9. MESSAGING CAVEAT
Pretty clear that kids 11-13 don’t
want to play an educational game
about substance use.
Solution:
Tuesday, June 18, 2013
10. MESSAGING CAVEAT
Pretty clear that kids 11-13 don’t
want to play an educational game
about substance use.
Solution:
HEAD FAKE!
Tuesday, June 18, 2013
13. GAME GOALS
• Create a fun game
• Introduce players to
pressure situations
• Introduce internal and
external pressures
• Show that players don’t
need to give in to be cool
Tuesday, June 18, 2013
14. GAME GOALS
• Create a fun game
• Introduce players to
• No preaching or
speaking down
pressure situations
• Mechanism for positive
• Introduce internal and peer support
external pressures
• Emphasize that the
• Show that players don’t majority don’t use
need to give in to be cool substances
Tuesday, June 18, 2013
15. COMMON LANGUAGE
Draft the goals
together
and get constant
buy-off
from each other
Tuesday, June 18, 2013
17. METHODOLOGY
What’s your plan of attack?
What worked for TT: metaphors
and game mechanics that
carry a message
Tuesday, June 18, 2013
18. CUSTOM FIT
Why was that a good fit for us?
Find your custom fit
Tuesday, June 18, 2013
19. CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
Find your custom fit
Tuesday, June 18, 2013
20. CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly
Find your custom fit
Tuesday, June 18, 2013
21. CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly
• SG = fun first. Let game carry the content.
Find your custom fit
Tuesday, June 18, 2013
22. CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly
• SG = fun first. Let game carry the content.
• Had enough time to refine the
transformational mechanics
Find your custom fit
Tuesday, June 18, 2013
24. A WRONG APPROACH
Will vs. Control
• Client caught it, messaged to us.
• Worked together on
understanding the problem.
• Client suggested alternative.
Tuesday, June 18, 2013
29. MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change
Tuesday, June 18, 2013
30. MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change
• Reading and remembering in-game
dialogue correlated with positive changes
Tuesday, June 18, 2013
31. MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change
• Reading and remembering in-game
dialogue correlated with positive changes
• Longer play time produced significant
improvements in perceived resistance skills
Tuesday, June 18, 2013
35. DANGERS OF
COLLABORATION
• Ownership / identify
decision-makers
• Decentralize approvals
• Clear decision pipeline to
avoid approval bottlenecks
Tuesday, June 18, 2013
36. DANGERS OF
COLLABORATION
• Ownership / identify
decision-makers
• Decentralize approvals
• Clear decision pipeline to
avoid approval bottlenecks
• Identify scope of content
and begin curation early
Tuesday, June 18, 2013
38. IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution
Tuesday, June 18, 2013
39. IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution
• SG strengths: communication, quality,
openness, experience in game dev.
Tuesday, June 18, 2013
40. IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution
• SG strengths: communication, quality,
openness, experience in game dev.
• BEST / DS strengths: communication,
knowledge of material, agility, openness,
no-BS approach.
Tuesday, June 18, 2013
44. WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Tuesday, June 18, 2013
45. WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Tuesday, June 18, 2013
46. WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect expertise of each company.
Tuesday, June 18, 2013
47. WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect expertise of each company.
Identify owners and decision-makers
Tuesday, June 18, 2013
48. WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect expertise of each company.
Identify owners and decision-makers
Plan for measurement
Tuesday, June 18, 2013