2. What is CampusCraft? A serious health game targeting college students, especially freshmen. Currently, CampusCraft is in the prototype stage. It’s funded by a Phase I - Small Business Innovation Research (SBIR) grant from the National Institutes of Health (NIH). Currently pursuing a Phase II award.
3. Background Students are new health care consumers. No longer rely on Mom or Dad to take them to the doctor. Students enjoy independence from eating their veggies, bed times, and the rules of home. College represents both a challenge and opportunity to reach students on issues surrounding their health. Games offer an effective platform to introduce health issues to students within the context of college life, make them relevant to them as individuals, and encourage a healthy, balanced lifestyle.
5. Primary Learning Objectives Players develop an understanding of… their health risks (i.e., personal, family, social, environmental, etc.); how behaviors & lifestyle impact their health; resources & strategies available to help them; and how to apply or use these skills, resources and/or tools to thrive while in college and beyond.
6. Health Issues Addressed Initial emphasis on sexual health and the influence of alcohol when negotiating… sexual consent condom use. Additional health issues addressed in later stages, such as: Diet Exercise Stress management Drug Use Body image Sleep Etc…
7. Personalized Game Play Player will select or identify: Name Gender Physical characteristics (i.e., height, weight, etc.) Health status &/or family health history Academic ambitions Social ambitions Etc…
8. Game Play Quest-based game Players are given quests, such as solving a mystery. Players will explore the campus, develop friendships, interact with other students obtain information discover clues to solve the mystery. Players will navigate delicate social or personal situations to get the information they need to solve the crime.
9. Examples of Learning Situations Players make choices & decisions throughout game based on prior knowledge and that gained from game play. Situations range from the more learning-based, such as Conversations prior to going out with friends. Screenshot: Britten shows the player a condom compact she uses to discreetly carry condoms when going out.
10. Learning Situations Cont… …to the quest-based Navigate social situations, such as going to parties. Feel free to play beer pong, but don’t let it get out of hand. You still have a job to do. Situations will offer mini-games to play for learning & fun, such as how to play beer pong without getting drunk. Otherwise, you may have trouble playing for awhile.
11. Performance & Achievements Learn to maintain balance between mental, physical, and social wellness while going about every day life. Decisions made throughout the game influence these meters. Conversation choices contribute toward not only knowledge, but your personality as well. Some players may have a harder time achieving balance than others.
12. Conclusion Phase II will seek to build on the prototype to: Offer richer, more subtle, and more diverse storylines. Offer focused, smaller scale missions to build up your experienceand develop specific skills. The more experience & skill you possess, the more effective you are in solving mysteries. Choice of working alone or recruiting a team to complete assignments investigating mysteries occurring on campus. Manage your team of talented students by keeping them happy, healthy, & in school. The better you manage your team, the more effective your team is in solving mysteries.