Presentation is loading. Please wait.

Presentation is loading. Please wait.

Ankit Agrawal Harshvardhan. Outline Introduction and Target Users Games(Digital and Traditional) Observations Our Observations and Approach Our Target.

Similar presentations


Presentation on theme: "Ankit Agrawal Harshvardhan. Outline Introduction and Target Users Games(Digital and Traditional) Observations Our Observations and Approach Our Target."— Presentation transcript:

1 Ankit Agrawal Harshvardhan

2 Outline Introduction and Target Users Games(Digital and Traditional) Observations Our Observations and Approach Our Target Users and Our Digital Games

3 Introduction Objective : Designing meaningful digital games for rural children. Action : Facilitate rural children to play their digital games. Observe their traditional games. Observed & collected the experiences of the children. Comparative study and key points.

4 Target Users The games were tested in the following three communities : 1. Public School in a remote village of Mysore. 2. Private school in lucknow where the children enjoy high parental income. 3. Public school in Lucknow near the above mentioned where the parents income were not that much.

5 Digital Games Some of the digital games employed were : 1. Crocodile rescue. 2. Dancer 3. Train Tracks 4. Frogger There were total of 10 games that were used for testing for a period of 17 weeks.

6

7 Traditional Games A total of 28 traditional games were used, some of which are Halla Guli Maane Siya Satkana Cops and Robbers Trump Cards Pen-Pick Hide and Seek Gucchi Garam Kabaddi Giti Phod Kite Flying

8

9 Observations The following observations were made : Character or team development has no central role in traditional games, as required in video games unlike video games. Traditional games do not have skill enhancing objects, as they are mainly meant to be acquired or moved around only. No pre-programmed logic so games advance only when players act. Simple social interaction and engagement in traditional games as compared to digital.

10 Improvements After interpreting playable issues with the digital games and the results from newly designed game(Tree - Tree), the following modifications to existing games are suggested : Game has to be challenging, enjoyable without being too difficult. Adavanced levels should have more subgoals Using same game mechanics that are there in traditional games guarantees the success of digital games.

11 SHORTCOMINGS The target users that they chose are not the true representation of rural Indian children. Even their digital games are not much meaningful skills enhancing. Number of schools are very less

12 STRENGTHS Their observation is true that Indian traditional games are not much skill enhancing. Most of the games require more physical stamina rather than mind exercise. The suggestions to make digital games more engrossing are really magnificent. Tree-Tree game is entertaining and at the same time it is educative and easy to implement on mobiles as well

13 TARGET USERS Our target users will be children between the age of 5-15 residing in villages closer to semi-developed city

14 OUR GAMES Business(to teach the business skills ) Driving In real world. Finding the cattle (To enhance logical and mathematical reasoning). Defenders(For enhancing team skills) Our games have a wide range based on the age and living environment of the children

15 Thank you Questions??


Download ppt "Ankit Agrawal Harshvardhan. Outline Introduction and Target Users Games(Digital and Traditional) Observations Our Observations and Approach Our Target."

Similar presentations


Ads by Google