Alberto- Premise

Proposal: Getting Fit

Premise: 

  • The purpose of this game is to educate individuals on the various processes of ‘Getting Fit’. Getting into shape requires a total reshape of a person’s life and habits, so the game aims to help them develop the plan that is right for them and expose them to the different options. The first level focuses on the exercise phase and walks them through the various types while providing them information on how the body works. The second level will focus on nutrition and meal plans.
  • The goal is to help individuals develop healthy lifestyles in every part of their life. This previous education will prepare them for the commitment and lifestyle change.

Platform:

  • The intended platform for this game is on a computer or handheld smartphone. The preferred method would be computer as the larger screen will make the education experience more pleasant.

Nature of Interactivity: 

  • The first level or room of ‘Getting Fit’ takes the user on the fitness journey. Most of this level will take place in a fitness center that has a variety of different options. After the player commits to making this lifestyle change the first educational aspect explains the difference between aerobic and anaerobic exercise, here the player also has the option to not exercise. Below the two types of exercises are various activities that the player can partake in within the fitness center. Each is explained in detail by the personal trainer on staff. For our particular development, we followed the path of aerobic exercise, specifically swimming. Within the swimming room, the individual will learn the four strokes of competitive swimming and an appropriate rate to increase yardage. At the conclusion of these several weeks of swimming the player will have the option to go meet with a nutritionist and develop a meal plan or return to the beginning and explore an alternative exercise plan. This option allows the player to decide which exercise best suites the preferences and abilities prior to going to the gym.

Audience Analysis: 

  • The ideal audience would anyone over the age of 18. The individual will need to be able to have access to a computer, appropriate means of transportation to the fitness center, and control over their own meals. The game can appeal to anyone that is interested in becoming more healthy, most likely people who are not in shape and need to reshape their lifestyle.
  • Age: 18 and over.

Audience Hook:

  • The appeal of this game is to help people through the process of getting fit, however, this can be an incredibly intimidating process. This interactive narrative can be used an educational tool to start the process. It also explores a variety of different approaches to getting fit so it can be used as a one stop shop for all of the questions an individual starting this process could have. Although its main appeal will be as an educational tool.

Overview:

  • This game will explain and guide users through the process of developing a healthy lifestyle. As physical health is a main priority in a healthy lifestyle the individual will begin by committing to an exercise regime. The narrator of level one is a personal trainer who will explain the ways that different exercise stimulate the body and decide which the individual will be most successful at. For purposes of development, the desired choice is swimming. Within the swimming room the user will learn how to successfully complete all four strokes and swim 1000 yards. When they have followed this exercise plan for two weeks, then the game will introduce a nutritionist to develop a meal plan. However, the user has the option and is encouraged to return to the beginning and select a different exercise to find the one best for them. Once they feel prepared to move on the second level will explain nutrition and meal plans. Hopefully by the end the player feels like they are adequately educated and have an idea about which path they would like to follow in real life to get more fit.
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Gabi Proposal

Premise
The purpose of this game is to educate users on the usually overlooked Korean War in the 1950’s. Many people are not familiar with one of the greatest generals in U.S. history, so I take the time to introduce General MacArthur, and take people through his mind and personality, as he’s often described as arrogant and a little too confident, thus foreshadowing his own leave.

Platform
It is intended that this game be played on a computer- either laptop or desktop is fine. The game can be played through an internet browser and can technically be played on a mobile device as well, although the reading may be straining on a small screen.

Nature of Interactivity
The user chooses how they would like to go through history in attacking North Korea, and/or protecting South Korea. The user is General MacArthur leading the United Nations army. They may choose to be timid in their approach, or outright aggressive not only to the Koreas, but to President Truman as well, prompting him to get fired a lot earlier. The user may also follow in General MacArthur’s footsteps, which is what is intended, for an educational experience. The other options are to view what would hypothetically happen if MacArthur had not made the decisions he did. Would the world be in turmoil earlier? Would we be safe earlier? Who knows!

Audience Analysis
The audience is broad here. Anyone from ages 12+ can play as the only barrier would be the user not being able to read for a prolonged period of time or at the right grade level. Everyone should learn history, no matter the age range. The game is also not gruesome, so it is safer for broader audiences.

Audience Hook
The hook of this game is that you’re playing as one of the most controversial, notable Americans in U.S. history.You step in his shoes and go through the motions of real history that actually happened. What’s different about this game is that you get to know his personality too- you’re able to say ‘yeah, he would do that.’

Overview
The start of the game is a prompt to Start the game or read about the author. After starting the game, you’re introduced to who, what, where, and when you are placed. You’re pepped up to start making decisions about things that will affect North Korea, South Korea, the U.S. and honestly the whole world’s view on the U.S. and the Koreas. You’ll first choose to prepare an assault that will prove to be successful if chosen. After choosing to prepare it, you’ll decide how the attack is carried out- by land and sea you’ll eventually choose after reading what it’s about. After this, history prevails as China gets involved, General MacArthur gets fired by President Truman, and you’re going down in history as a hero… or a villain, if you choose a different path.

Project Proposal- Mackenzie Straley

Premise

The purpose of this interactive game is to educate people on what it is like to live through a day while having an eating disorder. Visual elements are used to further emphasize certain emotions and experiences. The game can be easily triggering and there is a clear warning statement on the homepage of the game.

The message is to make people aware of how eating disorders affect individuals, and how to look for warning signs in yourself or others.

Platform

The intended platform of this game is for laptops, desktops, tablets, or smartphones. However, the experience will be utilized to the fullest by using either a laptop or desktop in order for the player to be immersed completely.

Nature of Interactivity

The user enters into a fictional world of a unnamed college student. They begin to go through their day by following a first-person narrative. The game continues by different actions that lead to difficult elements of an average day that someone struggling with an eating disorder would go through. There is not much user choice, other than to pick the path of what eating disorder they want to explore. The rest is descriptive and requires to player to read the text in full to reach complete interactivity.

At the end of the day, players can choose to go to another path and explore the physical, social, or emotional effects on the individual struggling with an eating disorder, or go to another disorder type.

Audience Analysis

The target audience is all individuals because eating disorders are not exclusive to any age, gender, or race. However, this game is more specific to college students or young adults because of the nature of the story and the platform.

The game is also 18+ due to the graphic content that can be disturbing or triggering.

Audience Hook

The immediate hook to the game is the opportunity for the player to step into the shoes of someone with an eating disorder. To some, they might not have any idea what physical, social, or emotional strains this brings. Through the game play they will be able to experience it first-hand in order to gain a better understanding.

Overview

The player arrives at the homepage of the game where there is an extensive warning message about the triggering effects the game might have. Next, they are to choose a specific type of eating disorder: Anorexia, Bulimia, or Binge-Eating. Once they choose, they will begin their day as a anonymous 19 year old college student as they progress throughout their day. The next path will explore either physical, social, or emotional troubles.

After they choose, the player will experience the morning, afternoon, and night of the average day of an individual struggling with such disorders. At the end they are shown a statistic and a photo with a hotline help number is provided. The player then can chose to explore different effects the disoder(s) can have, or choose a different one.

Kayla – Proposal

Reducing Carbon Footprint Proposal

 

Premise

  • The purpose of the game is to educate the user about the environmental consequences of the decisions he/she makes in his/her everyday lives. The user must make choices that they think ultimately have the smallest carbon footprint and are the most environmentally friendly.
  • The user should takeaway from the game that in nearly all aspects of one’s life, there is the option to reduce one’s carbon footprint. It might not be the choice one currently makes in real life, but in the game that should be the objective.

 

Platform

  • The intended platform is computers, including laptops and desktops, and handheld devices, including smartphones and tablets.

 

Nature of Interactivity

  • The user will play as themself, there is no selection of character. The game will simply begin and the user will be asked to choose from several levels of categories, each time with the objective to reduce his/her carbon footprint. There is technically no right or wrong answer, but certain choices are better for the environment than others.

 

Audience Analysis

  • The target audience is any user who wishes to learn how to reduce his/her carbon footprint.
  • The choices make the most sense to someone living in America, but can be used globally.
  • There is no age requirement, but the user must have at least a 5th-grade reading level.

 

Audience Hook

  • Most people want to be environmentally friendly but think it is too difficult to bother trying. This game will show the user how easy it truly is to reduce one’s carbon footprint and how many options there are to accomplish it. After playing this game, the user will no longer be able to say he/she does not know how and will no longer think it is too hard to try. It also teaches how to reduce one’s carbon footprint in a fun way.

 

Overview

  • The user will be faced with three main categories to choose from Reduce Waste, Transportation, or Home Energy. The user will select one category he/she can reduce his/her carbon footprint in. The path follows the choice of Transportation, where the user will then choose between three more categories, Car, Public Transportation, or Carpool. The path follows Car, which then leads to three choices between Carpool, Electric, and Gas. The path follows Electric, and the user purchases an Electric vehicle and is told the benefits of it. After this the user may continue with the game or go back and restart.

Moonshining Proposal – Kelsey Barbosa

Moonshining Proposal

 Premise

  • This game explores a Puerto Rican tradition of crafting moonshine. Moonshining teaches the user the process of moonshining from start to finish, with a historical prologue at the start of the game as context for what is to come. Moonshine is illegal in the United States, which makes this game educational and informative about the craft of moonshine in our country.
  • Once moonshine is distilled it can be crafted with different flavors or aged, which gives the user in this game the option to choose from a traditional, aged, or infused craft. Although each path goes through the same procedure, they are distinguished by different ingredients, distilling process, and bottling/labeling process. The purpose of this game educates the user about Puerto Rico’s traditional moonshine and how it is crafted.

Platform

  • The intended platform for this game will be computers or tablets. The size of the screen matters for this particular game because there are sections where the text can be lengthy. More space allows for the user to envision the path they would like to take, rather than seeing the options clustered together on a smartphone.

Nature of Interactivity

  • The user will have three options to choose from, Pitorro Shine, Pitorro Añejo, and Infused Flavors. If the user chooses Pitorro shine they will go through the three major procedures of crafting the traditional moonshine. If they choose Pitorro Añejo they will learn the process of aging the traditional moonshine in whiskey oak barrels. If the user chooses Infused Flavors, they will have the option of choosing a fruit of choice that they would like to infuse with the traditional moonshine.
  • In the actual game, the user is forced to follow the path of Pitorro Shine. During this chapter of the game, the user interacts by adding ingredients into barrels, blending these ingredients, transferring these ingredients into the still to be distilled, and finally bottling and labeling the bottles for distribution.

 Audience Analysis

  • This game targets distillers, brewers, educators, drinkers, and those interested in different cultures and traditions. Besides the game teaching the user how to make moonshine, there is a lot of historical and present-day context to takeaway.
  • Ages: 16+. The drinking age varies throughout the world, with 16 being a very common age throughout Europe. It is important that the younger generation of drinkers be informed about the types of alcohol they are consuming, therefore 16 is the minimum age for this game.

Audience Hook

  • The prologue is the actual hook, but the discussion and craft of moonshine throughout the game has the same effect because moonshine is illegal in the United States. When people first visit my father’s distillery or hear about moonshine being distilled in the United States, it immediately grasps their attention because of its history and the legalities of it. Moonshine is associated with the prohibition era, which makes this topic all the more interesting to learn about and play as an interactive game.

 Overview

  • The user will have three options to choose from, Pitorro Shine, Pitorro Añejo, and Infused Flavors. Within each path, the user will be taken through the procedure of crafting moonshine. The first step being the ingredients, the second step being the distilling process, and the third being the bottling/labeling process. From start to finish the user gains the perspective of an actual moonshiner going through a typical day of work in a distillery.

Proposal- Alana Anderson

 

Get A Pet Proposal

Premise

The purpose of this game is to educate people about the different types of animals they can own as pets, how to go about getting the pet, as well as the care the animal will need. Although this game contains entertaining elements they player is encouraged to do research outside the scope of this game.
The message this game will convey is that animals are a life time commitment, they take a great deal of care no matter what one they choose, and there are many different routes in order to get an animal. They player will be taught that not all animals fit all lifestyles and they need to put a great deal of thought into what animal will fit their personal lifestyle and choices.

Platform

This game is intended to be played on a computer or handheld devices such as phones and tablets. It will be easier to play on a computer as much of the text may be difficult to read on the small screen of a phone or tablet.

Nature of Interactivity

The player will be able to pick from three different paths: getting a dog, getting a cat, or getting a small animal. If the player picks ‘getting a dog’ they will be lead through the process of getting a dog, be given some general information in the beginning and be lead through the steps of actually owning the dog after it has been brought home. If the player picks ‘getting a cat’ they will be lead down a similar path but with information pertaining to cats. The same goes for the player if they pick “getting a small animal”. Each path will offer information on adopting, buying from a pet store, or from a breeder. No matter which path the player chooses they will continue to be informed they should do additional information.

Audience Analysis

The target audience is anyone who wishes to own a pet but is not sure what fits their life and circumstances.
Age: The intended age is for those old enough to take care of an animal of their own, though older children can play to learn additional information if they’re parents allow them to have a pet but need to do some research first.
There are not other demographic restrictions or intentions.

Audience Hook

Players will get the opportunity to learn about various animals, ways to get certain animals, and the first year of having their animals. These are hot topics given that everyone wants a pet. They will get more insight in to the advantages of rescuing as well as the ups and downs of ‘buying’ an animals. While educational it will be fun and informative.

Overview

There will be three paths to choose from, “Getting a Dog”, “Getting a Cat”, and “Getting a Small Animal”. The goal of this game is to educate the player on different animals, how you can go about obtaining a pet, and what is needed and the responsibilities that come with owning each type of pet. The player will go through the game, prompted by text boxes and choosing what path they wish to take and what animals they wish to learn about.

Abigail Burgess – Travel Pal Proposal

Premise

The purpose of the game is to inspire and assist people in traveling the globe. Travel Pal uses elements such as photos, travel links, and tips to prepare players to travel either abroad or domestic depending on their place of origin.

The message is to encourage cultural education and understanding through global traveling.

Platform

The intended platform is electronic devices preferably either desktops, laptops, or handheld devices. Travel Pal is most effective on larger devices (ie: Laptops/desktops) as the graphics and text will be easier to view.

Nature of Interactivity

The user will be playing themselves throughout the game with the assistance of Travel Agent Trish. Travel Agent Trish will instruct users to choose their continent then country of choice. These choices will be accessable through an interactive map. As the user glides over the specific country it will be highlighted with its brief desciption. Users have the ability to type questions in for Trish to answer or can read the FAQs.

The users will be able to click through several photos of each continent and country they are interested in traveling to.

Finally, Travel Pal would include a “Photo Album” with photos submitted by those who have used the game to book their adventures.

Audience Analysis

The target audience is those interested in traveling. Due to the finacial requirements in order to travel, this game is geared towards adults 18+.

Those who are under 18 have the ability to play though may not be able to continue with booking their trip without a parent/guardians assistance. The audience is not dependant on sex, gender, race, religion, etc.

Audience Hook

User’s will be able to virtually travel the globe through their device. With photo images, users will be able to see key tourist attractions, cuisine, and history.

Overview

There will be a travel agent (Travel Agent Trish) to assist users in planning their first or next travel excursion. The goal of the game is to provide users with easy and accessable information regarding the continent and country of their choise. By providing this information, Travel Pal is encourages players to experience culture, architecture, and history that differs from their own OR to better educate the users on their homeland’s attractions.

There will be three main locations in the game; Asia, Europe, and North America. The user will be brought through the locations with the ability to choose sublocations (countries) such as China, Japan, and Thailand. To purpose is to educate and encourage people to travel outside their comfort zone and indulge in new cultures.