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Adrian Granchelli.jpg

My name is Adrian Granchelli and I am a student of the Master of Educational Technology program at the University of British Columbia exploring Digital Games & Learning in ETEC 565D.

IP #1

IP #1: DIGITAL GAMES AND

          LEARNING PERSPECTIVES

Entertainment games have and continue to inspire players to not only see the ‘real’ or physical world differently – full of greater possibilities, opportunities, and alternatives – but also can dramatically influence the trajectory of their lives.  The exploration that occurs in games can foster skill development, higher order thinking, and collaboration not only in the given game environment but also socially with the surrounding network of players who have a shared passion.

Cats and Portals (Gee, 2008)

Gee (2008) proposes that entertainment games engage players so thoroughly that players are inclined to learn everything they can about the game world.  The complexity of games, such as game mechanics and unique vocabulary, offer little barrier to participation and instead elevate play to include higher order thinking skills such as reasoning, problem solving, and collaboration.  A myriad of skills are practiced and played in games, that often translate and inspire players to further explore in environments outside of the game world.

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The distinction between entertainment and ‘serious’ games is minimally defined – for example, entertainment games focus primarily on play, whereas ‘serious’ games “demand that the player come to an explicit understanding of the principles and concepts behind the solution to the problem” (Gee, 2008, p. 240), etc.

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Gee offers inspirational examples of players translating their game-based education into the real world without exploring the likelihood or probability of such events.

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While play is fundamental to entertainment games, Gee (2008) questions “whether we lose play itself—when we turn [entertainment] games into serious games” (p. 232), but where is that line?  Could we not strike a balance for an entertainment game to be just a little ‘serious’?

Games as Distributed Teaching and Learning Systems (Gee & Gee, 2017)

Games offer a rich environment where players can experience embodied interaction and experiential learning cycles – learn, do, reflect – allowing for a deep exploration and the co-creation of a virtual world that can extend into different aspects of life.  Games can incite deep passion in players who organize into ‘affinity spaces’ – communities that relate “to each other primarily in terms of common interests, endeavors, goals, or practices—defined around their shared passion” (Gee & Gee, 2017, p.12).  ‘Affinity spaces’ can develop into a ‘bottom-up’, decentralized network of indivuals who are committed to learning skills, acquiring knowledge, and teaching others about a subject, known as a distributed teaching and learning (DTAL) system.

 

Gee and Gee (2017) focus on the constructivist philosophy of learning where learners learn in social, co-created settings through a process of assimilation and accommodation (Powell & Kalina, 2009), but the behaviorist learning philosophy is not explored, even though behaviorism tends to be the method in which entertainment games provide feedback to players, through modelling, shaping, cueing, and reward systems.

 

DTAL systems are defined as distributed and not being designed by professionals but such systems are unfortunately, minimally distributed, such as Wikipedia where “less than 0.05% of visitors … are active contributors” and “about 90% of contributions are made by 10% of contributors” (Wikimedia users, 2021).

 

How can DTAL systems be managed in order to promote equal participation, equity, and diversity while staying true to its passion-driven and organic nature, free from restrictions on participation, achievement, and barrier to entrance?

References

Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of Play, 1(2), 229.

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Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers College Record, 119(11).

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Powell, K. C., & Kalina, C. J. (2009). Cognitive and social constructivism: Developing tools for an effective classroom. Education, 130(2), 241-251

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Wikimedia users. (2021). Retrieved January 18, 2021, from https://strategy.wikimedia.org/wiki/Wikimedia_users

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IP #3: LEARNING THROUGH

          GAME DESIGN

IP #3

This intellectual production on learning through game design will utilize the affordances of Twine, “an open-source tool for telling interactive, nonlinear stories” (Twine, n.d.), to bring the literature to life through story.  Humans love stories -  information has been passed down for millennia through stories.  When narratives are tangible, relatable, and incite emotions they have the power to convey information in a meaningful and impactful way (Morgan, Cole, Struttmann, & Piercy, 2002).  
The general story arch will include the motivation to code and make games, the experience of a game making platform, and what benefits come from making games. 

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Be sure to play through the whole story to unlock the literature guide, where the story can be replayed with references and quotes to the literature that inspired each scene.

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Click the image below or here to start the story

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Note: there is audio in this game and some browsers disable javascript autoplay by default.  If audio does not play when you visit the game, you will have to allow 'audio to autoplay', usually found in the permissions beside the webpage link in the browser and then refresh the page.

Start Game.jpg

Created by Adrian Granchelli
Made for Digital Games & Learning (ETEC 565D) in the Master of Educational Technology program at the University of British Columbia
Creative Commons - Share Alike - https://creativecommons.org/licenses/by-sa/4.0/


Music:
1. Virtual Relaxation - X3nus - https://freesound.org/people/X3nus/sounds/511946/
2. Lasers - chungus43A - CC0 - https://freesound.org/people/chungus43A/sounds/556604/
3. Crowd Cheer - FoolBoyMedia - CC0 - https://freesound.org/people/FoolBoyMedia/sounds/397434/
4. Explosion - Iwiploppenisse - CCBY - https://freesound.org/people/Iwiploppenisse/sounds/156031/

 

You too can create a story like this using Twine - https://twinery.org/

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See source code here.

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References

Burke, Q. & Kafai, Y. (2014). Decade of game making for learning: From tools to communities. M. Angelides & H. Agius (Eds.) Handbook of Digital Games (pp. 689-709). New York: John Wiley & Sons, Inc.
 

Denner, J., Campe, S., & Werner, L. (2019). Does computer game design and programming benefit children? A meta-synthesis of research. ACM Transactions on Computing Education, 19(3), 1-35. doi:10.1145/3277565
 

Kemp, S. (2020). Digital 2020: Global Digital overview - DATAREPORTAL – global Digital insights. Retrieved February 10, 2021, from https://datareportal.com/reports/digital-2020-global-digital-overview

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Projects, C. (2021). English Mountaineer (1886-1924). Retrieved February 10, 2021, from https://en.wikiquote.org/wiki/George_Mallory

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The state of online gaming – 2020. (n.d.). Retrieved February 10, 2021, from https://www.limelight.com/resources/white-paper/state-of-online-gaming-2020/

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Twine. (n.d.). Retrieved January 29, 2021, from https://twinery.org/
 

Morgan, S., Cole, H., Struttmann, T., & Piercy, L. (2002). Stories or Statistics? Farmers’ Attitudes Toward Messages in an AgriculturalSafety Campaign.  Journal of Agricultural Safety and Health. 8(2). 225−239.

 

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IP #4: What is a Game?

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IP #4
What Are Games - Mind Map.png

 

 

 

IP #5: Hegemonic Play:
         Gatekeeping Game Culture

IP #5

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I was part of an Instructional Skills Workshop and delivered a presentation on equity, diversity, and inclusion in gaming.  It was a difficult topic and conversation to host.  Be sure to check out the self-assessment during the cue in the video.  

ps. sorry for the top right corner - I thought Zoom would not show participants when screen sharing so I whited everyone out.

Below are the slides in PDF form for reference.

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​References

Choi, Y., Slaker, J. S., & Ahmad, N. (2020). Deep strike: Playing gender in the world of overwatch and the case of geguri. Feminist Media Studies, 20(8), 1128-1143. doi:10.1080/14680777.2019.1643388


Gach, E. (2020). Ubisoft Employees Have 'Grave Concerns' Over Toronto Studio's Misconduct Allegations. Kotaku. Retrieved from: https://kotaku.com/ubisoft-employees-have-grave-concerns-over-toronto-stud-1844277486


Valley, W. Anderson, M., Blackstone, T., Sterling, E., Betley, E. Akabas, S., Kock, P., Dring, C., Burke, J. Spiller, K. (2020).  Towards an equity competency model for sustainable food systems education programs.  Elem Sci Anth, 8: 33. DOI: https://doi.org/10.1525/elementa.428


Weststar, J., Kwan, E., Kumar, S.  (2019). Developer Satisfaction Survey. International Game Developers Association. Retrieved from: https://s3-us-east-2.amazonaws.com/igda-website/wp-content/uploads/2020/01/29093706/IGDA-DSS-2019_Summary-Report_Nov-20-2019.pdf


Witkowski, E. (2018). Doing/Undoing gender with the girl gamer in high-performance play. (pp. 185-203). Cham: Springer International Publishing. doi:10.1007/978-3-319-90539-6_11  
 

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IP #8

 

IP #8: GAME DESIGN 101

Tracy Fullerton (2014) in their book Game Design Workshop: A Playcentric Approach to Creating Innovative Games outlines everything from the basics of game design, to designing a game, and working as a game designer.  The first three chapters, ‘The Role of the Game Designer’, ‘The Structure of Games’, and ‘Working with the Formal Elements’ cover the very basics from thinking critically and meta-analyzing game play to the fundamental building blocks of games.

Fullerton (2014) offers many exercises to do be done in conjunction with the reading to make learning more active.  Below is my work on some of the exercises found in the first three chapters. 

Exercise 1.4: Game Journal

"Start a game journal. Don’t just try to describe the features of the game, but dig deeply into the choices you made, what you thought and felt about those choices, and the underlying game mechanics that supports those choices. Go into detail; look for the reasons why various mechanics of the game exist. Analyze why one moment of gameplay stands out and not another. Commit to writing in your game journal every day." (Fullerton, 2014, p. 10)

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Cats are Liquid: A Better Place
“You play as the cat, in a place created just for you and your friends. You get to go on a nice adventure with them where nothing goes wrong and everything is perfect, as long as your friends stay there, right by your side.

This game contains dark story elements, including strong feelings of abandonment and detachment from reality. This game is not for children.” (Last Quarter Studio, 2021).


I tried out this game to unwind at the end of the night and was immediately pulled in by the story.  Growing up playing Mario games, the platformer levels and controls I found to be extremely easy.  I don’t like such easy and boring games, but the story drew me in and on reflection, I doubt the story alone would be engaging enough. The combination of the gameplay and story ultimately is what kept me playing.  I particularly enjoy how intertwined the game and story is - characters come and go from the story and appear in the game sometimes offering new tools and ways to interact.  Cats are Liquid: A Better Place was so fascinating in that it combined such a complex and intense set of emotions through the story and in conjunction with a simple platformer game – a fine example that “a game can certainly be made out of any problem space, provided the designers are innovative enough” (Gee, 2008, p. 231).


Age of Empires 2
“A real-time strategy game that focuses on building towns, gathering resources, and creating armies to defeat opponents. Players conquer rival towns and empires as they advance one of 13 civilizations through four ‘Ages’” (Wikipedia, 2021).

I mostly play this game on the same team with a friend, remotely, against other people around the world.  With human teammates and opponents, the gameplay is very dynamic and is always different.  It is more often than not frustratingly challenging.  The interesting thing about this game (and most other real-time strategy games) is that the player makes many quick decisions and every single choice made dictates the future position you will be in. It can be extremely stressful, but for the most part I feel ‘on’ – alert, ready, and in a state of flow, where great skill and confidence meet a high level of challenge.  This feeling can be addicting.  



Alto’s Adventure
“In this gorgeous twist on the infinite runner, you guide an agile snowboarder down a never-ending mountain, pulling off backflips over icy chasms and grinding along rooftops in sleepy villages. Simple one-finger controls make it instantly accessible, but tackling each level’s trio of challenges requires deft reflexes” (Alto's Adventure, 2015).


The controls are very basic and your moves are limited.   The beautiful visuals draw me in.  There are very few ways to end your run – hitting a rock, executing backflip poorly, getting caught by the bandit, or not jumping across a chasm.  Although backflips offer very few extra points, I am compelled to try and perform a backflip at any opportunity even though I often do not complete the backflip, landing upside down, and ending my run.  So why do I keep on trying if it is the majority of the reason why I lose?  Is it to squeeze in some more action?  Or is it easier to act in some way as opposed to just watch and wait for the player to continue.  Controls in this game are very limited. One tap jumps, and when you tap and hold, the snowboarder will jump and rotate and continue to rotate so long as the tap is held.   

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Exercise 2.2: Players

"Describe how players might join or start a game of Go Fish versus single-player Quake. What steps do they need to take in each case—social, procedural, or technical? There will clearly be differences in the beginning of a multiplayer card game versus a single-player digital game, but are there also similarities? If so, describe them." (Fullerton, 2014, p. 33)

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In both Go Fish and Quake, players need to decide to play, have the components necessary to play (i.e. cards and a game system), and learn to play.  
Go Fish contains social steps as it is played by many people in one physical location while Quake is played alone, more often than not, at home.  


Learning to play occurs in a very different way for a physical card game versus a digital game.  In physical games, the players are in charge of arbitrating the rules of play and therefore must have a significant level of understanding before playing but in digital games, the game design can limit the player and the player explores the game's rules as they play (Fullerton, 2014).

 

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Exercise 2.3: Objectives

"List five games, and in one sentence per game, describe the objective in each game." (Fullerton, 2014, p. 35)

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Age of Empires 2 – the objective is to conquer your opponents by having the strongest military and economy to support it.


Legend of Zelda: Breath of the Wild – the objective is seal the evil Calamity Ganon and restore peace to Hyrule.


World of Goo – The objective is to get a certain number of goo balls to the exit pipe by utilizing them to construct structures in order to overcome obstacles.


Jungle Speed – the objective is to be the first player to get rid of all of their cards.
 

Hive – the objective is to surround your opponents queen bee before your queen bee is surrounded.

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Exercise 2.4: Rules

"Can you think of a game that has no rules? If so, describe it. How about one rule? Why is this exercise difficult?" (Fullerton, 2014, p. 35)

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Life, war, and love may be considered games with no rules but likely shifts this conversation into philosophy.  There are ‘formal elements’ such as players, objectives, procedures, resources, and conflict however, all are undefined and a matter of perspective of the player.   Fullerton (2014), states “to become a player, one must voluntarily accept the rules and constraints of a game” (p. 33).  So does one choose to ‘play’ life?  What about war or love?  
So for the purpose of game design, it is better to say no, I cannot think of a game that has no rules.

The one rule of the simplest variation of tag is: the ‘it’ person can tag people, and when done so, relieves themselves of being the ‘it’ person and transfers ‘it’ to that other person – ‘tag, you’re it’.

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This exercise is so difficult because rules are a key structural element to games that define objects and concepts, restrict action, and determine effects (Fullerton, 2014). 

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Exercise 2.5: Conflict

"Compare and contrast the conflict in football to the conflict in poker. Describe how each game creates conflict for the players." (Fullerton, 2014, p. 36)

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I will interpret football as European football, or soccer, as I love the sport.


In all games, “players work to resolve [conflict] in their own favor” (Fullerton, 2014, p. 36).  The sources of conflict can arise between player-rules, player-opponent, and player-teammate.  


In both soccer and poker, the rules deter players from “accomplishing goals directly” (Fullerton, 2014, p. 36).  Rules are restricting and make the game objective more difficult to achieve.  For example, in soccer, the objective is to get the soccer ball in the opponent’s net but a rule is that a player cannot use their hands while in poker, a player must convince their opponent that they have the best scoring hand of cards but the

rules limit which cards are visible and/or the process to improving one’s cards.  In both cases, the rules are restricting and achieving the objective is made less efficient so players must use specialized skill and creativity to succeed.


Player versus opponent conflict arises as each player’s objectives are in direct opposition.  For example, in order for one player to win, the other must lose and vice versa.  This competition adds dynamic gameplay that can vary with each opponent as each player may approach an objective or behave differently under the same rules.
 

Player-teammate conflict is only present in soccer, and not poker, as poker is an individual game.  In soccer, teammates have a shared objective, and players of the same team must work together in order to succeed.

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Exercise 3.2: Three-Player Tic-Tac-Toe

"Create a version of tic-tac-toe that works for three players. You might need to change the size of the board or other elements of the game to do this." (Fullerton, 2014, p. 58)

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My three player version of Tic-Tac-Toe:
The objective remains the same – to be the first player to place their shape in three consecutive cells.
The game structure remains the same where each player takes a turn to draw their shape onto the 3x3 grid.

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tictactoe1.png

 

To allow for a third player to have their own shape a new shape of a diamond is introduced.  The three shapes that each player will use are as follows.

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tictactoe2.png

 

The largest change to the original game of Tic-Tac-Toe is that each cell can contain a maximum of two different shapes.   In order to successfully block one player from achieving three-in-a-row, both opponents must work together.  


Here is one game played out:
 

tictactoe3.png

 

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Exercise 3.5: Procedures for Blackjack

"List the procedures for blackjack. Be specific. What is the starting action? The progression of action? Any special actions? The resolving action?" (Fullerton, 2014, p. 75)

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Starting Action
The dealer shuffles multiple decks of a normal 52-card deck and deals two cards to each player including themselves.  One of the dealer's cards is face up.


Progression of Action

Players take turns with the dealer always last.  On each players turn, they have the choice to hit, stay, or split.  Leading to three different paths for progression:
 

  • Hit - the dealer deals the player another card

  • Stay - the player's turn is over

  • Split - the player splits their two cards into different hands and the dealer deals a second card to each hand.

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​The player's turn only ends if they chose to stay or if all of their hands are more than 21 points, a 'bust'.  So long as they are in play, they are once again given the choice to hit, stay, or split.  

 

Once all players have concluded their turn, the dealer plays.  The dealer does not have a choice in their play.  They first reveal both of their cards.  If their points are equal to or more than 17, they must stay.   If their points are 16 or less, they must hit until their points reach 17 or higher.

 

Resolving Action   

Once the dealer's turn is over, the round of blackjack is over.  Everyone exposes their cards and calculates their score.  All players that score better than the dealer win.

 

 

 

 

Exercise 3.8: Utility and Scarcity

"What are the resources in the games Scrabble and Call of Duty? How are they useful to players? How are they made scarce by the game system?" (Fullerton, 2014, p. 80)

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Scrabble

Letter tiles
Letter tiles are randomly allocated throughout the game and are utilized in order to create words. There are a limited number of letter tiles and once they are exhausted the game is over.  More specifically, there are a limited number of each letter, which is to a certain extent balanced with each letter's usability in the English language.  Letter tiles are necessary to play the game, and the quality of letters a player has can lead to a better performance.  

 

Board real estate
The board is where words composed of letter tiles are placed. There are a limited number of spaces for letter tiles to be placed, and once occupied cannot be removed.  As the game progresses, available space  becomes scarce. There are also letter multiplier spaces on the board which are the largest contributor to scoring points.   Additionally,  an adequate letter to build a word from has to have an adjacent available space.  While letter allocation is random, players actively compete for board real estate.

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Call of Duty

Call of Duty is a first person shooter, digital game, where the player is a soldier and must overcome enemies to reach an objective utilizing various weapons.

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Health
Health is the resource that dictates when a player has lost or can continue playing.  Health has enormous utility and managing its scarcity is fundamental to play.  
A player must manage their own health but also the health of other players. In order to defeat an opponent one must destroy all of the opponents health.

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Inventory - weapons
A player’s basic actions are very limited, especially methods in which to attack an opponent.  Without inventory, a player can only punch, using their hands, an enemy.  This is a very ineffective way to overcome enemies and an even worse scenario than the idiom ‘don't bring a knife to a gun fight’.  

 

Weapons serve an important utility and are limited in type, power, and effectiveness throughout the game.  The strategic use of collecting and utilizing different weapons is an important component.
Additionally, weapons may need another inventory item, such as ammunition, to be used.  Ammunition, or similar items, have utility as they are necessary in order to use the weapon and have scarcity as they are limited in quantity.  A player must balance this scarcity by being conservative with their ammunition or collect more.  


Call of Duty can be made significantly more difficult by further limiting access to weapons and ammunition.

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Objectives
In the game of Call of Duty, the objective is not consistent and changes as a player progresses.  The objective can be considered a resource as it has utility - a player’s purpose is the immediate objective - and objectives have scarcity - there are a limited number of objectives.  There may be multiple objectives at one time, such as to explore an area and defeat enemies, which a player must prioritize.
A player gains satisfaction from completing an objective or ‘unlocking’ subsequent objectives.

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References

 

 

​​Wikipedia (2021). Age of Empires II. Retrieved February 09, 2021, from https://en.wikipedia.org/wiki/Age_of_Empires_II


Alto's Adventure (2015). Retrieved February 09, 2021, from https://apps.apple.com/us/app/altos-adventure/id950812012


Fullerton, T. (2014). Game design workshop: a playcentric approach to creating innovative games, NY: Taylor & Francis (CRS Press)


Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of Play, 1(2), 229.


Last Quarter Studio (2021). Cats are liquid - a better place - apps on google play. Retrieved February 09, 2021, from https://play.google.com/store/apps/details?id=com.lastquarterstudios.catsareliquidabp&hl=en_US&gl=US

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