Designing digital games for rural children

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Designing digital games for rural children

  1. 1. Ankit Agrawal Harshvardhan
  2. 2. Outline  Introduction and Target Users  Games(Digital and Traditional)  Observations  Our Observations and Approach  Our Target Users and Our Digital Games
  3. 3. Introduction Objective : Designing meaningful digital games for rural children . Action : • Facilitate rural children to play their digital games . • Observe their traditional games. • Observed & collected the experiences of the children. • Comparative study and key points.
  4. 4. Target Users The games were tested in the following three communities : 1. Public School in a remote village of Mysore. 2. Private school in lucknow where the children enjoy high parental income . 3. Public school in Lucknow near the above mentioned where the parents income were not that much .
  5. 5. Digital Games Some of the digital games employed were : 1. Crocodile rescue . 2. Dancer 3. Train Tracks 4. Frogger There were total of 10 games that were used for testing for a period of 17 weeks .
  6. 6. A total of 28 traditional games were used , some of which are  Halla Guli Maane  Siya Satkana  Cops and Robbers  Trump Cards  Pen-Pick  Hide and Seek  Gucchi Garam  Kabaddi  Giti Phod  Kite Flying
  7. 7. Observations The following observations were made :  Character or team development has no central role in traditional games , as required in video games unlike video games .  Traditional games do not have skill enhancing objects , as they are mainly meant to be acquired or moved around only .  No pre-programmed logic so games advance only when players act .  Simple social interaction and engagement in traditional games as compared to digital .
  8. 8. Improvements After interpreting playable issues with the digital games and the results from newly designed game(Tree - Tree) , the following modifications to existing games are suggested :  Game has to be challenging , enjoyable without being too difficult .  Adavanced levels should have more subgoals  Using same game mechanics that are there in traditional games guarantees the success of digital games.
  9. 9. SHORTCOMINGS  The target users that they chose are not the true representation of rural Indian children.  Even their digital games are not much meaningful skills enhancing.  Number of schools are very less
  10. 10. STRENGTHS  Their observation is true that Indian traditional games are not much skill enhancing. • Most of the games require more physical stamina rather than mind exercise . • The suggestions to make digital games more engrossing are really magnificent .  Tree-Tree game is entertaining and at the same time it is educative and easy to implement on mobiles as well
  11. 11. TARGET USERS  Our target users will be children between the age of 5-15 residing in villages closer to semi-developed city
  12. 12. OUR GAMES  Business(to teach the business skills )  Driving In real world.  Finding the cattle (To enhance logical and mathematical reasoning) .  Defenders(For enhancing team skills) Our games have a wide range based on the age and living environment of the children
  13. 13. Thank you Questions??

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