Our serious game model
Cognitive
engagement
Reflection
Strategic Motivation Feedback/ Learning
learning goals Results Outcomes
Comprehension
Learning by
doing
Sources: Clark Aldrich, Marc Prensky on game-based learning
Pedagogy
• Learning through game play, user
experience and player engagement
• Target audience: Ages 12 and up
(potential business applications)
• Raise awareness and knowledge of
threat to our food supplies due to
unsustainable business and
environmental practices
• Inform consumer decision making on
purchasing and consumption decisions
• Engage in public policy debate and
development
The pitch
• By 2121 our planet is
struggling to feed
itself and our survival
depends on the
colonization and
resource
management of the
nearby planet of
Galapagos…
Imagine….
• ‘Jurassic Park’
• Meets ‘Railroad
Tycoon’
• Via ‘Civilization’
• Meets Al Gore’s
‘Inconvenient Truth’
GAMEPLAY: Example - Jurassic Park
GAMEPLAY: Example – Railroad Tycoon
User Experience
• Goal:
– Sustainability
• Method:
– Resource
management
• Experience:
– Point, click, play
Player Success
• Keep triple-bottom line
scorecard balanced
– Economic
– Environmental
– Social
• Build a
successful, sustainable and
profitable business empire
– And keep your job as the
CEO
• Save the planet
Scalability
• Core game play
• Number of missions
• Type of media for in-game
info
• Depth of story
Player engagement
• Artistic expression
• Creative pleasure,
satisfaction
• Fun through empire
building, sandbox
• Integration of video
Game development
• Blue Tongue Jurassic
Park Game – one of the
most successful
simulation games
• Game engine for
Galapagos to be
determined
– Variety of options
available
– Driven by game play &
budget
The team
• Concept Design & Executive Producer:
Marigo Raftopoulos, Strategic|Games|Lab
• Game Design: Joe Velikovsky& Chris Mosely
• Game Development: Chris Mosely, RedtribeGame
Studios
• Subject matter consultant: Marcus Gibson
0 comments
Post a comment