Initially, the board game was designed with cultural relics and artifacts from Syria and Turkey in a naive attempt to capture the journey from one location to the next. Given the ongoing destruction in the region of the world that the kids and their families were leaving behind, it later became clear to us that a reference to such items of dubious future presence could at times painful reminders.The game’s content needed to be reimagined accordingly to remove preserved or internationally recognized sites and objects, and instead include traditions of ,for lack of a better word, non-sedentary culture embodied in elements such as food, music, games, dances, animals, kinship ties, and language.
The game was composed of the visual elements outlined above and also included written text elements that conveyed the game mechanics, and the game prompts. All the texts were conveyed in Turkish and Arabic to match the languages of both the audiences, and the game prompts were intended to be less didactic and more evocative, seeking to elicit interactions between the children playing the game. In addition to keeping players engaged by invoking animations, impersonations, and sharing of personal narratives, we also provided information pieces to educate players about their human rights and values, such as one’s sovereignty over his or her body, as well as international or national organizations to which one can submit complaints or notices of violation.