage of the home football games do you attend? 
**Note: The word attend implies going to the big house and does not indicate length of time remaining at the game. 

The results of my survey are pictured below: 

While I am proud to see that the majority of the responses did attend close to 100% of the football games, I am relieved that I am not alone with my 50% response. In fact, the category of 41-60% was the second most frequent response category. I conclude that 100% of my participants consider themselves to be Wolverine fans as they all purchased the season ticket package. And therefore I wonder, what does it really mean to be a fan? Does a 100% attendance record indicate you are a "true fan"?  

For all you "True Fan" readers: Click here to go to our athletic homepage where you can view rosters, schedules and buy tickets! 

Wednesday, March 21, 2012

Apple: Video Game Industries' Worst Enemy?


Apple's iPhone, iPad, iPod Touch products have already completely wiped out the popular use of the Walkman or any other alternative mp3 player. And now it seems Apple has its predacious eyes targeted on the video game industry. With new fab games such as Angry Birds, Words With Friends, Temple Run ect., the use of apple tablets for game play is being seen more often. 



While the technology in apple products, such as the iPad 3, continues to advance, it is still far off from the depth of gameplay available on video game consoles. Not only do they provide a larger screen, but also more variability in possible player "moves" and being able to play live with other players. However, now many apple games allow gameplay with fellow friends via Google accounts or Facebook. Also, with Apple products, one can play while sitting on the bus or waiting for class to start, whereas use of video games requires restricts game play to a set up television in your room. 

So what do you think? Is the video game industry doomed? Do you see any necessary radical changes being made by the video game industry in the future in order to stay in the game?

-Jen Joseph

Tuesday, March 13, 2012

"Forced Win" Games


Have you ever played a suit of Tic-Tac Toe games with a friend, and lose every single game? If so, this could possibly be because the game is considered a "solved game". In a solved game, the win or loss can be anticipated ahead of time from a either player in the game. This feature of a game is more common in two paler games. In order to reach the predicted "endpoint" of a game mentally, the most useful strategy used is reverse logic, in which one puts themselves in the end-game position( most commonly the "winning position"), and then figure out the steps back to the beginning point of the game. 


One well known solvable game is "Connect Four", where the first player of the game can always force a win. James D. Allen published an article providing behind the logic of this force win, provided via this link. Mind you, this article is terribly long and complex. I commend you if you actually take the time to read and understand this written game theory. "Chopsticks" is another solved game, where instead the second player can always force a win. 

Most computer programs utilize the strategy of "reverse logic" when a computer is the opponent against a solo player. Digitized chess games usually have an algorithm in which the "computer player" can evaluate all the pathways to a "win" or "loss" endpoint position. Do you think these games are considered "flawed" if they adopt this feature? Can you think of any other solved games? 

-Jen Joseph
The Fantastic Four

Monday, March 12, 2012

Who Dunn It?!

My absolutely favorite board game as a child was the board game Clue. I was a child obsessed. Every snow day, rained out day-camp day, sunday night-  really any chance I could, I always begged my family to play clue. And not only did I play clue, I was an EXPERT at clue. 

Wait, let me first explain the rules before I can go into my strategy. To begin: there are three types of cards - a person, a place, a weapon. The board is a mansion with many different rooms and a murder has taken place. One person committed the crime, with one weapon, in one room - Who dunn it?! The decks are divided by category and one card from each deck is place in a concealed envelope as the solution to the game. All decks are shuffled. The remaining cards are even distributed to the players. Players move around the board and once they enter a room, make an accusation. (I.E. Mrs white, in the ballroom, with the revolver). They pose to the player right of them, "can you prove me wrong?". That player will then show them ONE of their cards that can prove the accusation from as it is held by the player, rather than in the concealed folder. The game continues until an accusation is accurate and the player cannot be proved wrong.

SO - Most people take the juvenile route of simply checking the box of the card they have been shown. It sometimes works, but my strategy - there is SO much more to my strategy than that. I document every accusation and keep careful note of who showed the player that falsifying card. I compare the accusation with my own information to continue to deduce information about the true solution of the game. 

Now - my point: Much to my dismay, this game stopped being a family favorite when I was about 12 years old. But just last christmas break, our whole family was snowed in and I decided to begin my pleas. So - we played. And I used the exact same strategy. How is this game, that is for ages 8 and up, able to continue to be entertaining and thought provoking 10 years later? How does my strategy, constructed by  a small child, still work?! Is the game designed for mastery or is it the moving parts that change each game the aspect that appeals to all audiences, all ages? And why - do I STILL love it?! 

Physical or Digitized Board?



When it comes to games, board games are usually most commonly known in American culture. Though there are many different types and genres, all board games typically share common features of game pieces, and most importantly, a "board". However, these  universal elements of board games are currently being scrapped due to the recent rise of board games now available as video games. Classic games such as scrabble, monopoly, and chess are now accessible on computers, game systems (Playstation, X-Box), and mobile devices. 

The transfer from the classic "board" to the LCD screen has caused a some criticism among purists. Many of them say that it takes away the tradition of forming relationships with family and friends. Board games create an atmosphere of interaction. 

While digital board games diminish socialization, modern technology provides many other unique benefits. Board games played on the computer or gaming system can be done "live" through the internet, allowing one to interact with multiple of players in real time, either by immediately showing the opponent's move or sending an email notification. Also if you do not have time to finish a game, digital games allow you to put the game on "pause" and return later whenever your convenience. Digitized games eliminates the problem of keeping account of all the pieces of a board game, sometimes using DVDs, CDs, or software installation as an alternative. However, if you do want to play with a physical board, internet gives the option printing mock versions of the board from online, providing a much more cheaper selection. Most notably, technological board games allow solo play against a computer, and thus one is not dependent on finding another available person to play the game at any time. 

Some now think that board games are doom to be overthrown and replaced by digital board games, but others think that their unique trait of providing socialization will keep them alive. What do you think? And which do you prefer, physical or digital board?

Here is a link to a few board games made into Wii video games. 


-Jen Joseph

Monday, March 5, 2012

A Casino's Game


Photo Courtesy of http://howtowinatblackjackonline.com/winning-at-blackjack/

Hey guys! Over Spring Break, in the Bahamas, I had the opportunity to indulge in a very addicting game. No this game isn't the typical iPhone game of Scramble with Friends or Temple Run, but Blackjack. Blackjack is a very popular game to play (when you're legal) in the casinos. Gambling while playing Blackjack can be very risky if you do not know how to bet properly or more importantly know when to walk away from the tables. This Spring Break was my second time gambling in the Bahamas, and let's just say I remembered a tip or two from when my dad used to teach me when I was younger.

A game's competition appeal is very important. Some games you compete with yourself and other games you compete against another person or a team, but in blackjack you compete against the House aka the dealer and the casino. Winning money is always a fun feeling, and I have some tips for you on how to get that great feeling! But first, I suggest you read Bringing Down the House by Ben Mezrich or see the movie 21, which is based off the book. Both are based off of real events about a blackjack team from MIT taking their brains and skills to Vegas. Not only do both the book and the movie make your heart race, but they also teach you about gambling, math, and the effects of card counting.

Card counting is extremely difficult if you aren't one of those math whiz kids from MIT. I don't advise card counting. Although it is not illegal, it is frowned upon in all casinos, and the casino can turn you away. All games have rules, and blackjack is no exception. However these rules are more of guidelines. I am here to provide our readers with my top 10 tips for the next time you are feeling lucky in a casino.

1. always assume the dealer's faced down card is a value of 10.
2. double down when you have an 11 (you get an extra card and if you beat the dealer that means twice the money).
3. STAY when the dealer has a 2,3, or 4 showing (assuming the bottom card is a 10) and you have at least a 12.
4. always hit on a soft 17 (that means an ace with any number of cards adding to 17).
5. When you have a 16, HIT. More of a risky move but the right move to make when playing by the book.
6. When you start losing 3 or more hands in a row, LEAVE. Try your luck later or at a different table.
7. Start to raise your bet when you win consecutively.
8. If you lose a hand, return to the minimum bet.
9. Split 8s and Aces (double your chance of winnings), but not 4s or 5s and NEVER SPLIT a pair of 10s.
10. When you hit a winning streak, walk away when you are comfortable or after the next hand you lose.

Hopefully the next time you are in the tropical islands or Canada, heck even legal in the U.S. to gamble to remember these tips and I hope you do well in the Casino!


-Leah




Tuesday, February 14, 2012

Valentine's Day LOVE Games

Today is the day of Love. Roses are passed out on the UofM Diag. Restaurants are packed with lovers out dining. Chocolate Shops sell out. Single people are lonely. Whether you are one to love or dread Cupid's day of love is beside the point. My question is - how does love and the valentines interaction change with the ever growing hook-up culture of my generation? What used to be considered a "steady" or dating, is now a person someone is "hooking up with". After this has been established, there is another question to ask - are we exclusive? These uncertainties are mere day to day, weekend to weekend complications, however - what happens when love, relationships, and feelings are highlighted on a day such as this?

Games: To put this in the context of a game, much of this "hook up culture" interaction occurs over the texting medium. We are all gamers through the language of cryptic, short messages that appear on our cellular phones. It is crucial to text the one you are hooking up with in the right fashion. Too many !'s implies too much enthusiasm, a . implies serious, angry tone. Wheres the happy medium and how do we learn to navigate it? It is a game that we all play. We imply subtle messages and unspoken feelings with our hookup partner (partner? Is that what they're considered?) through texting.

Back to Cupid: So how, on this day where stakes are high do we imply we have type of emotional attachment to this person, are probably thinking of this person but are not needy, desperate, or expecting any time of interaction?

Unsure of what to say? Just google: Valentine's Day Text Messages and there is a plethora of options to help you out. Try txt2nite.com! Or for the corniest option: The Loving Whisper.com.

-Lucy Colgan

Monday, February 13, 2012

Better Games: Simple or Complex Design?

Hey guys! Back again with another fun game. This weekend at 3am, instead of going to bed after a long night, my friends and I decided to play the board game "Munchkin". None have us had ever played before, so we were reminded of the extreme difficulty of learning how to play a new game. The instructions were 6 pages long!  This is when I say thanks for youtube. Watching someone provide a demonstrative visual along with instructions  made understanding the game much easier( here is the link, the last video in the playlist is a demo of the game: http://www.youtube.com/view_play_list?p=913576A8451E0041). This is an example where youtube exhibits the benefits of visual learning via demonstration and examples. For this reason, I believe Khan Academy is a fantastic resource that hopefully school systems will consider adapting soon. 

But, back to the game. 
In the most simplest terms, the goal of the game is for a player to reach level 10, by killing monsters or other methods. However, this game is anything but simple. The design of the game is to make the player feel like they are "role playing" in a virtual world. The game does this by giving is multiple elements with different card types: doors, monsters, curses, monster enhancer, class, race, helpers, portals, items, spells, weapons ect. 

The stakes seemed much higher playing the game due to its complexity and close reflection to real world situations by way of all of its elements.
 While an overload of elements in the game design gave incentive to play the game, it also was the cause for its biggest down fall. The many different cards made it hard to grasp the function of each card and determine when is best to use each because there are so many different situations that occur in the game. The cards also created many loopholes and exceptions that did nothing but make the game more complicated. 

As  a result, its various elements made it hard to have a solid, simple strategy when playing the game. However, in this sense it does accomplish the game's goal to reflect real world complexities, because we all know in the real world there is no solid strategy  that always guarantee success. 

What do you prefer? A simple game with minimal characteristics where a dominant strategy can be drawn out? Or, a complex game with multiple elements, where a successful strategy is more open-ended?


-Jen Joseph

Wednesday, February 8, 2012

Money Games!

Our problem:  I serve on the executive board of my sorority. While there are many perks of a leadership position, it also can be very hard to be in charge of your peers. It uncomfortable to 'punish' those who do not abide by the rules when they are your age, in your classes, and your friends. Last week our executive board ran into a predicament on the basis of this contradiction. Our treasurer approached the board with a problem: many people were not paying their dues. Despite her efforts to send personalized emails, threats at chapter, and house wide financial updates - people just weren't paying! We didn't know what to do and the money needed to be in by the end of the week. 

Our Solution: The executive board contemplated this issue for a long time, how could we get the girls to get the money in?! Finally we thought of it: A GAME! We decided to turn this process into a game. At chapter that night we announced it: Those who got their dues in the fastest would receive prizes accordingly. In addition, per day, as the number of paid members decreased, a new "round" would start and these individuals would compete in other ways. For example, the executive board would pick an arbitrary time, lets say 4:46, and whoever paid their dues closest to this time would be awarded a prize. 

On of the principles that went into our decision making to make this a game was the N-effect. The N-effect states that as the number of competitive participants increases, the competitive behavior decreases on the basis that social comparison decreases. We used this effect inversely. As the number of girls who needed to pay their dues decreases, the more intense the competition between them to win their prizes increased. This game solution worked. In just three days the percent of girls who paid their dues jumped from 65% to 93%. It was a great success! 

Saturday, February 4, 2012

Laser Tag and Game Strategy



Last night, a group of friends and I decided to venture out of Ann Arbor and do something spontaneous, and where else to end up but Zap Zone. Not having been to a indoor laser tagging facility since 7th grade, I was excited to see if it was the same as I remembered. Playing again, I realized how it is hard to have an effect game strategy. Because the arena is so small and occupies two teams, each with about 15 players, it is almost impossible to find an area in the arena that remains undisturbed longer than 15 seconds. Being in close quarters limits the ability for a player to avoid being hit, and requires them to focus on maximizing their points by tagging other players in high scoring places, such as the shoulder or laser gun rather than the chest or back. 
Other ways to get high valued points is to tag the other team's base or hit special targets throughout the arena. However, many people forget about these objectives because they seem to enjoy the person-person science fiction imaginative interaction of the game play more. It appeared that more personal satisfaction was generated by tagging another player instead of a stationary target, perhaps due to feeling superior and winning over another rather than wracking up points through "solo" play. 
Lack of effective game strategy was also exhibited by being overshadowed by side factors. Even though we were older and had more of a strategy to wrack up points, the younger children repeatedly won because their small size enabled them to cover their packs easier and their height made them harder targets. 
Playing at Zap Zone was a great trip back to my childhood. But, if someone wants an activity where a good game strategy will be the factor of winning the game, indoor laser tagging is probably not the way to go. Instead, if one is looking to have great fun with friends playing a game not entirely structured around gameplay skill, they should return to the techno club styled arena, grab a laser pack, and fire away.


-Jen Joseph