Amazing/Weird Period Board Game Teaches Kids About Menstruation

Back in my day, kids learned about periods the old fashioned way: By being shoved into a gender-segregated classroom with the lights off and forced to watch a cartoon about deodorant, new hair growth, and monthly bleeding. But this is 2016, and ladies no longer need to hide in dark classrooms to learn about the joys of sanitary napkins and the maze that is the fallopian tubes. Champion swimmers talk about their periods on international television, and marathon runners let their blood flow freely down their legs as they cross the finish line.

Now you can learn about menarche with a spin of the ovaries. Designers Daniela Gilsanz and Ryan Murphy created the Period Board Game in a Rhode Island School of Design class to turn the awkwardness of menstruation education into a fun experience.

To play, you just have to turn one of the two ovaries, releasing a marble that’s either red or clear. If it’s red, you’re on your period, and you get to move forward on the game board. If it’s clear, sorry, you’ve just learned about vaginal discharge.

You can play cards that protect you from period woes like leaks and PMS, or end up without a tampon headed for the nurse’s office to sit out your next turn. The first person to get around the board—past ovulation, periods, and PMS—wins.

Will this actually turn talking about periods with young girls into a fun, positive experience? Maybe. It at least forces kids to say the word tampon a few times, although without a doubt, kids will find a way to find the whole situation mortifying regardless. But hey, every child should have to confront the realities of ovulation at some point. Plus, it’s so cute!

The game doesn’t have a distributor yet, since it was a student project, but hopefully some company will pick it up and put one in every kid’s hands soon enough.

See it in action in the video below:

The Period Game from Daniela Gilsanz on Vimeo.

All images courtesy The Period Game.

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Kena Betancur, AFP/Getty Images
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Health
Want to Live as Long as an Olympian? Become a Chess Grandmaster
Kena Betancur, AFP/Getty Images
Kena Betancur, AFP/Getty Images

It’s well known that physical fitness can help prolong your life, so it’s not surprising that elite athletes, like Olympians, tend to have longer lifespans than your average couch potato. But it seems that “mind sports” can help keep you alive longer, too. According to BPS Research Digest, a recent study suggests that international chess grandmasters have lifespans comparable to Olympic athletes.

The study, published in PLOS ONE, examined the survival rates of 1208 mostly male chess grandmasters and 15,157 Olympic medalists from 28 countries, and analyzed their life expectancy at 30 years and 60 years after they attained their grandmaster titles. They found that both grandmasters and Olympic medalists exhibited significant lifespan advantages over the general population. In fact, there was no statistical difference between the relative survival rates of chess champions and athletic champions.

There are several variables that the study couldn’t take into account that may be linked to chess players’ long lifespans, though. Grandmasters often employ nutritionists and physical trainers to keep them at their best, according to the researchers, and exercise regularly. Economic and social status can also influence lifespans, and becoming a world-champion chess player likely results in a boost in both areas.

Some research has shown that keeping your mind sharp can help you in old age. Certain kinds of brain training might lower the risk of developing dementia, and one study found that board game players in particular have slightly lower rates of dementia.

If keeping the mind sharp with chess really does extend lifespans, the same effect might apply as well to elite players of other “mind sports,” like Go, poker, or competitive video games. We’ll need more research to find out.

[h/t BPS Research Digest]

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David Franzen, Library of Congress
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architecture
You Can Thank 1950s Suburban Architecture for ‘The Floor Is Lava’
David Franzen, Library of Congress
David Franzen, Library of Congress

No one knows who, exactly, was the first kid to play "The Floor Is Lava," the simple childhood game that has only one rule: You can’t touch the floor. But as Quartz reports, a new paper contends that the game wouldn't have come about if it weren’t for the rise of American suburbs.

Published in the Social Science Research Network, the analysis by Tim Hwang of the MIT Media Laboratory argues that architecture was a vital factor in the spread of the folk game.

In the new suburban housing developments of postwar America, builders began to market the relatively new idea of the family room, an informal room designed for the social needs of the whole family. This room was separate from the formal living room and dining room, both of which were more likely to contain the inhabitants’ good furniture and fancy china. In building plans popular in the 1950s and 1960s, they were also set apart from the kitchen. One 1965 poll found that seven of 10 new houses built that year contained a family room.

And these factors, Hwang argues, are integral to playing The Floor is Lava. Family rooms provide big couches, coffee tables, and other furniture that kids can move around, climb on, and use as props for the game. Bedrooms would be too small, and formal living and dining rooms too full of potentially fragile items that Mom and Dad would be livid to find disturbed. And kitchens were seen as a mother’s domain, meaning that she would likely be there to put a stop to any shenanigans.

"What is unique about the family room space is both the quantity of space and permission that it affords to the play of The Floor is Lava,” Hwang writes.

However, this is just a hypothesis, and no one can really identify who started playing the game first. Kids in urban apartments can also theoretically jump all over their parents’ living room furniture, if allowed. During my childhood, the game typically took place on a playground rather than inside, requiring players to avoid the ground rather than the family room floor. There are games that originated elsewhere in the world that also revolve around avoiding the floor—Hwang notes examples from Kenya and the UK. But given how the spread of suburbs in the U.S. during the postwar period affected home design, it makes sense that a game might arise from the new spaces children lived in. We may never truly know how The Floor Is Lava was invented, but architecture seems like a good clue.

[h/t Quartz]

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