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The Non-Gamer Jury Guide to Judging Gaming: Part 1 – See Through the Gimmicks

Just got tapped to judge gaming but don’t know your X from your A or B buttons? Rey Tiempo kicks off an 8-part series for jurors unfamiliar with gaming, starting with one of the most common judging mistakes: confusing gimmicks for genuine player value.

One of the biggest pitfalls in judging gaming work, regardless of whether you’re on a specialist gaming jury or a broader awards panel, is mistaking novelty for authenticity.

The strongest creative gaming ideas are rooted in how players actually behave. They solve a real player need, enhance the experience, or fit so naturally into gameplay that players willingly choose to engage. They work with player behavior, not against it.

Gimmicks, on the other hand, often force players into unnatural actions simply to satisfy a brand objective.

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If players suddenly need to watch videos, collect arbitrary tokens, use only specific controls, or consume products in ways that interrupt gameplay, it is worth asking: who is this really for—the player or the brand?

See through the gimmicks

Final thoughts

As jurors, a useful question to ask is: would players genuinely do this if there were no case film being made? If the answer is no, the idea may rely more on clever storytelling than genuine cultural relevance.

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Gaming communities are highly discerning. They quickly recognize when brands understand the space—and just as quickly reject experiences that feel forced or manipulative. Because if an idea only works inside the case video, it probably wasn’t truly working in culture.

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