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Draft:We're Not Really Strangers

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We're Not Really Strangers

We're Not Really Strangers is an American Card game. Best known for its efforts to try to make the hard conversations easier.

History

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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

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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

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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

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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

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Further reading

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