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Games, Design and Play II

In this course, we were asked to create a game to persuade students to enroll in a particular study of our choice. Determining the relevant knowledge, skills, and attitudes that pertain to (a part of) the study and that the designer wanted to teach with the game using persuasive elements. 

EXPERTISE:

Creativity & Aesthetics

Technology & Realization

User & Society

16/11/2021 - 27/01/2022

ROLE:

Game interaction design

Psychological elements of game design

Game layout design

This course helped me to understand in ways digital interaction could be used as a learning, transformational and persuasive experience. Based on the design goal and target group, such a powerful tool could be used for persuasive and/or educational purposes. This course, helps the designer think about the autonomy of the user and ways to include that in the complex interactions within the game. Games are a powerful tool to manipulate emotions, cognitive abilities, and most importantly, motivational factors which shape the user's attitudes. Game design helped me learn a new aspect of technology & realization which is helpful by being able to get the reigns of creating 2D and 3D games. Furthermore, It helped me ponder my roles & responsibilities in such a dynamic team, especially in such a design specialization. 

Basic level of the game
A level of the game

The game presented is targeted toward upcoming first-year students and high school students at a TU/e open day. The purpose of the game will be to persuade its audience to sign up for the Industrial Design study at the TU/e while learning about the study, having fun, being engaging, and being motivating. The mood of the game will be lighthearted, with a little mocking towards the player to decrease the notion that the game is only educational and allow for fun. The structure of the game is decision-based where the player will constantly be given the option between two choices and have to choose one. Each choice can either be positive, negative or both and affect the overall gameplay. In the end, the player will get a score as feedback on how well their product has sold. To achieve all these points above, the game must be persuasive for the specific audience, have a captivating instructional design, and most important of all, be a fun playable game.

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The questions posed in front of the user is chosen based on the phase the user is playing in. There is a segue for the player to know how each choice he/she makes influences the scores

Development iteration where important features are functional

However, as the difficulty raises, this becomes less apparent and helpful to the players. This can be seen as a nudging mechanism to implement the right tools for decision-making with the objectives in hand. The players are continuously being tested by keeping track of their designs and testing their statistics. These scores will, later on, determine how well the product does in the desired market, on which players receive stars. Furthermore, depending on these scores, the profit gained varies and is the bottom line to gain personal as well as company recognition. 

Here is the Final Report & Reflection: Click Here

Here is the zip file for the Game : Click Here

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