21. user
personas
Nina
is
an
ac-ve
girl
who
is
always
on
the
go.
She
enjoys
the
outdoors,
compe--on,
and
wakes
up
early
twice
a
week
to
join
her
school
friends
from
the
running
club.
Nina
would
like
to
have
a
dog,
but
pets
are
not
allowed
in
her
apartment.
A?er
many
years
of
struggling
with
reading,
she
is
now
reading
at
her
grade
level.
Now,
she
is
hooked
to
fic-on
novels
about
contemporary
girls
of
her
age.
Nina
plays
tons
of
games
and
reads
some
books
in
her
dad’s
iPad.
As
a
pre-‐
teen,
she
is
now
ready
to
be
an
independent
girl
and
explore
11, Seattle the
world
with
her
friends,
but
her
parents
s-ll
think
she
is
a
liEle
girl.
Ben
is
the
big
clown
of
his
class.
Not
everything
in
Ben’s
life
is
a
joke,
he
is
an
excellent
student
par-cularly
in
math
and
science.
He
enjoys
playing
games
in
his
mom’s
iPhone.
Ben
downloads
apps
all
the
-me.
Since
his
parents
are
originally
from
Kenya,
he
has
learned
to
deal
with
different
cultures
and
live
in
a
mul-lingual
household.
Unfortunately,
his
parents
are
not
able
to
afford
taking
the
en-re
family
every
year
to
their
homeland.
So,
Ben
is
always
wondering
about
the
culture,
animals,
and
the
uniqueness
of
his
families’
land.
8, Boston
pac+ca,
confiden+al
21
22. engagement
play customize
games
builds
autonomy
in
people
and
the
feel
experiment
with
customizing
the
characters
of
command
on
one’s
life
or
environment
–
increase
investment
and
creates
barriers
of
exit
consume relate
digital
media
consump-on
from
watching
explore
rela-onships
with
others
or
look
a?er
videos
to
reading
stories
others;
desire
for
higher
purpose
compete collect
opportunity
to
challenge,
“mastery”,
and
interested
in
acquiring
and
accumula-ng
accomplishing
(feedback,
leaderboard)
virtual
goods,
points,
badges