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I feel that what makes a game engaging and interesting is when it has a uniqueness to it, especially in each and every aspect of the design. The design of the chess pieces in the image above tells a story of the time it was created, making it engaging and interesting.

Some elements for the elderly can be tactile materials, nostalgic motifs, and mental activity

Some technological features that contributed to the interactive aspect of the chess pieces could be LED lights, or motion sensors to track moves.

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i find this game interactive and interesting because it was automated and robotic

i think its a very easy way to teach elderly new games and rules as it is a regulated game, witb selected difficulty levels

i also like the pieces, as they are flat and non complicated i think that game pieces that are not complex is something i want to incorporate

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THis Object cuaght my attention as it shows how a simple + sign of a game where the balls have to get to the middle to win shows how much strategies and how much varieties of rules can be placed in a simple game. This game also shows how easy it is to pack a game and how compact it is to bring around.

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I think what makes a game interesting and engaging is what it does to the people that play it, if it brings everyone who plays it closer together and if it changes mindsets towards games in general, where not everything is about winning or losing.

Elements and concepts that I think could influence the game designs for the elderly is the sense of community that they gain from playing these games, as now many elderly may feel alone or are lonely, playing these simple games that encourage this sense of community I think could be inspiration for future designs.

There isn't really any usage of tech in this game, but I think that tech can be easily incorporated into it. With technology, the game can be more immersive and convenient, an example would be to have this game not be limited to just 4 people but have it be public, where anyone can join in through their own devices, this brings about a bigger sense of community that this game already aims for.

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Congkak has always been one of my few favourite games and I feel like it is meaningful because it can be played anywhere. Back in the days, they would just play using sand and dig holes to create the game.

They are more focused on like fisherman or ocean designs because the originate story was they used to play this when there were out in the sea. I think it gives a sense of like nostalgia

All you need to play this game is marbles or maybe stones. Could be anything as long you have 98 of the same item to put in each houses.

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I think what makes a game meaningful and engaging is that it has a perfect blend of fun and competitiveness. That blend allows players to bond and communicate, while showcasing their skill and luck to keep the experience fair and exciting. Having a form of storytelling or nostalgia element also creates the game more enjoyable to play.

I feel having some nostalgic element can create the game more meaningful for the elderly as it creates a sense of comfort for them as it resonates well with them. Having a cooperative element also can help the elderly to not feel lonely and makes the game even more fun.

The technological feature that contributed to the game is an AI that can track your scores or even play against you. It provides efficiency to the game and creates a sense of competitiveness depending on your level

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What makes a game meaningful is the years of history behind it and how a single game could branch out to many different versions of itself.

It makes it engaging to see different takes and versions of a game could have , For example chess.

Some of the elements that could inspire future designs are the material, or maybe even the sound ( like when a chess piece is placed sound)

There was no technological features.

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Xiangqi is engaging because it requires strategic thinking, encourages planning ahead, and promotes social interaction between two players. Its cultural roots also add meaning and familiarity for many users, making the experience rewarding and mentally stimulating.

The game’s clear grid, solid wooden pieces, and hands-on interaction suggest design ideas such as larger ergonomic pieces, high-contrast markings, and supportive visual cues to help elderly users play comfortably and confidently.

Although this version is traditional, technology like LED indicators, sensors to detect moves, or simple sound feedback could make gameplay more accessible, providing guidance and enhancing engagement for elderly players.

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I feel that what makes a game meaningful and engaging is firstly the storytelling and background history of how the game came about and the context of which the game was played in. Most games that stood out to me were games that were simple but yet had infinite ways to win (one of which is the picture above which is a game played by 2 Chinese philosophers centred around the exploration of the cosmos). Another game that stood out to me was WeiQi also known as Go! which also has a simple aim to win by outnumbering your opponents but it had close to infinite possibilities of achieving victory.

Some elements like finding art in simplicity is something that I can work towards as I want to avoid making a game that is too complex for the elderly to understand and ever more so to enjoy it. Hence, I want to design a game that is easy to pick up and play, but also has a fair share of thrill and challenge to it.

I saw a game of chess that involved a computer as the opponent and this game uses cameras on the computer to observe the moves made by the opponents, analyse it and using mathematical calculations make counter moves simulating a real game of chess.

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1. What makes this game meaningful and engaging are the beautifully illustrated japanese card that has their classical art and calligraphy, making it very aesthetically appealing. Additionally, the japanese poem that is used as a queue has been passed down from generations. This makes it very culturally rooted, providing a sense of nostalgia.

2. This game caught my attention because it requires both memorization and reflex, prompting more stimulation and excitement. The competitive nature of the game alongside, the use of reciting the japanese poem as a queue makes it very culturally rooted.

3. There really isnt any usage of technology in this game. However, with the usage of technology in this game, it can be more immersive, intense and convenient. An example of this could be using the sense of sight by assigning symbols for each to change it up a bit from the usual poem. Adding a sound effec for each card when it is taken away may also be good to make it more intense and exciting.

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The game that caught my attention was Weiqi

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-Weiqi is meaningful because it embodies both cultural depth and intellectual challenge. Its simple black-and-white design represents balance and harmony, yet the gameplay allows for infinite strategic possibilities. This creates long-term engagement through mastery and reflection.

-Simplicity and Clarity

->Minimalist design with clear contrast (black and white) helps with visibility and reduces cognitive overload.

-Tactile Interaction

->The physical act of placing stones can be calming and help maintain fine motor skills — an important element for elderly-friendly design.

-Augmented visuals or animations

->that show possible moves or strategies, making it easier for beginners to understand.

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- To me, a game becomes meaningful and engaging is when the user feels compelled and more inclined to “win” or “beat the objective”, becoming immersed into the game as if they are in it. An example is like Chess, how users become more and more focused as the game goes on, thinking more towards their strategies and beating the objective. When a game becomes immersive, it becomes something that provokes emotion (dependent on the game).

- Elements that could inspire future designs for the elderly are when it becomes easier to learn and understand a variety of different games with ease. When someone first starts off learning a game, it starts off very dull, and while it does intrigue the brain, the lack of understanding brings up a sense of boredom. Future designs for elderly can possibly utilize technology and Augmented Reality to utilize physical pieces and explain to them how to use said pieces or a tutorial of the game, giving them different instances or known strategies they may use.

- Technological features or tools contributed to the interactive aspects of the game don’t necessarily have to be so impactful, but the way they form interaction is when they provide a response. An example is the AI I fought against, while in the game setting it has no value or impact, it provides a response against my moves, which in itself provides interaction. Other ways can be like lighting up after placing down something, or for example an area lighting up after rolling a dice so that users know which area to go to if they had to track the number of steps their piece has to go.

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I think that a game can feel meaningful for many reasons beyond fun and challenge. It may help players express themselves, relax, learn, or feel a sense of mastery. Games can create emotional bonds, connect people through community, or carry personal or cultural memories.

Games for the elderly should be easy to learn, calming, and customizable, with clear interfaces and gentle learning curves. Familiar, meaningful themes can also help keep them engaged. For example, one such game we saw today is Snakes and Ladders, a widely played game throughout the years.

Most games in the exhibition did not use technology, focusing on simple, hands-on interaction between players. The engagement came from physical play and social exchange rather than digital features. However, an AI chess-playing robot at the end showed how technology enhances interaction. It used sensors, a robotic arm, and intelligent decision-making to play against a human opponent.

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The object that caught my attention is the tiger and goat, many other games are square while this one is a triangle. Not only that the 2 players has to use different strategies as the tiger and goat has its own rules, creating a unique style of board game.

I believe what makes a game meaningful and engaging is the challenges we face in order to get to our goal, whether it be by strategy or chance. Especially when you are playing against a friend, you dont know who will win, and some friend are competitive against each other which causes engagement.

I have identified that designing a game comes to 3 elements, strategic, chance based or both combined. If i create a pattern in a strategy game, the seniors are more likely to get the hang of the game easily.

The ai robots of chest and checkers allows users to test or challenge themselves by setting their prefered level. The chest bot ai has beginner, intermediate and advanced, and each status has a point based level that chess.com uses to rate the skill level of a chest player, with 200 being the lowest at beginner. I believe it can help sharpen a chest player skills as ai arent as prone to making mistakes as humans.

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a meaningful game comes from their back story, such as from the photo above, it represents life. the snakes pulls a player down from their position and the ladder brings the player up from their current position. Just like life, there are events that could pull you down or bring you up and I found that really meaningful. the engaging aspect of a game for me is a game of chance, there isn't a clear strategy on how to win but by chance. it makes the player want more and continue playing the game.

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this game teaches values, ladders show good, snakes show bad, making it more about learning than winning.

i can create games that tell personal stories or life journeys, where players relive memories or share experiences through play.

gentle lights, sounds, or vibrations to indicate progress, achievements, or moral reflections

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-I think what make a game meaningful and engaging is when they teach players clear moral lessons, consequences and embedding deeper spiritual and philosophical messages that challenge players to reflect on their actions and decisions.

-I think that tactile elements and different forms can enhance the experience, while digital elements could offer an easy, accessible interface for those with limited mobility.

-I think tech features like incorporating voice-over narrations explaining the virtues and vices represented by the ladders and snakes, and like digital dices will make it both an interactive and educational element to the experience.

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This game, Gyan Chauper, immediately caught my attention as it’s similar to the game that I used to play in my childhood life which is monopoly.

What I learned from today’s visit, I believe people created games to teach people about something, for example: life, discipline, morality.,etc. I think they’re not only trying to teach them but also connect them through games.

I think it could be redesigned with larger icons and maybe try to add more visuals instead of texts so that foreign people who don’t know the language can easily understand the game.

Since it’s the board game, if I want to mix this with today tech, I’d think adding digital touchscreens or Ai voice assistant.

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i feel that what makes a game meaningful is the moment you have, gained with friends and family through their interactions

for engagement i feel that it has to have some competition, ways to outsmart each other or even just to survive

elements that i think could be added is some local landmarks or everyday common characters that we may have encountered, something that could spark nostalgia. so when families of different generation are playing together, there will be an engagement of remembering what it was like and learning about it

i feel that with AI evolving, stuff like adding a storyline that maybe changes with each play through could be fun as it may add in the imaginative aspect of the game, maybe a score counter to help out the players to keep track

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I think what makes a traditional game meaningful and engaging is that players have to be strategic and think carefully before making a move, and that there are often multiple strategies one can use to win.

some elements that could inspire future designs are things like icons and symbols that are familiar to them so they will feel somewhat familiar with the game and textures for better grip

the ai was able to play with humans physcially as a robot and not just through a screen which makes it feel more tangible and engaging.

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I think what makes a game meaningful and engaging is that it is designed to achieve something while including the competitve element to keep players engaged. When we look beyond the surface, the values within a game can often be reflected in our own lives.

Some games have a very simple rules yet can keep players engaged for a very long time. To design a game for the elderly, i feel that making games rules simple yet strategical will be engaging and exciting for them to experience. Moreover, we can also change the material to make it nostalgic to our elderly target audience.

There was an AI opponent which allows us to choose the difficulty of the game.

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The item that caught my attention the most was of the many different detailed iterations for chess pieces compared to what they look like now

Meaningful and engaging games can mean anything, but I personally feel that one way would be to allow players to feel a connection to the games, via story telling or base on history, as well as being able to play with multiple people at the same time

Categorising each piece and their purpose via colours for elderlies to better recognise pieces better, as well as making it visually attractive instead of a set of plain colours, and let the game be balanced between luck and strategies instead of fully relying of skills due to their old age which are unable to respond quickly to games that require quick time responses

The board can light up the areas in the grid that shows where each piece can be placed on for elderlies as they may have trouble remembering how each function works, as well as for teaching beginners regardless of age getting into the game

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1. From what I learnt, the things that make games meaningful and engaging are the reasons why they were made. Alot of the games featured were based on real people and certain beliefs they had at that time. I also think it's interesting that people from different regions have their own versions of the games we know today, making it theirs and therefore more special to them.

2. Making game pieces different colours to tell them apart, having some cultural references to attract the interest of the elderly, and have a good balance of luck and strategy

3. There were a few robots that used AI to play a few games like chess and Go, but I think the sense of touch and sound can be used like vibrations of game pieces. I saw some carrom boards and I think AI can be used to teach people to play by showing them the trajectory they can aim the disc and the strength of their shot

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Personally, what makes a game meaningful is the story and details behind it. Most of the games found in the exhibition holds a story of how and why it is originated, resulting in the game product being detailed. Such as the shatranj islamic chess whereby the aniconic tradition influenced the design of the game to follow the Islam traditions. Games with a story behinds it makes it meaningful to play as there is a purpose and reason to it. What makes games engaging is the rules and gameplay of it. For example, chess requires alot of thinking and face reading which I feel that it engages a person to continuosly play the game. Without rules and an interesting gameplay or outcome from a game, it would not engage people to play them.

Some possible ideas and elements that could inspire future designs for the elderly are cultural storytelling whereby a game incorporates cultural motifs to evoke nostalgia and emeotional connection, social bonding to encourage interaction for reducing isolation, and simplified strategy to make the game accessible without making it overwhelming for them.

Voice-assisted play can be one technological features or tools contributed to contribute to interactive aspects of the game. Not only would it be interactive but it is also accessible for those with limited vision. Besides that, augmented reality can also help to enhance interaction as it can give players to visualize moves or strategies.

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The object that caught my attention are the circular playing cards from Hong Kong (1970s–1980s). It stood out due to their unique blend of cultural heritage and Western gameplay. Their circular form makes them visually distinct while maintaining familiar suits and values. Observing such objects highlights how design can balance tradition and innovation. The tactile paper texture, compact size, and circular edges encourage comfortable handling.

A meaningful game balances clear goals, emotional connection, and social interaction. It must provide challenges that stimulate thought and skill without overwhelming the players. From some of the games I saw in the exhibition, it included storytelling.

I feel that games evoking nostalgia or encourage storytelling make experiences more personal and rewarding for elderly players. When a game draws from familiar cultural symbols, traditional art styles, or memories from the past (like the circular Hong Kong playing cards) it can spark reminiscence and emotional connection.

I feel that with technology games are made more interactive, accessible, and adaptable. Features such as touchscreens, sensors, etc enhances engagement. I also feel that large interfaces and voice control features can reduce barriers that elderly face for example, restricted movement, poor sight/hearing.

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•To me, a meaningful game is something that is memorable, simple, intuitive and can be done with friends.

•the Tiger and Goat game seems meaningful as the design looks very unique, and capture the viewers attention. This game can also be easily picked up and understood with just simple instructions which is perfect for our target audience (elderly)

•I think sound and lights could capture the players attention and help them stay interested in the game and not distracted

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I think what makes a game interesting is the story behind it. A story that gives meaning and purpose to the game play. Even a simple game such as snake and ladder can become more engaging when it connects emotionally with the players as it teaches the player morals and values behind the game too as it reflects something relatable in their lives.

Future game design for elderly can be inspired by things from their early days, like using materials such as wood or fabric or even adding similar sounds or visuals that could bring back memories. The game should be simple yet meaningful for these elderly, focuses on the storytelling and togetherness instead of treating it as a competition.

For this game, there was not much technological aspects involved but with the advance technology, we can now use modern tools to make it interactive such as maybe using it can have random dice rolls , light up LED when a player moves. Sensors can also be used to detect movement on board and maybe a small screen to show player’s progress.

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a weiqi board with two differently coloured sets of jade pieces coloured differently, with two containers behind it filled w said pieces.

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1. i believe a game is meaningful and engaging when people are able to appreciate the playing experience, whether it be due to the aesthetics of the form of the game, or the playstyle that is appealing and fun to them. every game has its unique qualities to it, even those that mimic older versions of traditional games create new enjoyment from the slightly different design of the pieces or board. in the example above, the tour guide stated how the pieces of jade require heating at different temperatures to reach the pristine quality in colour and texture they are in. this made me appreciate how much time was put into creating the pieces in the game, and also showed how it reflected on the gameplay of weiqi: a strategic game that required calculated moves and tactics to secure victory.

2. some ideas / elements that could inspire future designs for the elderly are older games that call back to familiar memories, with a modern twist in the design or gameplay that will intrigue them. a deeper purpose to a game's creation can also pull their attention, such as by teaching them new things or telling a story they haven't heard of before. it is also important to note that the creation of these games should cater towards the user experience, something that can challenge them while still ensuring their safety and interest.

3. some technological features / tools that contributed to the interactive aspects of the games were the use of a digital counter / timer for the scores / duration of a game + an AI opponent that you would need to work hard against to outsmart. the tour guide mentioned how playing against an AI motivated a player she knew to improve their technique after the AI won by playing a move that was unknown to them.

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It is meaningful because it is culturally rooted and connects players through shared traditions and social interactions. It is engaging because its strategic and social elements as the players must use their memory, observation and communication to keep them active.

It encourage multiplayer for elderly to play with their friends so that it can connect with them. Cherki physical cards engage touch, in future design can design larger cards or any components so that is easy to hold.

It can change to touchscreen versions to make it easier for seniors to play as they can adjust text size and can have voice guidance.

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To make a game meaningful and engaging, it has to have a clear goal to work towards, gameplay that can vary in difficulty and social interaction with others all of these factors make a game more fun and exciting that excites and invites players to play again and again

Elements such as cultural and religous meaning behind it resonates well with the elderly of today as most of them grew up with principles from these elements so it may become more emotionally attaching for them

The tools that contributed to the interactive aspects of the games are the twists that can occur at any moment - such as the snakes in the ancient snakes and ladders game.

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I think what makes a game meaningful and engaging is mainly the meaning behind the game or why it was created. Most of the games we saw at ACM had a very long history behind them on why they were created for example for religious reasons or just for fun

I can use things that feel familiar to them like using marbles or icons that look like old poker cards or mahjong tiles so it feel familiar to them even though it is something new

There isnt technology used in the one i chose but The technological features or tools can be used to act as opponents like in the museum where they had bots to play weiqi and chess. This can help the players feel more confident in playing the game as they can play to practice.

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according to the tour guide, this game doesn’t really have a win or lose. this means thats it could actually go on forever. I think that this game kind of shows how there doesnt really have to be a purpose to be with someone, but just their company is enough

the concept of having company with u can really benefit the elderly no matter which generation. when the elderly go to the bursing home, they may feel lonely and isolated and the idea of being in the presence with another person is comforting.

there is no technological features in the game but i think that is what makes it meaningful. real face to face interaction

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1. I feel that what makes a game interesting is the feeling it give you when you play the game. An example is the game GO. I was playing it with some friends and discovered that I really enjoy playing the game. It made me think into specifics and strategies deeply, as well as gave me that adrenaline that I used to love with computer games. It is probably a way that friends can make memories together.

2. I feel the simplicity of the game makes it easy to catch up and understand. I also think that elderlies have a tendency to watch someone play and think along with the players other than playing it themselves which is probably why stratergy games are more played among the older generation, things like chinese/international chess, GO, majong and more.

3. There wasnt much technological features to the game itself as it was a traditional game but I played a bit of the game with an AI robot and it was my first time experiencing playing against an AI character before in real life. Its a technological tool that will really assist people who dont know how to play to play the game.

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This old Snake and Ladders made quite an impact to me, as the other boxes filled, were torture arts. I wonder if they had to act those out when they land their pieces there. However, it’s quite creative in a sense you could edit and create new game rules and customise it in a way other people can play with fun and excitement. We can incorporate batik fabrics and other materials that would feel more homey to different generations and more.

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A meaningful game such as snakes and ladders teaches players moral lessons, consequences and the way of life.

An engaging game such as aeroplane chess requires the players to focus and use different strategies to achieve what they want. The game is simple to understand and play yet hard to win which also requires the players to be patient and use their thinking skills.
• Forms and shapes of certain tokens and dices for different games can be modified to help elderlies with mobility issues play better.

Elements of games should be large and easy to see with clear and simple icons
• buttons with tactile, audio or light feedback: pressed when a game is started or when player scores a point. timer to track game time, scoreboard. AI opponent in a 1v1 game.

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1. The Chessboard, but also the Backgammon Board with the lions fighting(shown above)

2. For a game to be engaging...

I think it needs to fufill two criteria. It should be interactive in a way that allow the users to put in their input, and feel some control(even if it's luck based, holding the cards, rolling a dice, is an action. Basically some agency must be present).

It should also have a logic that is understandable (even if complex, it should not be too stressful just to know the rules), so that the objective of the game feels achievable. The feeling of learning something new by changing outcomes based on fun logic is what entertains us.

3. Ideas:

- Lines that could appear when a guide is needed, depending on eyesight, so that the residents could achieve their tasks without being too confused or burdened.

- The game can have a familiar feel so that the residents could quickly understand, but have a abstract nature to feel fresh. The element of surprise can be an entertaining factor and allow more room for the integration of technology.

- Maybe finding a way to make it interactive without relying too heavily on touch. Tapping a piece in a board game is what helps the residents feel secure. But what if there is a smoother way of doing it so that the residents don't keep doing repetitive actions (Which could be boring and might even result in WMSD in the hand)

4. Tech Features (e.g. chess with electrified board)

Smart Board: Marking the location of pieces using magnets, allowing others to see it displayed in a digital interface.

AI: Being able to adjust the difficulty, using the same smart board feature to calculate the game results

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i think what makes a game engaging and meaningful is jow it connects the tradition and modernity. It creates emotions of both surprise and familiarity. It used AI here, which is something that could inspire future designs for elderly. The ai is the technological feature here, which made it very interesting and engaging at the same time

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I think what makes a game meaningful & engaging is uniqueness. What makes this game unique is that each player has a different objective, therefore needing different strategies in order to win, which is typically not seen in these ancient games and therefore makes it stand out from the rest. Another thing is simplicity of the game; having players quickly grasp the concept of the game allows people of different background and age to bond.

I think an idea that can be included in our game is having elements that are familiar to the elderly so that they feel more of a connection to the game; these elements can include things that they’ve seen or heard many times in their life like marbles and the sound that it makes.

With technology being integrated into these games, we can make the mundane aspects of the game more engaging, eye-catching or convenient; a common example is a digital scoreboard that can keep track of your score automatically, or when you manage to capture the opponent’s piece, it makes a noise, making it more immersive or even nostalgic.

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Technological aspects can make the game more interactive and provide immediate feedback for the elderly

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I think one element that can be incorporated is where values can be taught, like the old snakes and ladders game used to teach people values

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I think what makes a game interesting and unique is the simplicity of the game, the more accessible the game is, the more people know how to play the game and it can connect more people. Some games like with this picture attached can be elevated to people of higher class but can also be played with the commonfolk

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After exploring the galleries, I feel that to have a game that's simple yet meaningful we can use clear visual symbols such as ladders representing virtue and good deeds, and snakes symbolizing vice and poor choices. This illustrates moral lessons about the consequences of one’s actions, showing how good behavior helps us progress while bad decisions bring us down.

A meaningful and engaging game can work out based on have easy to understand rules with strong symbolic storytelling. For elderly, this simplicity makes the game easily accessible and enjoyable without needing fast reaction time.

In future designs for the elderly, I can take inspiration from this by using clear icons, moral storytelling, and simple progression systems that teach lessons or trigger reflection. Technological features such as robot player, or digital dice rollers could make the game more interactive while keeping it user-friendly and familiar.

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This caught my attention because I never see a circle poker card before, it looks good and also blend well like a casino bet coin, idk why I will think of that but it is very interesting and look unusual. and fits overall theme.

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> I think what makes a game meaningful and engaging is the meaning behind it. The games at ACM that we explore today have symbolism and a storyline behind it that actually makes a lot of sense and how they recreate it also surrounds within the same meaning and it have been passed down till today like a legend. There must also have some sort of interaction elements such as actions that has to be done to complete a challenge etc, able to train or learn something from it.

> The game can also include some sort of technology to make a change in motion or a change in thoughts to have a different outcome. Traditional games or full manual interaction can be boring towards the future generation of elderlies which is us basically when we grow older. Maybe the form can also make a different such as maybe more simplified or modern elements and also the material use can also be considered, use a more cost savvy material and make it more applicable to the affordable state that can be shared by everyone.

> The technological features and tool at the exhibition, they uses AI Bot to act as a opponent for the strategic games like Wei qi and xiangqi. AI bot can also help to create and explain to opponents storylines and understanding of the games better, act as a educational tool to adapt faster in learning the game and gain interest in the game. Maybe it might also let us think about our decisions more in the game by prompting which will make the interactions more realistic and engaging. It can also help in terms of training the game, the elderly can learn in their own pace and wont be rushed or the person teaching them getting impatient.

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I think something that makes a game meaningful and engaging is something that requires one to think, something that requires strategy and predicting the moves of your opponent.

The game could be a global game where language barriers doesn’t affect the people who are able to play the game.

Not much technology involved in the exhibitions

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The most interesting one that caught my attention most

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I think what makes a game interesting and engaging is what does it teach and inspire, how original it is, the rules, the simplicity, and pacing

Some elements and concepts from the games that I studied, that could influence games for the elderly, are the cognitive aspects requiring the players to pay close attention and think thoroughly, and its simple rules but many possibilities and even the shape of the game board and pieces itself

For the last bit of the museum where we could play against an AI in chess or chinese chess, I feel what made it especially interesting was that the AI could be customised, that it is an interactive player on the board, and how the AI had to be reactivated again after each turn

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• Explore selected galleries and take photos of objects that catch your attention.
• Discuss what makes a game meaningful and engaging.
• Identify ideas or elements that could inspire future designs for the elderly
• What technological features or tools contributed to the interactive aspects of the games?