
It’s a classic variety game: both players put on headphones to block out outside sound, one participant is prompted to communicate a message by mouthing it, and the other participant says the correct answer based on the other’s mouthing.





The game was played in four groups of eight people, each in a team of two, with backgrounds in fashion film, fashion design, fashion modeling, news, and global retailing.
And this game was based on what the organizers considered mainstream and relatively popular comics.
It was clear from the game that the game was interesting. The participants could not hear each other’s voices, so they had to use their mouths and even their body movements to understand what each other was trying to say. Because of the limited way in which the information is put together, it is easy to give wrong answers, which are often very different from the correct ones, precisely because the wrong answers and the exaggerated and bizarre body movements are hilarious.
The joyful atmosphere at the venue was a great opportunity to see how feasible and interesting the game was, and how infectious it was.
At the same time, the feedback from the participants at the end of the game was even more valuable:
- The content chosen for the game material should be more objective, the range of comics can be broader and the time span should be larger, and the comics experienced and read by players from different industries and age backgrounds are extremely diverse. Some comics that are familiar to players may be unfamiliar to others, and it is this span and richness of material that is needed to help more non-comics fans explore the uncharted cultural territory.
- the game needs to be upgraded from the initial lip-syncing to the enrichment of body movements, the more exaggerated the expressiveness the more laughs can be generated. as an audience, they may not remember the comic characters at once, but the performance of the participants is directly perceptible, and the main thing to do to attract the audience is the funny selling point of the participants.
- at the moment it is only a simple game demonstration, but if it is a successful program piece, it can introduce the background of the comic while showing the answers, and by spreading knowledge can make the audience understand faster. As a general audience, it would be quicker to find the fun in the game process after understanding the background, otherwise, it would just be self-indulgence for the game participants.
Reflect:
The selection of material for the game should be broad and should consider the age range of the target audience and then investigate the anime they would have experienced in their respective generations from that age range so that it is more likely to resonate in the game.
At the same time, the content should be introduced with narration text to help those who are not familiar with the content to understand it and to spread knowledge through educational communication.