LongStory is a progressive dating simulation game that helps players learn about healthy relationships and sexuality through choice-based scenarios. It addresses a gap in resources for youth to learn about maintaining relationships. The game includes characters with diverse backgrounds and views on intimacy, sex, and gender without privileging any one perspective. It aims to provide a realistic gaming experience and encourage empathy through well-developed characters.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Miriam Verburg leads a discussion and networking session around health gaming. Is health gaming different from regular gaming? What features should a game have in order to be considered a health game. Presented at YTH Live 2014 post-conference networking sessions.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Miriam Verburg leads a discussion and networking session around health gaming. Is health gaming different from regular gaming? What features should a game have in order to be considered a health game. Presented at YTH Live 2014 post-conference networking sessions.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
A group project assigned in the Fall of 2007, research into the packaging and design of a new board game was conducted for a client. The target market, men and women between the ages of 25-34 with above average disposable income, were interviewed in four focus group sessions.
In the qualitative research conducted, the 30-somethings generally played board games for various reasons including the positive interaction with people and potentially experiencing the concept of winning. All of those who responded stated they usually played at home in a comfortable setting as an alternative to a night ‘out,’ where alcohol consumption is involved at venues such as restaurants and bars. Four of seven responded they played board games at work and one stated they played Trivial Pursuit at a bar.
Visually, the 30-somethings positively responded to board game boxes that were simple – both in color (preferably a primary color) as opposed to multi-tie-dye colors, as well as cartoon-elements and that briefly introduced the game on the cover. Board game titles were important factors as to initial interest in the product and gave clues as to how ‘fun’ and ‘difficult’ the game would be. Made-up words such as ‘Balderdash’ and ‘Scattergories’ were of particular interest to one participant, who made the point that silly names pose an initial interest in wanting to learn more about the product. In terms of preferences for the artwork and fonts, the style was a huge determination between whether the 30-somethings interviewed would pick up the game – some of the artwork and font, although it is meant for adults, looks childish, which is a major turn-off to those interviewed (Apples to Apples, for example)
It would be optimal to conduct additional focus groups for further qualitative measurement of the general packaging concerns.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
A group project assigned in the Fall of 2007, research into the packaging and design of a new board game was conducted for a client. The target market, men and women between the ages of 25-34 with above average disposable income, were interviewed in four focus group sessions.
In the qualitative research conducted, the 30-somethings generally played board games for various reasons including the positive interaction with people and potentially experiencing the concept of winning. All of those who responded stated they usually played at home in a comfortable setting as an alternative to a night ‘out,’ where alcohol consumption is involved at venues such as restaurants and bars. Four of seven responded they played board games at work and one stated they played Trivial Pursuit at a bar.
Visually, the 30-somethings positively responded to board game boxes that were simple – both in color (preferably a primary color) as opposed to multi-tie-dye colors, as well as cartoon-elements and that briefly introduced the game on the cover. Board game titles were important factors as to initial interest in the product and gave clues as to how ‘fun’ and ‘difficult’ the game would be. Made-up words such as ‘Balderdash’ and ‘Scattergories’ were of particular interest to one participant, who made the point that silly names pose an initial interest in wanting to learn more about the product. In terms of preferences for the artwork and fonts, the style was a huge determination between whether the 30-somethings interviewed would pick up the game – some of the artwork and font, although it is meant for adults, looks childish, which is a major turn-off to those interviewed (Apples to Apples, for example)
It would be optimal to conduct additional focus groups for further qualitative measurement of the general packaging concerns.
Make friends, find that special someone, and solve the mystery of locker 1204 in this hilarious & beautiful episodic dating game for girls 9 - 14. Long Story is a new twist on an old genre: A progressive and queer-positive dating game that helps tweens sandbox healthy relationships and sexuality.
Youth marketing - A guide to understanding youth development phases by Dan Pa...guest10a9e56
A short presentation that looks at some of the key development stages kids, tweens and teens go through and the implications for marketers looking to have conversations with kids. See danpankraz.wordpress.com for more insights into youth marketing.
2. LongStory is a progressive and queer-
positive dating game that helps players
sandbox healthy relationships and sexuality.
The first episode was released March 7,
2014
Platforms: IOS, Android, Desktop
Audience: All ages
Downloads: 53,000
Marketing budget: $800
4. 4
OUR AUDIENCE
846,000 tween girls in Canada and 18 million in the US play video games
Less than 5 companies in North America make games for them
5. LongStory is a game that helps players
learn how to talk about and understand
their relationships, feelings, and desires.
The game provides guidance in the form of
choice options and different outcomes so
players work through emotional scenarios
and replay or experiment as much as they
want.
Example: Abby can be a great friend, maybe
even a girlfriend. But first you have to figure
out what you want.. And even then… It’s
complicated.
WHY A DATING GAME ?
6. EMOTIONAL HEALTH LEADS TO
HEALTHIER CHOICES
Youth are not learning what they want to know
about sexual health.
In a recent survey by Planned
Parenthood Toronto, learning
how to maintain healthy
relationships, was in the top tier
of issues young people want to
learn about.
7. Youth from different cultural
backgrounds and with diverse sexual
preferences have different kinds of
healthy relationships.
In a global village, a game about
love, relationships and dating
shouldn’t present a single model
because youth bring diverse
values and beliefs to the table.
FOR THE LOVE OF CONTEXT
8. In LongStory, characters express different
feeling and attitudes towards, intimacy, sex,
desire, sexuality and gender.
The story shows the interaction of these
beliefs without privileging one set over
another.
Example: Marcel has a really hard time
with PDA. He’s originally from Dubai and
back home kissing a girl was something
you only did in private. He’s also not so
sure how he feels about gay kids being
out, but he doesn’t want to make waves
either - he’s the new guy after all.
12. Create a game context that is like their real
world. Include elements such as texting to
provide a realistic experience of intimacy.
13. Ask players to make difficult
choices, but support them so
they can do so comfortably
14. • Players don’t think it’s a
health game
• Players ask for second
episode
• Players care about the
non-player characters
• Players start telling us
what they want from the
story
KEY PERFORMANCE INDICATORS