Wednesday, October 7, 2015

Social Impact Game Case Study

  Get Water! is a game developed by Decode Global Studio, to educate people about the water scarcity in India and the effects it has on girls' education. This game is a side-scrolling, endless runner with a story element in a total of ten runs.
  When you start Get Water!, you see a young girl in class, Maya, when suddenly she is pulled out by her mother because she needs Maya to go get water for her family. The village's water is always breaking so Maya keeps getting pulled out of school to retrieve water. "She collects drops of water in the vessel she carries on her head, avoiding dirty water, flinging boomerangs at pesky peacocks, jumping over turtles, and avoiding bouncing footballs" (Shapiro). In order for Maya to collect the water, you must help her out.
  To help out Maya, you draw a line that she can surf on to collect the water droplets to fill her pot. You may also collect boosters like a jerry can that'll give you ten more water droplets in your pot. After getting a certain amount of water you can unlock new chapters in Maya's story and she learns new skills so she can collect water faster and protect her pot.



Get Water! The Amazing Story of Maya: https://vimeo.com/decodeglobal/getwatertrailer
 
  In between runs, you will see facts about the water scarcity and the effects it has on girls' education in India and other places around the world. One of the facts in the game is that in Africa alone, people spend forty billion hours every year getting water. As well as in the game you find out that seventy-five percent of schools in the world do not have bathrooms In addition to the fun facts found in the game, a six part lesson plan for fourth to sixth grade teachers is available on the game's website for free.  
 

Works Citied
Shapiro, Jordan. "A Touch Screen Game That Wants to Save the World." Forbes. Forbes Magazine, 22 Mar. 2013. Web. 8 Oct. 2015.

Monday, October 5, 2015

Game Narrative Design Challenge Post-Mordem

  "Fear the Night" was the game my team and I created. The scenario of the game was four campers of the future sneaking onto an enclosure for a unauthorized camping trip. Little did they know that the enclosure was once a dangerous testing ground for a technology that creates real life simulations of whatever is being thought and is now under surveillance. The technology is turned on at night and creates a physical appearance based on the analyzations made from hearing the spooky campfire stories that were told by the campers earlier. The objective of the game is that the campers must survive against the creations of their minds until they can escape when the sun rises. 
  The process of creating the game was surprisingly easy. The random cards that were chosen had different aspects such as setting (which was space), characters (which were the campers), and obstacle that kept them from achieving the goal (telling stories). Once we had found a connection in the cards, creating the storyline and characters of "Fear the Night" was not difficult at all. 
   Although it might seem biased, I do not think anything could've went differently to make the game better. Nothing went wrong creating the game either. As I said, creating the game was surprisingly easy with my team. We created a game that the majority of the class seem to like and I would not change a thing about "Fear the night."