1966_Sackson_320_October 27.jpg
Creator
Sid Sackson
Date
1966
Format
.jpg
Source
Box 1, Object 4, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1966_Sackson_320_October 27.jpg
Title
1966_Sackson_320_October 27.jpg
Creator
Sid Sackson
Date
1966
Type
image
Format
.jpg
Source
Box 1, Object 4, Sid Sackson collection
Language
English
Coverage
1966
Rights
The Strong, Rochester, New York.
transcription
10/28
THURSDAY 27 OCTOBER
1966 300th day - 65 days to come
Spoke To Simulmatics to see Michal Goodkin. Played DATA PROCESSING
with him and another man there. Played well and they liked it but
they are not in position to put out such a game. Goodkin would like
me to do some work on Simulated Environment games and will
contact me in a week or two.
He showed me two such games:-
THE COMMUNITY DISASTER GAME:- This is played on a board
representing a city. It is divided into rectangular areas
and there are separate lids over each area which can be
raised to look at just that area. The map is reproduced
on top of the lids. The game leader puts disaster
chips in several of the grids without the players know-
ing which. In turns players can expand 10 units of
energy, moving their token, making phone calls (or
trying too), moving police cars. They each have a duty
to perform and friends and relatives to locate and re-
move from the disaster area. Each turn they receive
"anxiety" points. At the end of the game there is a
vote for the three players who performed best. The one,
among these, who has the least "anxiety" points is the
winner. (Rough idea.) Michal is supposed to send me the
rules when they are printed.
THE LIFE CAREER GAME:- Each team of 2 is given a profile.
They divide up the available hours in a week between
study, athletics, social activities, etc. They receive points
for achievement and also for gratification. They start
with school and follow into work, marriage, etc. The
team that did the most with their potentialities is
the winner. There are dice to represent the vagaries
of fortune. (Rough idea.)
Michal gave me a leaflet, reprinted from The Johns
Hopkins Magazine - March 1966, which mentioned these
two games & the following:-
THE LEGISLATURE GAME:- (Printed in Oct. 1963 edition of
Johns Hopkins Magazine.)
THE CONSUMER GAME, THE HIGH SCHOOL GAME
(This leaflet filed in "Articles on Games from Periodicals")
Alice called while I was out and I called back and spoke
to Felicia.
They had a letter from "X." They are returning:-
HAVING A WONDERFUL TIME:- Don't think it is any fun.
TRAPS :- Has possibilities but have trouble pricing it and don't want to hold it up if Natalie has other possibilities.
They are moving slowly but surely ahead with their
program.
A couple, Fern & Joe Scott approached them to act as their
agents. They did the game SHAKESPEARE for A-H and are
not satisfied with their deal.
(cont. on 10/28)
THURSDAY 27 OCTOBER
1966 300th day - 65 days to come
Spoke To Simulmatics to see Michal Goodkin. Played DATA PROCESSING
with him and another man there. Played well and they liked it but
they are not in position to put out such a game. Goodkin would like
me to do some work on Simulated Environment games and will
contact me in a week or two.
He showed me two such games:-
THE COMMUNITY DISASTER GAME:- This is played on a board
representing a city. It is divided into rectangular areas
and there are separate lids over each area which can be
raised to look at just that area. The map is reproduced
on top of the lids. The game leader puts disaster
chips in several of the grids without the players know-
ing which. In turns players can expand 10 units of
energy, moving their token, making phone calls (or
trying too), moving police cars. They each have a duty
to perform and friends and relatives to locate and re-
move from the disaster area. Each turn they receive
"anxiety" points. At the end of the game there is a
vote for the three players who performed best. The one,
among these, who has the least "anxiety" points is the
winner. (Rough idea.) Michal is supposed to send me the
rules when they are printed.
THE LIFE CAREER GAME:- Each team of 2 is given a profile.
They divide up the available hours in a week between
study, athletics, social activities, etc. They receive points
for achievement and also for gratification. They start
with school and follow into work, marriage, etc. The
team that did the most with their potentialities is
the winner. There are dice to represent the vagaries
of fortune. (Rough idea.)
Michal gave me a leaflet, reprinted from The Johns
Hopkins Magazine - March 1966, which mentioned these
two games & the following:-
THE LEGISLATURE GAME:- (Printed in Oct. 1963 edition of
Johns Hopkins Magazine.)
THE CONSUMER GAME, THE HIGH SCHOOL GAME
(This leaflet filed in "Articles on Games from Periodicals")
Alice called while I was out and I called back and spoke
to Felicia.
They had a letter from "X." They are returning:-
HAVING A WONDERFUL TIME:- Don't think it is any fun.
TRAPS :- Has possibilities but have trouble pricing it and don't want to hold it up if Natalie has other possibilities.
They are moving slowly but surely ahead with their
program.
A couple, Fern & Joe Scott approached them to act as their
agents. They did the game SHAKESPEARE for A-H and are
not satisfied with their deal.
(cont. on 10/28)
Item sets