@Stake is a online digital multiplayer game that fosters empathy and creativity between diverse perspectives on real-world issues

Addressing different perspectives while solving complex social problems is a science and an art. At times, the barriers between overcoming community divides and biases to solve local problems can feel impenetrable.

@Stake was created to help facilitate productive and fair conversations in classrooms, conferences, strategic board meetings, and public events. By playing @Stake, participants learn that productive conversations thrive off of authentic listening and multiple perspectives. From infrastructure needs to inter-agency collaboration and PR campaigns, @Stake can be used to explore a variety of issues in your communities. In the past, it's been used for: Participatory Budgeting Priorities Comprehensive, Urban Planning Issues, Countering Youth Unemployment, and more!

@Stake is played with 3-5 players in the same room. After introducing their character’s perspectives, players jump into brainstorming mode to think of solutions to public issues. Players then take turns proposing their ideas and arguing their point of view to the table’s Decider. The group debates to reach a solution that is best for all through intense deliberation. The best ideas that emerge from the deliberations win!

Empathy Building
Whether you’re playing the role of a recent immigrant, a staff member in the Mayor’s office, or a small business owner, players gain a deeper understanding of diverse community needs by considering different perspectives.

Creative Brainstorming
Through fast-paced rounds, players think quickly on their feet to brainstorm the most creative ideas and collaborations from the perspectives of their assigned characters.

Practicing Deliberation
During lightning rounds, players analyze each other's ideas and balance different agendas to reach a winning solution.

As lead product designer, I took the initial game design (@stake was originally a card game and Unity prototype) and reconfigured the flow for a more efficient and user friendly experience. Working collaboratively with our Art Director who set color palette and asset style, I built pixel perfect mocks in sketch which were handed over to my engineer through Zeplin. I then led all user testing, QA, release scheduling, wrote all in-game copy and compiled/created all marketing materials. Finally, in response to user feedback, I pushed for an app release that would make the experience of starting and playing @Stake easier for our users.

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