CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAMEApril 2011                  ComAngle Studios                    Page 1 / 4...
CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAMECLIENT: EGOSMEDIUM: InternetCAMPAIGNS MAIN GOAL: Increasing young peoples ...
The game was posted on the web portalwww.egos.pl and promoted on the popularyouth and thematic portals. The players tookpa...
Another interesting fact is that female playerswere the majority (56%).                                                   ...
Upcoming SlideShare
Loading in …5
×

ComAngle Entertainment - Eco-Boy Game - Case Study

555 views

Published on

ComAngle Entertainment

www.comangle.com

Published in: Entertainment & Humor
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
555
On SlideShare
0
From Embeds
0
Number of Embeds
4
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

ComAngle Entertainment - Eco-Boy Game - Case Study

  1. 1. CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAMEApril 2011 ComAngle Studios Page 1 / 4 CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAME
  2. 2. CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAMECLIENT: EGOSMEDIUM: InternetCAMPAIGNS MAIN GOAL: Increasing young peoples awareness concerning environmental andrecycling issuesTARGET AUDIENCE: Teenagers in the age group: 12-18, teachers, people interested in ecologyOVERVIEWEnvironmental awareness of children and teenagers is one of the most crucial issues that affectsthe future of the environment and resources. Our client, conscious of that problem, implementedan educational program which enabled young people to explore the environment, discover itsvalues and feel responsible for its protection. The program showed ways to conserve naturalresources and intended to motivate young people to actively care for the environment. Aneducational game developed by ComAngle was a part of that project. In this game the players aresupposed to make their town clean. EcoBoy gives them the opportunity to learn how wastesegregation and recycling are done. The game was developed for Polish ecological organization incooperation with the European Union.CAMPAIGNS EXECUTIONEcoBoy is a flash educational game whichdemands the players to perform wasteseparation. It consists of 5 levels - each of themcharacterises in a different difficulty level andsurroundings. Starting the game, the player isinformed on the types of waste bins, then hescores points by the correct classification of thewaste. Points may be positive or negative, if theplayer mistakes the bin. The player ismotivated by scoring additional points in casehe segreagates waste before the time limit.Another thing is that the best players can addtheir full name, school and grade to the EcoBoyRanking. April 2011 ComAngle Studios Page 2 / 4 CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAME
  3. 3. The game was posted on the web portalwww.egos.pl and promoted on the popularyouth and thematic portals. The players tookpart in EcoBoy not only to finish all the tasksbut also to be included in the ranking of thebest results, as the highest place was rewarded.Together with playing our game, the userscould take part in an educational programwhich strengthened the effects of the wholecampaign.CAMPAIGNS RECEPTIONThe EcoBoy game evoked positive feelings inthe target group as the main character is ayoung, well-behaved skater boy with whom theyoung players can identify.By playing a colorful and entertaining game,young people could be introduced to sustainableand environmentally friendly habits. The recyclingprocess was presented as an activity which can beboth fun and beneficial. Thus, the campain createdpositive connotations.CAMPAIGNS OUTCOMEThe biggest group of players comprised of highschool students (38%) while 28% of teenagers Primary Schoolattending junior high schools played EcoBoy as Junior Highwell. Suprisingly, the game had also an impact on Schoolstudents and older players. High School Students Older players April 2011 ComAngle Studios Page 3 / 4 CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAME
  4. 4. Another interesting fact is that female playerswere the majority (56%). FemaleAll together, 80% of teenagers from the target players Malegroup played the EcoBoy game, which gives the playerstotal number of 13 419 players.EVALUATIONThe educational campaign due to its wide-range greatly affected the perception of waste segregationamong the target group. Teenagers became aware of the problem and were shown that the wholeprocess is not as demanding and time consuming as they may have thought. Numerous meetings andworkshops gave them a chance to talk to ecologists, take part in experiments and ask questionswhenever anything was not clear.With the creation of the main character the whole campaign gained a more friendly image as EcoBoybecame a new hero for the players. They perceived him as a person who is intelligent and interested insports but also devoted to taking care of the environment which encouraged them to do likewise. PROPRIETARY RIGHTS AND PROTECTION Ownership of ComAngleComAngle owns all copyright and all other intellectual property rights in this presentation. Everything on this document is copyrighted unless otherwise noted. AllIntellectual Property Rights and work and work results (including without limitation all Content) in and made for project shall be ComAngle proprietary. April 2011 ComAngle Studios Page 4 / 4 CASE STUDY: ECOBOY – INTERACTIVE MULTIMEDIA GAME

×