GAMIFICATION IN THE CONTEXT OF HEALTHY EATING FOR COLLEGE MALES

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Figure 2.3 Nightmare: Malaria using a social cause as a game giving the user the option to donate to people exposed to malaria. The game introduces the player to Anna and engages the player to help Anna escape from her own infected body. The game reflects similar functions of goal setting and discovery. Nightmare is reminiscent of Limbo and badland where players enter a dark world. However, in that world the player figures out puzzles or problems while the story is told, similar to Nightmare. Failure at a level in Nightmare provides players with facts about Malaria, a kind of paradigm shift in game play. Although the players do not reach a level, they still benefit by gaining knowledge. The game promotes the player to take moral action, such as, buy a bug net or donate to AMF. It is my hope that gamification inherently engages players to take moral action. The future is bright for my fellow designers and I to apply important serious play to social responsibility. Do I think that gamification is the answer to every problem? Well, I would not be adhering to player experience designer ethics if I said yes. Today many apps or games use gamification ranging from the mundane to serious play. I believe we designers can repackage gamification into something more than badges or points. Our challenge as designers is to visually display problems in a more approachable context. We should engage players in an effort to change individual perceptions through storytelling.

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