gamebook fame

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Gamebook Index INDEX________________________________ 1. Learn the Names___________________ Name Association_________________________________ Gotcha_____________________________________________ Ball Passing_______________________________________ 2. Get to know_______________________ Surprise Introduction_____________________________ 3. Sensitivity Games_________________ Examine the Room________________________________ Ring Chair_________________________________________ Grandbowski______________________________________ Big Knots__________________________________________ Sorting (versions)__________________________________ Stroop Test________________________________________ Juggling People____________________________________ 4. Fun Games_________________________ Safari______________________________________________ Killercars___________________________________________ Winks of Murder___________________________________ Widows____________________________________________ Riddles_____________________________________________ Which direction?__________________________________ Laughing__________________________________________ Group Sex__________________________________________ Bong Deggy_______________________________________ Das ist ein Tic______________________________________ 5. Drama_____________________________ Machines__________________________________________ Recognize Yourself________________________________ 1 Learn the Names Name Association Use: Learn the names, icebreaker Time: depends on number Number: 6 to 20 Requires: nothing Each person introduces himself by standing up, stating his name and associating the name with a personal characteristic. Examples: "I'm Dearest Dan", "I'm Easy Ed", "I'm Social Sue". AIESEC Darmstadt Gamebook, modified version Page 1

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Page 1: Gamebook fame

Gamebook

Index

INDEX______________________________________1. Learn the Names___________________________

Name Association___________________________Gotcha____________________________________Ball Passing________________________________

2. Get to know________________________________Surprise Introduction_________________________

3. Sensitivity Games___________________________Examine the Room___________________________Ring Chair_________________________________Grandbowski_______________________________Big Knots__________________________________Sorting (versions)____________________________Stroop Test_________________________________Juggling People_____________________________

4. Fun Games________________________________Safari_____________________________________Killercars__________________________________Winks of Murder____________________________Widows____________________________________Riddles____________________________________Which direction?____________________________Laughing__________________________________Group Sex__________________________________Bong Deggy________________________________Das ist ein Tic______________________________

5. Drama____________________________________Machines__________________________________Recognize Yourself___________________________

1 Learn the NamesName AssociationUse: Learn the names, icebreakerTime: depends on numberNumber: 6 to 20Requires: nothingEach person introduces himself by standing up, stating his name and associating the name with a personal characteristic. Examples: "I'm Dearest Dan", "I'm Easy Ed", "I'm Social Sue".

GotchaUse: Learn the names, icebreakerTime: 15-60 min.

Number: 8 to 25. Possible with subgroups.Requires: One newspaper for each group.

One chair for each participant.One person (P) is armed with the newspaper and is placed in the middle of a circle of people sitting on chairs. One from the circle names another one from the circle. The goal for P is now to hit that person before he gets to name another one. When P succeeds, the person hit changes positions with P and receives the newspaper.

Ball PassingUse: Learn the names, icebreakerTime: 10 min. dependent on number

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Number: 8 to 30Requires: BallAll sit or stand in a circle. First part: Someone throws something (e.g. a ball) to another one, who catches the ball, says the name of the person who threw the ball, then throws the ball to another person in the circle, etc. Variation for a small group: In a first round, pass the ball around and tell your own name when you throw the ball. In the second round, each has to list all the names consecutively up to the beginning (like "I´m Peter, I got the ball from Susan, who got the ball from Frank, who...).

2 Get to knowGetting to know each other by interesting games (Probably you know quite a lot af them). Nevertheless here are some suggestions:� Trust-walk: Your partner is led, with

closed eyes, through the landscape. The confidence carried towards you shouldn't be misused.

� Introduce your partner: The couples get ten minutes to get to know each other as good as possible. After that they should introduce each other in the plenary.

� Woolball-Game: The ball is given, connected with a question, to another groupmember. The goal is to build up a network between all members.

� Energy pie: Fill in the time you spend during the day with various activities into a pie chart and present it to the other group members.

� Souvenir-game: Each participant brings a souvenir of his favourite country and tells a story about it. Please announce this game before.

� Lifetree: You draw a tree and describe what the roots are, what the trunk is made of and where the branches show.

� Warrant-Game: Each one brings a picture and draws a warrant. After that the other group members have to guess which picture belongs to which warrant.

� Risk: Each one tells three stories about his partner in front of the group. One

story is wrong, the others have to guess which one.

Surprise IntroductionUse: Intercultural trainings - to highlight cultural differences at the outset of the workshopTime: 10 min. dependent on numberNumber: variable, works best with small groupsRequires: pen and paperDeveloped by K. T.C. Clifford· Explain that, as the facilitator, you will

be departing from tradition and introducing yourself last

· Ask participants to write down the most important things about themselves in twenty-five words or less; specifically write what they would want people to remember about them after they are dead.

· Heve the participants read their introductions aloud one by one. If the group is large, select only a few to read.

· Next, introduce yourself using the following model of a relationship-oriented introduction: „My name is John Doe. My father is Jeremiah Doe and is a native of Massachusetts. He is a country lawyer who specializes in family law. My mother is Judith Alexander Doe. Her parents were the well-known Mr. And Mrs. Edsel Doe of the car business. My mother is a housewife in Peoria, Massachusetts. I have a brother, Eldereth Doe, who is acorporate lawyer in upstate New York. I also have a sister, Elaindra Doe, who is a housewife and mother of four. My wife, Carol Smithe Doe, is the daughter of Mr. And Mrs. Arthur Smithe, who reside in Michigan. I have three children, two sons and one daughter.“

· Note: Use your own example and base it entirely on real relationships, if possible. When people begin to squirm during the introduction, keep going a little longer and then stop.

· Have participants compare your introduction with theirs, which were probably more job- or role-oriented. The discussion should focus on how introductions reflect cultural values

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(being vs. Doing, Individualism vs. Collectivism)

3 Sensitivity GamesExamine the RoomUse: Icebreaker, to demonstrate quickly how culture affects all we do (for cultural awareness trainings)Time: 10 min. dependent on numberNumber: variable. Make sure that there are a few more chairs than there are participantsRequires: people sitting in plenaryAsk the group to observe where people are sitting. What spaces are left? How closely are they seated? What are the characteristics of the groupings of people who are sitting near each other? What materials or possessions did people bring/not bring? What assumptions do people have about the kind of interaction that is going to occur today? Where did those assumptions originate?Relate this to the workshop´s general goal of cultural awareness. Explain that one of the objectioves for the workshop (cultural awareness) is to make us aware of assumptions that we make that arise from our cultural background as Germans, for example, how our concept of physical space affects the distance we seat ourselves from others.

Ring ChairUse: Cooperation, icebreaker, pausegameTime: 10 min. dependent on numberNumber: 10 to unlimitedRequires: nothingMake people stand in a circle, sides to the middle, with their hands on the next's sholders. Slowly and carefully bend the knee, so that you sit on the legs of the person behind you. If you are very careful, you can take steps forward.

GrandbowskiUse: Dinnergame, funTime: 10 min.Number: 4 to 10Requires: One match without sulphur

Is best around the dinnertable

The gameleader starts by telling a story: "Once upon a time a Polish pilot who during the Great Polish 3-weeks war showed great courage etc. etc. etc. May the lord be with him." Let the match go around the table from one mouth to the next. "Well, one day Grandbowski was so unlucky and fell down from the sky and lost a leg." Break a small piece from the match. Repeat the passing of the match. Now let Grandbowski loose more parts of the body until he dies from his wounds - and pass around.

Big KnotsUse: Icebreaker, touch, partygame, pausegameTime: 10-15 min. depending on the knotNumber: 6 to 12Requires: nothingStand in a circle shoulder to shoulder to form the knot. Place your hands in the center. Now everybody grab a couple of hands. If you ever want to get out of this, make sure that no one holds both hands with the same person. You can switch around to get the knot tied right. Now the task is to untangle the knot again - there are two ways to do this. The activist way: dive under, over and through the teammates - hoping they'll come up with the solution. And the analysist who will try to survey the situation before instructing each play precisely where to move and in what order. Now resolve it!

Sorting (versions)Use: Icebreaker, touchTime: 10 min.Number: up to 10Requires: BlindfoldsEverybody will be blindfolded and is not allowed to speak. Then, they will have to line up in a row, sorted by height.Alternative version for bigger groups from 20 participants up, without blinfolding, no requirements: Everybody is told not to communicate by verbal communication. Then the participants have to line up in a row, sorted by birthdays (day and month) in the year.

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Stroop TestUse: Problem-solvingTime: 5 min.Number: unlimitedRequires: A sheet of paper (or overhead) with 5 names of colors written with 5 different colors (i.e. you write the word "BLUE" with a red pen, the word "GREEN" with a yellow pen etc.)Before you show the paper to anyone, instruct the group not to read the words but to say out loud the colors that the different words have been written with. That is: If the word "ELEPHANT" is written with a blue pen, you don't say "Elephant", but say "blue". Tell them that they should so it as fast as they can. People will experience difficulties in not reading the words. This is due to our skills - we are so used to reading letters - we do not actually see the colors. Discuss implications.

Juggling PeopleUse: Trust building, sensitivity, self-

awarenessTime: depends on numberNumber: 15 to endlessRequires: nothingIn a circle, one person points out another and says „Help me!“ The other person answers „Come here!“.First person runs to the other, but before he reaches his goal, the caller points out someone else saying „Help me!“ and so on. All the time, someone should be running (“being juggled“). After managing this, the group begins juggling two and maybe three people at a time (Two/three people starting with „Help me!“...)

4 Fun GamesSafariUse: Pure funTime: 10 min.Number: unlimitedRequires: nothingOne person leads the game, tells the story and demonstrates the hand movements. Begin with: "You are in Africa to hunt lions. One morning, ..."

� you wake up in your tent (typical movements of getting started in the morning)

� you open the tent (operate the imaginary zipper)

� you go outside ("leave the tent")� you take your rifle (shoulder the rifle)� you start walking through the field (clap

your hands on your knees)� you smell the flowers to your left (sniff

to your left)� you smell the flowers to your right (sniff

to your right)� you enter a meadow (rub your hands)� you leave the meadow (clap the hands

on the knees again)� you are climbing a hill (clap more

slowly)� you are running down the hill (clap

faster)� you are back on the field (clap with

normal speed)� you enter a wooden bridge (knock with

your fists on your chest)� you recognize a hole in the bridge (go

back, run and jump over the hole)� you enter the jungle (cut free the way

with a knife)� you see a lion in front of you (scream,

turn around and run for your life)Now rewind the whole story backwards, in

at least double speed!

KillercarsUse: Communication and cooperationTime: 20-60 min.Number: 6-10 teams á 2 personsRequires: One scarf for each teamIn a circle the drives are ready to telecontrol their cars (partners). The cars are parked beside the drives at start - blindfolded. They decide on what signs to give to which movements (forward, reverse, turn and so forth). The gameleader appoints one team to be the "killercar". The driver and the car is to

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catch the other "cars". The gameleader spins the killercar around and the game can start. All the drivers have to steer their cars away from the killercar by instructing their car how to move. At the beginning the cars are to move slowly as collisions can hurt. A car is caught when the killercar grabs the car firmly.

Winks of MurderUse: Eyecontact, presentations skillsTime: 30 min.Number: 8 to 20Requires: A deck of cards (one card for each)Sit in a circle so that everyone can see the others in the eyes. Everyone gets a card - the one who gets the Jack of Clubs is the murderer. Only the murderer himself knows it. The murderer kills by winking with one eye by eyecontact. When someone is killed, he waits a few seconds and then puts his card down, saying "I'm dead". If somebody finds out who the murderer is, he accuses him, and the game starts over with a new murderer.

WidowsUse: Eyecontact, presentation skillsTime: 30-60 min.Number: 9 to 37Requires: One chair per 2 participantsThe chairs are put in a circle, facing the center. Behind each chair, one person stands with his hands on his back, one sits on the chair - except one. The one who is standing behind an empty chair is widowed and VERY interested in catching someone to keep him company (the sex doesn't matter). The widow is very popular and catches someone by winking at one of the seated persons. If a seated person discovers the wink, he gets up quickly and runs to the widow. If, however, the person who stands behind the chair gets to place his hands on the shoulders of the winked-at, he must stay and cannot leave until next time he is winked at. After some time, the standing sit down and you play another round.

RiddlesUse: Fun, analyzing, creativityTime: 10-15 min.Number: 8-unlimitedRequires: nothing

A gameleader tells the outcome of a story. The participants must guess what has happened before. The gameleader is only allowed to answer with yes or no. Everyone can ask questions in order to find out what has happened. Pick out one or two - all will be too many at the same time.Outcome: A lady enters a grocery and drops dead. Story: She jumped with a parachute. It didn't open.Outcome: A lady lives on the 7th floor. Each time she goes shopping, she takes the elevator down to the floor. When she returns she takes the elevator to the 5th floor and walks the rest of the way. Story: She isn't very tall and can only reach the button fo the 5th floor.Question: The one who makes it, cannot use it. the one, who buys it, cannot either. The one, who gets ist, doesn't care. Answer: A coffin.Outcome: A man walks into a restaurant and orders albatross. When he's taken one bite, he walks out again to drown himself. Story: The man is blind and has just been saved from a deserted island after a shipwreck with a couple of others. When they starved they ate human meat, but of kindness they told the blind man it was albatross. When he tastes albatross, he recognizes the trick.Outcome: A man enters his car, turns on the radio and shoots himself. Story: The man is DJ in a radio show that was recorded and should be broadcasted at that time. He just committed murder and the radio show should have been his alibi. But the show was cancelled.

Which direction?Use: ConcentrationTime: 10-20 min.Number: 8 to 16Requires: TablePut your left hand on the table, so that it's left of your left neighbor's right hand. Do the same accordingly with the right hand. Someone starts clapping with a hand on the table. Clockwise, hands must go on clapping on the table. Clapping twice means change direction. If you make a mistake, take your hand off the table.

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LaughingUse: FunTime: 5-10 min.Number: 8 to 20Requires: nothingPeople lay down on floor forming a row in which everyone but the first has its head on the stomach of his ancestor in the row. For this, you need to lay down in 90 degree angles. The first start laughing once: "Ha!" Continue down the row: "Ha, Ha!" and "Ha, Ha Ha!" etc. When finished with the row, start over again, always incrementing the number of "Ha".

Group SexUse: FunTime: 5 min.Number: at least 20Requires: nothingSplit people into four groups, each group simulates one of the following: Man (ohh-ohh), woman (ah-ah), mattress (squeak-squeak), clanging of flesh (clap your cheek). Dirigate and increase tempo.

Bong DeggyUse: FunTime: 10 - min.Number: 4 to 20Requires: nothingParticipanbts are sitting in a circle. One starts saying Bong, the next one Deggy, and so on, until someone makes a fault. Then it starts again. The „text“ is as following: Bong Deggy Bong Deggy („Chorus“)Bong Bong Deggy Deggy (= 2x each)Bong Deggy Bong Deggy („Chorus“)Bong Bong Bong Deggy Deggy Deggy (= 3x each)Bong Deggy Bong Deggy („Chorus“)Bong Bong Bong Bong Deggy Deggy Deggy Deggy etc... (each time, there is one Bong and one Deggy more).

Das ist ein TicUse: FunTime: 10 - min.Number: 5 to 15Requires: nothingDer Trainer gibt irgendeinen Gegenstand an seinen Nachbarn weiter und sagt dazu:

„Das ist ein Tic.“. Der Nachbar fragt zurück: „Was ist das?“. Der Trainer antwortet: „Das ist ein Tic.“. Dann gibt der Nachbar den Gegenstand mit den selben Worten („Das ist ein Tic.“) an den nächsten weiter. Dieser fragt wiederum: „Was ist das?“ Die Frage wird so lange zurückgegeben (jeder fragt: „Was ist das?“), bis sie wieder den Ausgangspunkt erreicht. Der Trainer antwortet („Das ist ein Tic.“) und die Antwort wird weitergegeben, bis sie am Gegenstand angekommen ist. Daraufhin gibt derjenige, der jetzt den Gegenstand hat, diesen wieder eins weiter und sagt dazu „Das ist ein Tic.“, die Fragen und Antworten werden damit zu immer längeren Ketten. Ist das Prinzip verstanden worden, kann der Trainer einen anderen Gegenstand in anderer Richtung losschicken und dazu sagen: „Das ist ein Tac.“. Bei Bedarf kann noch ein dritter Gegenstand (Toc) in die Runde gegeben werden.

5 DramaMachinesUse: Concentration, team building, creativity, pausegameTime: 15-30 min.Number: 6 to 20Requires: TaperecorderOne member of the group moves into a space and begins a machine-like movement. Each other member of the group joins the activity and "develops" the machine. This can be done by linking in some way to the action of any of the people already in the machine. Music can be particular helpful in this activity or each person could make a different sound for his action.

Recognize YourselfUse: Trust building, sensitivity, self-awarenessTime: depends on numberNumber: 8 to 16Requires: nothingWhile 4-8 persons go outside, the remaining 4-8 persons each chose a person to imitate. The first group comes back in and starts walking around the room making their ordinary gestures and movements. The imitating group watches

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closely the movements. The walking sit down and the others who were watching now repeat the gestures and movements. The task is to find yourself.

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