Analyze and plan the transformation of an existing experience using
gamification techniques while integrating inclusive, socio-emotional,
entertainment,
and universal design strategies.
After you review the examples below, and the key terms:
Make 4 slides to cover how you will do the following for your prototype with example images and writing.
Compete with Popular Culture
Compare your work to 2-3 similar works in popular culture (visually, or with sound or with writing)
Build Expectations and Maintain Expectations
Example of how you start
Example of how you hold attention
Write to the Audience and Integrate the Content (share a section of your script) (think about the animation of miner madness)
Only Stories Matter (share your story line)
Then
add the slides to your existing presentation
submit to D2L
A. Tuckaway General Store
You have been transported inside the General Store at Shelburne museum and see that you are locked in. Look around the room and find clues to help you solve the puzzles that will open all four locks to escape. Good luck!
Learn more about the A. Tuckaway General Store here.
The Shelburne Museum has a lot of virtual tours, check out the Creature Comfort Tour.
Visual Design Elements:
Avatars: an icon or representation of ones self on social media and games, the term is derived from Hinduism and Buddhism: The physical manifestation of a deity, spirit, or abstract quality in human or animal form. Avatars are meant to help people or counteract evil, suffering, or problems in the world. The word comes from the Sanskrit word avatāra, which means "descent". What is an avatar really?
Spin the Wheel
Dynamic Pages:Websites that have moving elements. But, be wary of the Chocolate Covered Broccoli, don't just apply it without meaning or purpose: Here is an example in the Bastien Gervasoni website
Intermittent Variable Rewards: Giving rewards sometimes and varying the amount and type can actually engage the user more. A dog will jump and play dead and not always get thier treat, but they know they will get one soon.
Escape Rooms: Both Physical Spaces, Physical Games and Digital Games where the players must solve clues to escape.
Entertainment Strategy
Animation
Music
Team competitions
Team Spirit
Personal challenges
Progressing game narratives
Points
Tutorial through action
Puzzles
Spatial Understanding
Avatars
Game Loops
Feedback Loops
Haptic Feedback
Conditional Statements: If this then that
Cause and Effects
Satisfaction
Mastery
Curiosity
Drills
Mechanics
Cost
Health (Health Bar)
Target
Speed
Stamina
Duration
Teams
Synthesize
Simulate
Levels, Level Up
Enjoyment
Free choice play time
Outcome uncertainty
Dungeon Crawler
Inventory
Collaborative
Competitive
XR, AR, Mixed Reality
Proteus Effect
Joy, Fear
Goal
Obstacles
Don't Procrastinate! The Deadline is coming.
Find out about Betwixt mental health app - You are in the inbetween.
“I would rather entertain and hope that people learned something than educate people and hope they were entertained”
-Walt Disney
“The play is not
in the words,
it’s in you!”
– Stella Adler