This proposal is for an educational game called "Kamikaze" about Japanese kamikaze planes in WWII. The game would allow the player to upgrade their plane each time it crashes to educate people about how kamikaze planes changed over the years. The target audience is male players aged 16 and older due to the violent content. Research into kamikaze plane designs and battlefields will influence the game's visuals. Legal considerations include checking with people from Japan to avoid offending them and restricting access to younger players due to violence.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
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My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources- http://shellyterrell.com/icebreakers
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4. proposal(2)
1. Proposal
1
Working Title:
Kamikaze
What is it called? This can change if you think of something better later
Product’s Purpose:
It is used to educate people about the destruction of kamikaze planes during WWII
What is the product’s purpose (entertain/educate etc.) and how will you achieve this?
Genre:
Action
What sort of product is it
Content
It is about the journey of kamikaze planes and how they changed over the years. The aim is to
upgrade your plane, every time you crash, you get money to upgrade your plane. I would include a
kamikaze plane with a Japan logo on each wing.
What is your product about? Discuss what you would put in it (be specific). Does it have a story? If
so, discuss it here
Audience:
Mine is for male from the age of 16 because back in WWII they were mainly men who flew the
planes. The game also has got quite a lot of violence making it not suitable from below the age of
16.
Who is your audience? Be very detailed; age, gender, social status, psychographic etc
Why would your project appeal to this person?
Research and Planning:
The look of the plane in the research will look similar, so will the setting on a battlefield.
What elements of your research and planning will you use in your final production?
Where will you use your research and planning in your final production?
Legal & Ethical Considerations:
People in Japan might get offended because they are trying to forget the event that unfolded. I
would not restricting it for younger people as it is not very violent. I will ask people from Japan to
see whether they get offended from the game idea.
Think about any offensive material you will include?
Will you restrict younger people using/accessing it?
Will it offend any social groups/religions/ethnicities?
How will you ensure you do not offend anyone?
Are you using characters/names/logos of existing products/IPs?
Will you product be sufficiently different from existing products to not get sued for copyright
infringement?