“Are You a Werewolf?” (AYAW?) is a deception based party game that forces a group of villagers to pick out a pair of werewolves from the group and eliminate them before the werewolves destroy the village. Andrew Plotkin created this game...
more“Are You a Werewolf?” (AYAW?) is a deception based party game that forces a group of villagers to pick out a pair of werewolves from the group and eliminate them before the werewolves destroy the village. Andrew Plotkin created this game as a derivative of Dmitry Davidoff’s “Mafia” and is a favorite of gamers as a representation of a “social game” (Chittaranjan & Hung, 2010). The game is often played late at night with many of the popular gaming conventions in the United States (Origins, GenCon, San Diego Comic Con, Dragon Con, etc.) as a way for gamers to socialize, to “decompress” from the convention experience, and as a means to participate in the act of gaming in a more “adult” manner (language, alcohol consumption, and other adult behaviors that normally frown upon at a family-friendly event).
Along the same style of game, “The Resistance” was inspired by AYAW? with only 5 to 10 players needed to make the game work, as opposed to the 15 to 21 players needed for AYAW? This change in the player structure allows for, according to the manufacturer of the game, “increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.” Both “The Resistance” & AYAW? fit the classic definition of a social deception game (SDG)
One of the strengths of SDG is the primary interactions are communication-based. It is not a traditional role playing game (RPG) that uses dice rolls and generated player stats as the primary mode of interaction, nor is it a traditional card/board game where the main mode of interactions being the elements present on a tabletop. Bluffing and perception are the tools that players use within a typical game of AYAW? It is these two elements that make a great platform to teach about small group communication, specifically the power roles within small groups and the structures within a small group (Verderber, Verderber, & Sellnow, 2013).
Many of the academic studies of SDGs either relates to the mathematical probabilities connected to the various structural co-constructions based on role configurations and village engagements (Midgal, 2010) or as a proxy for analysis of deception (Chittaranjan & Hung, 2010). As communication scholars, it is important to look at the communication interactions themselves, rather than a proxied representation of social interactions present in the previous research.
The focus of this case study is to show how SDGs were used to teach aspects of small group communication (specifically the developments of roles with small groups & power structures that emerge with small group structures (Harris & Sherblom, 2011)) to multiple groups of students taking the basic communication course at a large university in the United States. The framework of the case study will begin with an explanation of the game. The next element will be a brief discussion of the previous literature related to SDGs are the ludological aspects of small group communication. This will be followed be a description of the lesson plan/course objectives that were used to frame the class time. An analysis of the reflective assignments will help describe the benefits of approaching small group communication with a ludological technique. There will also be artifacts from interviews with other werewolf players from popular gaming conventions to show how the students’ impressions of the game match “the reality” of playing the game with others (as opposed to playing the game in the academic realm). Finally, there will be a discussion of the effectiveness of SDGs within the college communication curriculum.
Two of the major themes that were present in the reflective analyses conducted by the students were the understanding of “task-based” communication patterns and the impact of power roles and leadership within SGC. Artifacts will be presented in this case study to provide context behind these two themes.