FREQUENTLY ASKED QUESTIONS (FAQs)

Who is behind the making of Not That Funny? 

Jesse Lipscombe & Chelsea Bree. 

What if I find the game offensive?

Good, that means you are on the right side of history. We understand that some situations and responses in this game may be sensitive to some individuals, especially if a particular card affects them directly. However, all the game’s content comes from our real-life experiences. We want to offer tools and skills to people, so they can confront these types of actions and language at the moment.

Who is this game for?

We have designed this game for anyone who wants to dip their toes into their allyship journey, as well as people who may think they are experts already. Due to some language usage, we are recommending this game for anyone over the age of 13.  When creating it, we felt it would be perfect for schools, businesses, and institutions. However, as we dug deeper and realized how much we were learning while creating it, we realized that this game is for everyone interested in being part of the change. This game, regardless of your level of inclusivity and anti-discrimination training, will teach you something. 

Isn’t this game just trying to profit off of racism and discrimination?

The purpose of our Kickstarter was to raise funds to get the game into production. Our Black and Indigenous leadership team, who developed and launched the project, will be compensated, as they continue to expand Not That Funny Gaming. What? You thought the BIPOC community should do this work for free?

Doesn’t this game teach discrimination as opposed to fixing it?

The team behind Not That Funny Gaming Inc., didn’t invent discrimination, but we are doing our part to try to fix it and hope you will commit too. We understand some people may learn phrases and words that they had not previously heard before. But by learning them with us, you also get the tools to react meaningfully.

Is this game suitable for children? 

If you ask us, discrimination isn't suitable for children, but we force them to face it every day. We would estimate that this game is for anyone over the age of 13, but we leave that decision in the hands of parents or legal guardians.

Will there be additional card packs? 

Yes, we are already in the writing and testing process of creating new Culture Card Packs. If you feel we are missing something that you want to see, let us know, and we will try to get them in the newest editions. 

How can I provide helpful feedback? 

As creators, we have been as conscientious as possible in determining offensive and thoughtless responses that are considered “not that funny.” We understand the dynamic and fast-moving nature of this work and are open to hearing from you on how our cards can improve. Please reach out with your suggestions, as we always appreciate them. 

What makes the creators of Not That Funny the experts?

We are professional speakers, activists, and training instructors with several decades of experience in this type of work. More important than that? We come with our expertise with live experiences. Our team has and will continue to learn, in order to deliver tools to the communities we are trying to support. 

What is our refund policy? 

You will have three months to return any unopened, undamaged product for a full refund. Costs of shipping and handling to return to us is to be paid by the dissatisfied customer. I know it’s a rough life, but we honestly do not believe this will occur. Unless, of course… Dare I say it? White fragility?

Are people seriously saying/doing everything in real life included in the game? 

The vast majority of our NTF response cards are examples of what we have experienced, witnessed, or seen online in our #MakeItAwkward Facebook Group. So, really, we have you all to thank. 

What if my feelings get hurt, or I am uncomfortable while playing this game?

These topics are heavy, and they will ignite feelings of discomfort, especially for those late to the game (pun intended). Remember, our team members have had to sit in the discomfort of these very situations. Wherever you are in your anti-discrimination journey, being able to handle these tougher conversations is essential to fighting for social justice. 

Where can I find out more about #MakeItAwkward and other projects?

Our website is the best place to go for information and is also a great place to stay up-to-date with issues, news, and teachings relating to social justice and human rights. But, here is a little snippet of how we started: On August 2016, Jesse Lipscombe was shooting a video about his love for the City of Edmonton when someone in a vehicle yelled racial slurs, including the N-word, at him. Instead of letting the moment pass, Jesse walked over to the stranger's car door and suggested they talk. The stranger denied making the comment and sped away instead. The incident inspired the #MakeItAwkward campaign, which aims to combat racism, misogyny, homophobia and hatred of all forms. Throughout the years, #MakeItAwkward has continued with many online and in-person events, all focusing on bringing awareness to and challenging social injustices. In July 2020, Chelsea Bree joined as the Director of Communications and commits to educating in a way that allows people to have space to grow by leading with empathy and compassion. The #MakeItAwkward campaign strives to create “everyday activists” by encouraging people to confront—safely—those who make discriminatory comments. 

Can I purchase this game if I live outside of Canada?

You sure can! It was important to us that we shipped Internationally to ensure the entire world can have access to potentially the most awkward but fun learning tool in game format. 

How was the look of your branding developed?

Janine Stowe created our graphic art and design of Not That Funny, at Janine Stowe Design. We chose a custom mosaic pattern, because of its widespread symbolism and attractive motif. The multi-colour theme reflects the many cultures and people that the game encompasses. The #MakeItAwkward pink paired with a dark bronze brown gives the game design a distinct look and feel. The NTF logo uses a speech bubble icon in the letter form of the word mark. This reflects the nature of the game and the conversations it will induce. The combination of a more formal serif font and a friendlier modern Sans Serif font creates a mature but approachable feel.

Why do we use “enslaved person”, rather than “slave”? 

To be a slave is to be owned by another person. The etymology of the word ‘slave’ comes from Old French, translating to “person who is the chattel or property of another”. However, the addition of ‘en’ to ‘slave’ points to a “making or making into”. We have referred to the person and their experiences rather than use dehumanizing language. By choosing to use “enslaved person” we recognize we are referring to human beings with the same inherent dignity, rights, and feelings as anyone else. We ingrained the difference in humanization in the origins of each word. 

Why do we use “enslaver”, rather than “owner” or “master”? 

Using “owner” or “master” empowers the enslaver and dehumanizes the enslaved person, reducing them to a commodity rather than a person who has had slavery imposed upon him or her. Using the terms enslaved and enslaver are subtle but powerful ways of affirming that slavery was forced upon a person, rather than an inherent condition.

Why did we not capitalize the “w” in “white” as some anti-racism advocates have started to?

We have used lower-case for “white.” While there is a question of parallelism, there has been no comparable movement toward widespread adoption of a new style for “white,” and there is less of a sense that “white” describes shared culture and history. Hate groups and white supremacists have long favoured the uppercase style, so seemed appropriate to avoid. 

Why do we capitalize the “B” in Black when referring to the culture? 

Black in a racial, ethnic or cultural sense, conveying an essential and shared sense of history, identity, and community among people who identify as Black, including those in the African diaspora and within Africa. The lowercase black is a colour, not a person.

Why do we use “Indigenous Peoples”?

While “Indigenous Peoples” is still an English phrase that attempts to encompass Indigenous Peoples across the globe, it succeeds that “Aboriginal” does not. First, by including “Peoples” after “Indigenous” it recognizes that there is more than just one group of Indigenous individuals. We’re not a monolith community, we’re a collective made up of many, sovereign, unique, and wonderful Nations. Second, the etymological meaning of this term is internally consistent. Indigenous comes from the Latin word indigena, which means “sprung from the land; native.” Therefore, using “Indigenous” over “Aboriginal” reinforces land claims and encourages territory acknowledgements, a practice that links Indigenous Peoples to their land and respects their claims over it. However, we recognize that “Indigenous Peoples” is not a perfect term. It’s still an umbrella term for a large group of people, and we should only use it in situations where you are addressing all Indigenous groups as a collective.

Why do we use “freedom seeker” rather than “fugitive”, “runaway slave” or “escapee”?

The term “fugitive” evokes the image of a lawbreaker requiring capture and punishment and was used to assert that the law was on the side of an enslaved society. “Freedom seeker” illuminates what is in the hearts and minds of those in action to make freedom a reality. 

Why do we use “non-disabled” rather than “able-bodied?”

We all have able bodies. If we don’t have able bodies, we are dead–otherwise, our bodies are working, they are able. The opposite of disabled is not able-bodied, it is non-disabled. “Able-bodied” describes a physical state. Many people can be disabled and able-bodied at the same time as there are several aspects of disability, not solely physical disability. Everyone has an “able body.” Our bodies keep us alive, what sustains us–disabled or not. 

Why do we sometimes capitalize on the “D” in Deaf and sometimes not?

Deaf (with a capital "D") refers to embracing the cultural norms, beliefs, and values of the Deaf Community. The term "Deaf" should be capitalized when it is used as a shortened reference to being a member of the Deaf Community. Deaf: If it’s spelled with a lowercase ‘d’, ‘deaf’ means the inability to hear. ‘Deaf’ with a capital ‘D’ refers to members of the Deaf community who see themselves as part of a language minority and who share common values, traditions, language, and behaviours. Members of the Deaf community do not perceive themselves as having ‘lost’ their hearing and do not think of themselves as handicapped, impaired, or disabled. They celebrate their culture because it gives them the unique experience of sharing a common identity, history, and language. 

Why have we used identity-first language (IFL) for the disability community? 

Today, many disabled people — particularly the Deaf and Autistic communities — prefer identity-first language. By leading with the disability rather than tacking it onto the end, you’re affirming and validating the person and their disability. It is important to note that whether a disabled person prefers people-first or identity-first language is not universal. Today, the loudest proponents of person-first language are non-disabled people, including parents of disabled children, teachers and medical practitioners who may have been taught to “treat the patient, not the disease.” Identity-first language is founded upon the idea of the social model of disability. In a nutshell, the social model says that though impairments (diagnosis, medical conditions) may limit disabled people in some ways, it is the inaccessibility of society that actually is what disables rather than the disability itself. The most basic example is wheelchair access. If you are a wheelchair-user and are not able to go into restaurant because it doesn’t have a ramp, is that person disabled because of their own disability or are they disabled by the inaccessibility of the restaurant?