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Educational Gamified Platform / Game
In order to help reduce home accidents, I imagine to collaborate with a local
firehouse organization
a)  To promote prevention as a concept
b)  To facilitate young in between 10 to 12 years old understand key
concepts in security at home, Scholl and public places
c)  To create a new educational / entertainment digital concept
Concept description
An educational journey, were the player can choose different actions in the
context of a house, School or a street. Some actions will increase the safer
level, some other will decrease the safer level (or even injury the participant).
A narrative perspective that drives the player on how to detect situations that
needs attention and action, and some other actions free-of-risk that can be
enjoyable.
Basic mechanics
1)  Point system: based on a “safeness level”, each action the player take to
minimize or eliminate a risk, gains an X amount of points. If the action is
not taken or the risk not discovered in certain amount of time, points are
lost – the risk is explained and the action is guided for the user to take it.
2)  Levels: increasing levels of users are based in the point system. Ranges to
be created from “newbie” to “experienced”, “fireman” and “master of
class”.
Basic mechanics
3) Challenges: each level will include two types of challenges – direct and
hidden. Direct challenges are shown in the screen for the user to identify the
risk and act accordingly. Hidden challenges won’t be shown in the screen. This
hidden challenges will increase the users points if them are discovered and
treated efficiently.
4) Appointments: time based actions to be presented if the participant likes to
be included in a “global joint game”: individual competing together in teams
formed by classroom members, competing to other classes / schools.
Player types
Based on Jon Radoff alternative view, we create this gamified experience based
on different player types:
1)  Few players – Qualitative: Immersion: we expect the users to engage to
the level of wanting to become fireman supporters.
2)  Many players – Qualitative: Cooperation: users to gather together in
competition against other classes / schools.
Thank you!
Play, learn, optimize.
Rodrigo Borgia
rborgia@gamifica.net
Direct: +0054 341 4818539
Celular: +0054 9341 6087362
España 1734 - 2000 – Rosario - Argentina

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Educational gamified game

  • 1.
  • 2. Educational Gamified Platform / Game In order to help reduce home accidents, I imagine to collaborate with a local firehouse organization a)  To promote prevention as a concept b)  To facilitate young in between 10 to 12 years old understand key concepts in security at home, Scholl and public places c)  To create a new educational / entertainment digital concept
  • 3. Concept description An educational journey, were the player can choose different actions in the context of a house, School or a street. Some actions will increase the safer level, some other will decrease the safer level (or even injury the participant). A narrative perspective that drives the player on how to detect situations that needs attention and action, and some other actions free-of-risk that can be enjoyable.
  • 4. Basic mechanics 1)  Point system: based on a “safeness level”, each action the player take to minimize or eliminate a risk, gains an X amount of points. If the action is not taken or the risk not discovered in certain amount of time, points are lost – the risk is explained and the action is guided for the user to take it. 2)  Levels: increasing levels of users are based in the point system. Ranges to be created from “newbie” to “experienced”, “fireman” and “master of class”.
  • 5. Basic mechanics 3) Challenges: each level will include two types of challenges – direct and hidden. Direct challenges are shown in the screen for the user to identify the risk and act accordingly. Hidden challenges won’t be shown in the screen. This hidden challenges will increase the users points if them are discovered and treated efficiently. 4) Appointments: time based actions to be presented if the participant likes to be included in a “global joint game”: individual competing together in teams formed by classroom members, competing to other classes / schools.
  • 6. Player types Based on Jon Radoff alternative view, we create this gamified experience based on different player types: 1)  Few players – Qualitative: Immersion: we expect the users to engage to the level of wanting to become fireman supporters. 2)  Many players – Qualitative: Cooperation: users to gather together in competition against other classes / schools.
  • 7. Thank you! Play, learn, optimize. Rodrigo Borgia rborgia@gamifica.net Direct: +0054 341 4818539 Celular: +0054 9341 6087362 España 1734 - 2000 – Rosario - Argentina