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Creating a Game Concept - How?

Research Links

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I researched into creating a game concept and elements to consider such as Platform and Target Audience.

Having a set target audience makes it easier to design according to a specific demographic.

Decisions can be made based off what I think will be most suitable for this target audience.

Angela He states in her article "From Zero to Games Designer" that note taking and collaborative work is especially useful when communicating ideas and creating a game concept.

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How did I use this research?

Because of this I began by mind-mapping my personal experiences which I thought could influence a game concept. This involved my reasoning for simply just playing games. (Distraction method, stress relief, social benefits etc) I broke down elements of games that helped with this such as using Audio/Sound to engage players, as well as immersive experiences using Virtual Reality. Because of this, I considered the possibilities of creating a concept which benefitted both mental and physical health.

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My Aim:

My aim is to have a positive impact on ones health, whether thats mentally, physically or both. I would like to provide a way to distract people from situations they may find themselves in, causing them anxiety and stress.

I looked into simple self-care treatments to relieve tension involving distraction techniques. Also, mental health can be affected during any stage of your life, therefore I am keen to establish a concept which has a positive impact on a wide range of people.

Gamifying Elements of Distraction methods:

I began by mind mapping aspects of Anxiety including the fear of the unknown, panicking, overthinking, uncertainty and nerves. As well as this I picked up on "Indecisiveness" and struggling with handling too much at once.

This is something I struggle with personally and know many people that feel similar to this. Indecisiveness is a result of the fear of making wrong decisions. This leads to problem solving and the anxiety experienced through confrontation.

Elements that can be gamified:

  • Use of audio distraction methods. E.g. Music, soundtracks and sound effects.

  • Physical activity - Having the player move about and get involved rather than sitting at a desk chair for hours on end! Using Augmented or Virtual Reality are both ways of doing so. Meaning players perform tasks/interact/progress by moving around a space.

  • Immersive spaces used to help people focus on other things. This might be by making them perform a specific task or work towards something.

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Notes in Red - Gamified Elements

FUN FACT!

From my research I learned that sport coaches improve their players skills under pressure by putting them through several drills where the "strength of the pressure varies". Players adapt to the pressure, meaning they're more adapted to handle it in a game environment.

How can I use this? - I can create an experience that gradually applies pressure to allow Players to get used to their surroundings/similar real-life scenarios.

Sum-up of Research:

To sum up what I have learned. In order to achieve my aim, its essential to include an element of pressure within my experience. This will challenge players but improve how they react in certain situations. This can be done gradually, as they progress - Can be achieved by multitasking situations, give them more than one thing to handle at one time.

Combine handling pressure in moderation with their objective of the game. Give players something to work towards, a purpose for them to focus on.

Fear of the unknown - Players explore their surroundings, interact with things around them.

Immersive environments - Look into Virtual Reality.

Have players experience the perspective of something/someone so distant from their reality - way of disconnecting.

NEXT STEPS:

Essential Experience.

(Can be found in Ideation>Initial Idea)

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