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https://jag.itch.io/culture-overlord


What shouldwill you make Dan do today?


We see the obvious sources of power everywhere: Military Might, Politicial Influence, and Money-Money-Money.

But what of the less-than-obvious powers?

Those invisible guiding hands that shape our beliefs and attitudes. Those unseen forces influencing what we think, who we are, and how we act. Do we see those powers as clearly?

The cultural items we encounter speak volumes about who we are -- and who we aspire to be.

Books, Movies, Games, and more -- all have something to say. What they are saying -- and the impact on us -- is not always clear.

What if you could choose the books somebody will read -- the movies they'll watch -- the video games they play?

Do you think you might be able to eventually control their thoughts & beliefs? Even control their actions?


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Meet Dan!

We will control the cultural items that appear in Dan's Life. And this will determine Dan's decisions and actions.

What should will you make Dan do today?


Educators: Cultural Overlord includes two modes: "Discovery Mode" (entertainment) and "EDU Mode" (educational).

Discovery Mode is a streamlined version with a primary focus on Dan's experience, allowing for quick replay to explore the multiple story branches based on choices made during the game.

EDU Mode includes additional educational information during the break between each Act. The educational info explores how the cultural artifacts contribute to Dan's decision-making and poses questions designed for classroom discussion.


About Culture Overlord

Culture Overlord was developed by Lucas Vially and is the winning video game from the 2020 Life.Love. Game Design Challenge presented by Jennifer Ann's Group, a nonprofit charity working to overcome the global problem of abusive relationships, particularly among adolescents.

Culture Overlord was a 2022 Finalist for the Games for Change Awards in the category of Best Learning Game and a 2021 James Paul Gee Learning Games Award Finalist.

Development

Lucas Vially

@LucasVially

Produced by

Jennifer Ann's Group

@stopTDV

Published by

Life Love Publishing

@LifeLovePublish

ESRB Rating

E for Everyone

 





Connectedness Games


Connectedness games coming Fall 2024.

Visit Connecting.Games for info about connectedness.

Critical Thinking Game


MushWhom? Educational Edition

Designed for classroom use:
  • Standards aligned lesson plan.
  • Slide deck.
  • In-game introduction and afterword.



New Resilience Game: One New Message


One New Message is now available to play.
Visit resilient.games/onm for more info.



Gaming Against Violence recognized as Top-50 Innovator

The nonprofit program that produced this game is recognized for its innovative approach to violence prevention. Learn more about 'Gaming Against Violence'.



About Jennifer Ann's Group


Jennifer Ann's Group is a 501(c)(3) nonprofit charity. Through their Gaming Against Violence program they have produced more than sixty prosocial games since 2008. Game topics include bystander awareness, consent, healthy relationships, and teen dating violence prevention.




This award-winning approach to violence prevention is evidence-based and the games are available for use in university studies. Please contact Jennifer Ann's Group to discuss possible grant collaborations, dissertation ideas, and research opportunities.




Jennifer Ann's Group was created in 2006. More information and additional free resources for teen dating violence prevention are available at JenniferAnn.org.




Jennifer Ann's GroupĀ® is a registered trademark of
The Jennifer Ann Crecente Memorial Group, Inc.