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Real world economy can influence the popularity of certain games both as a way to improve the economic status of the player and as a way to escape real world hardships. With a focus on the Great Depression and Great Recession, this lecture will talk about the types of games that became popular, how they differed and how, in turn, game design seeps back out into financial lives through gamified financial products.
This talk will focus on how a changing economy can shape a design's success and downfall and how games have shaped modern interaction with financial products. This historical perspective might help us understand outside circumstances when designing games that can alter behavioral patterns.
This talk is intended for people interested in history and economics as a factor in how players can respond differently to game systems and how outside forces can influence the perception of these systems.