Draft:We're Not Really Strangers
A major contributor to this article appears to have a close connection with its subject. (December 2024) |
Submission declined on 16 December 2024 by Bobby Cohn (talk). This submission is not adequately supported by reliable sources. Reliable sources are required so that information can be verified. If you need help with referencing, please see Referencing for beginners and Citing sources. This submission appears to read more like an advertisement than an entry in an encyclopedia. Encyclopedia articles need to be written from a neutral point of view, and should refer to a range of independent, reliable, published sources, not just to materials produced by the creator of the subject being discussed. This is important so that the article can meet Wikipedia's verifiability policy and the notability of the subject can be established. If you still feel that this subject is worthy of inclusion in Wikipedia, please rewrite your submission to comply with these policies.
Where to get help
How to improve a draft
You can also browse Wikipedia:Featured articles and Wikipedia:Good articles to find examples of Wikipedia's best writing on topics similar to your proposed article. Improving your odds of a speedy review To improve your odds of a faster review, tag your draft with relevant WikiProject tags using the button below. This will let reviewers know a new draft has been submitted in their area of interest. For instance, if you wrote about a female astronomer, you would want to add the Biography, Astronomy, and Women scientists tags. Editor resources
|
We're Not Really Strangers is an American Card game. Best known for its efforts to try to make the hard conversations easier.
History
[edit]The game was invented by Koreen Odiney. Odiney started her career as a model at The Society, which is the same agency as Kendall Jenner. Odiney began modeling to have another inflow of cash to pay for her tuition at New York University's Tisch School of the Art. The game was launched in 2018, however, there are notable earlier versions of the game. Most famously, the 36 Questions that Lead to Love, published in 1997 but gaining fame in 2015 due to a New York Times article. This new era of the questions, entitled WNRS, pronounced winners, became more than a card game, but a social movement to embrace emotional intimacy and prioritize mental health.
Mental Health Movement
[edit]WNRS became a mental health movement in a world that lacked emotions. Odiney used social media as a means to connect with her audience. Her marketing campaigns struck a nerve with viewers due to the thought provoking questions. The most famous card being, "how are you, really?" So many times people are forced to smile through hard times, WNRS encourages feeling feelings.
Social Media
[edit]Not only did the game support the mental health movement, it gained a huge following. Currently, WNRS has 5.3 million followers on Instagram and 5.7 followers on Tiktok. Posting content that again inspires conversation, this time more focused on yourself. Usually putting signage in public places that make you ask yourself a thoughtful question, has created a community of people online. This community wants to create those connections, following the WNRS social media helps them get a daily dose of mindful questions.
Reception
[edit]Praised for its thoughtful design and emotionally engaging prompts, the game encourages players to step outside of surface-level interactions and embrace vulnerability. Players have described it as a meaningful and transformative experience, perfect for strengthening relationships with friends, family, partners, and even strangers. While the majority of reception has been positive. Some people have said that the game is unrealistic and does not really break the ice for difficult conversations. Some say, it depends on the players and how much they are willing to give in to the game. While some may not get the full experience, the game has become a cultural phenomenon, celebrated for its authenticity and desire to bring people closer in a world often dominated by superficial communication.
References
[edit]Further reading
[edit]- https://www.vogue.com/article/is-wnrs-card-game-really-a-shortcut-to-intimacy
- https://www.forbes.com/sites/karineldor/2020/05/27/how-the-25-year-old-founder-of-were-not-really-strangers-created-a-global-movement-from-a-card-game-and-instagram-feed/
- https://www.vogue.com/article/koreen-were-not-really-strangers-interview