Item | Do Tell Games | Other Social Games |
---|---|---|
Types of Cards | Designed to be an exceptional interactive experience to have players both “doing” and “telling”. | Answers are given to questions and you either match or judge the other person. |
How You Win | Play and connect, share life stories, philosophies and experiences. Learn by listening. There is no judgment or deception. | Do a lot of finger-pointing and can make players feel negated. Players are judged by having answers that are deemed the more correct. |
Game Play | Roll the dice, move to the space, choose the card, share experiences and have fun. | Ask a question, choose among preset answers, judge others on their choices. Is this a good atmosphere to "open up" in? |
Family Version: Gender & age | Has fun and interesting questions and actions. The cards are fun to play for everyone and the cards play well with all ages. | The game box may say that the age range is for kids 8+ years old, but the questions tend to not be challenging enough for kids over 12, much less parents and grandparents playing with the kids. |
Effect on Relationships | Do Tell strives to create and improve interpersonal relations and connections. | Can put relationships in question through questions that might intimidate, embarrass or provoke. |
Range | Explores questions and situations that people don’t normally venture into, not because they don’t want to, but because they have not been asked these questions. | You judge what’s already written or you guess using limited choices. Is as expansive or narrow as what’s written on the cards. |
Educational | Promotes social and emotional development. Core Educational Values. Do Cards are Full Body expressions. | Ah, ...we are still looking. |
Competitiveness | Do Tell is an all-inclusive and invitational game. A sharing game, not a competitive game. | Yes, Competition is what it's about. |
Knowledge needed to play | Willingness to share, risk and reveal personal opinions, experiences and beliefs. | A number of games require knowledge of trivia, sports and celebrity figures. |
Intention | Expansion of horizons, embracing diversity, having compassion and understanding, acceptance, love and laughter. | The focus of many interactive games can be limiting, making fun of other players and being competitive in a negative way. This may cause loss of potential connection or cause possible alienation. |
Depreciation | People want to continue playing because Do Tell is different everytime you play. | One round is often enough, especially with parents and other different age/social groups.. |
Other markets | Marriage and Family Therapists, Educators, Life Coaches, Families with Hearing challenged or deaf members and Home schoolers. |