AR game and handbook suggestion

The suggested aim of a new educational AR game: in the game youngsters aged 10-16 need to get other youngsters to eat and drink unhealthy food and drinks in an automated, binge-like way. As a result of playing the game, the young players should get more insights into the mechanisms of the online promotion of unhealthy food and drinks that they themselves are facing online on a daily basis.

Game specs:

  • Players need to answer multiple choice questions. Each question is a level.
  • Players get instant feedback on each choice by means of augmentations. The augmentations show the effect of their choice on their target group: other youngsters aged 10-16.
  • Players can only move on to the next level after picking the right choice (in case there is 1 right answer) or all right choices (in case there are more right answers). They can pick as many choices as they like.
  • The levels:
    • Level 1: Define external brand triggers (remind them of you, f.i. advertising)
    • Level 2: Define an internal trigger (exploit negative states, f.i. boredom or anxiety)
    • Level 3: Maximize the internal triggers (personalize to find out f,i. when a youngster is bored or anxious)
    • Level 4: Connect the triggers to the goal (create immersive environments, f.i. games, videos, social media contact)
    • Level 5: Create rewards (food ingredients leading to dopamine, f.i. refined carbohydrates and fructose)
    • Level 6: Create even more rewards (social media attention leading to dopamine)
    • Level 7: Make the rewards even more effective (variable rewards)
    • Level 8: Make it stick (let youngsters invest time and effort in you)
    • Level 9: Make it stick even more (change the internal digestive system)
    • End state: an animation of how it all works smoothly together based on our infographic:

ANEMELO - Infographic 1

This would mean there will need to be a handbook containing the nine topics that are addressed in the game, based on literature:

  1. Game legitimation
  2. Why a game
  3. Game aim
  4. Habit formation
  5. Teenage brain and dopamine
  6. An overview/ infographic
  7. How external brand triggers are used, i.e advertising
  8. How internal triggers are used: exploiting negative states, f.i. boredom or anxiety
  9. How the internal triggers are maximized: using personalization to find out f.i. when a child is bored or anxious
  10. How to connect the triggers to the goal: creating immersive environments, f.i. games, videos, social media contact
  11. How to create rewards: adding food ingredients leading to dopamine rushes, f.i. refined carbohydrates and fructose
  12. How to create even more rewards: providing social media attention leading to dopamine rushes
  13. How to make the rewards even more effective: offering variable rewards
  14. How to make it stick: encouraging children to invest time and effort
  15. How to make it stick even more: changing the internal digestive system
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