dem:atelier – Semina Initial Ideas

1. Word of the Day – Two Words, One Story

Each round, two cards are drawn:
• one with a modern slang word (like “cringe,” “vibe,” “extra”),
• and one with an old-fashioned or archaic English word (like “quaint,” “folly,” “rigmarole,” “fortnight”).

Players must tell a short story that naturally includes both words. They can improvise, exaggerate, or twist the meaning — as long as the two words appear in the narrative.

The charm of the game comes from the contrast:
younger players stretch themselves to use old-school vocabulary, while older players experiment with contemporary slang. The mix creates humorous, surprising, and sometimes unexpectedly meaningful stories.

It becomes a playful space where two generations blend their language worlds into one shared moment.

2. Real or Tale?

Two older players secretly flip a special coin with REAL on one side and TALE on the other.
Whatever the coin shows determines the type of story they must tell:

• If their coin lands on REAL, they must tell a true memory from their life.
• If it lands on TALE, they must tell a completely invented story.

A third player — from the younger generation — listens to both stories without knowing who got REAL and who got TALE. After hearing them, the younger player must decide:

Which story was real, and which one was made up?

The fun comes from the contrast: older players often tell real memories that sound unbelievable, while their made-up stories can feel surprisingly convincing. The younger player tries to read tone, detail, and confidence to uncover the truth — or be delightfully fooled.

3. Generation Boxes

The game includes two small boxes:
• the Present Day Box, filled with objects and icons from today’s digital culture,
• and the Earlier Eras Box, filled with items from past decades.

Each round, players draw one card from their assigned box.
A card might show something like a TikTok logo, Discord icon, smartphone emoji — or, from the older box, a Nokia 3310, a grocery receipt, a VHS label, a Walkman.

Players must tell a short story inspired by the object they drew.

The fun comes from the contrast:
older players share memories triggered by nostalgic objects, while younger players tell stories shaped by their modern symbols. When these stories meet, they create a playful cultural clash — sometimes funny, sometimes surprisingly heartfelt.

It becomes a storytelling bridge between generations, mixing nostalgia with internet culture in a single shared game moment.

This Post Has 4 Comments

  1. yuliyakireychuk

    These three concepts are genuinely clever and well-designed for intergenerational play. Each idea uses storytelling as a bridge between age groups, but in a different and creative way — from blending slang and archaic words, to guessing real memories, to drawing inspiration from nostalgic or modern objects. What really stands out is how naturally they encourage conversation, curiosity, and shared laughter. They don’t just create a game — they create connection.

    1. Semina Çalışkan

      Thank you so much for your input, your feedback really enlightened my day!

  2. francescoiorio

    Hi Francesco from team 27, your idea seems fantastic. I love the gamification and the way you approached the problem.

    1. Semina Çalışkan

      Hey Francesco, thank you so much for your comment!

Leave a Reply