Project-DinoStore

DINO-STORE

A COVID-19 Related Persuasive Game

TEAM

Ryan J Winstead , Yuchen Zhao, Terra Mae Gasque , Andrew J Busch

MY JOB

Unity Programming(front-end) , Prototyping, Design

TOOLS

Unity 3D

DELIVERABLES

Project + Paper

INSTRUCTOR

Prof. Janet Murray

PURPOSE

Project for Research + Game Jam

DURATION

May.- Aug. 2020(Phase1)

CATEGORY

Game Design

AFFILIATIONS

Georgia Tech

• IDEA

Dino-Store is a persuasive game by using gamification as a way to communicate with the public about COVID-19. “Dino” stands for dinosaurs, the appearance of our game’s main characters and NPCs, and “Store” is the background setting where players have the chance to practice how to purchase groceries during a pandemic. In Dino-Store,  “persuasive game” theory is used as a framework to design the whole experience, specifically the idea of “discomfort design”, or the creation of uncomfortable experiences by adding different game elements and parameters to the cognitive load. 

The backend of our game is an epidemiological model created by an epidemiological lab at our university that calculates the chance of infection. The purposes of doing this are 1) to simulate a specific and common scenario to help players relate COVID-19 to their daily lives; 2) to directly show how the player’s different choices will lead to the degree of possible infection and the outcome, letting people directly know the relationship of their behavior and the potential result; 3) to compare and contrast various store policies (e.g., mask required or not, shopper number limited or not, etc.) and how they affect the rate of  infection. By using these strategies, players will understand COVID-19 from a relative microcosmic perspective, such as how individual behaviors and store policy matter, etc.

• KEY FEATURES

✅  Game of Persuasion

✅  Public Gaming

✅  Game design

✅  Interactive Design

✅  Epidemiology + Game

• DESIGN OUTCOME

• DESIGN CONSIDERATIONS

💡 How to design a persuasive game?

      – Procedure rhetoric, Persuasive Game Design Model. 

💡 How to communicate with the public about COVID-19 effectively?

      – Gamification, serious game, real-life scenario. 

💡 How to embed epidemiology model into games? 

     – Infection rate will be changed depending on the conditions and player’s choices.

💡 The significance of discomfort design.

      – Time pressure, vision cone design.

 

• DESIGN PROCESS

1. Context Design

This game was designed during the COVID-19 pandemic for the purpose of raising public awareness about the virus. We tried to imitate a real-life scenario to persuade people that the virus is part of everyday life. We designed the context from different perspectives. For example, the narrative design is about preparing a daughter’s birthday and purchasing the ingredients to make a cake as well as buying other COVID-19 items (i.e. toilet paper, paper towels, disinfectant, etc). As for the interface design, in order to create a “shopping” background, we designed the map by referring to real grocery stores as well as including some elements, such as the check-out system, the cart system, shelving, etc.

2. Epidemic Considerations

This part introduces our game’s back-end mechenism, which is the most important part of our game. In order to resemble the current pandemic, we invited an epidemiologist as a consultant to help build a model that reflects reality.

There are three backend mechanics determining the probability of infection in our game: 1) the existing infected population, 2) the distance between characters and 3) the duration that players stay in the store.

(For further details,  please see our paper below.) 

3. Features of Discomfort Built into Design

Our Dino-Store game aims to create an uncomfortable setting in order to persuade people to be cautious about Covid-19 in their daily life. We first setup the context of a birthday and the dilemma of taking the risk to go grocery shopping for the party. Then, we purposely design features which add a level of stress  among the players, such as the check-out system, using sound clips to imitate coughing and limiting the player’s range of sight using a vision cone, etc.

4. Research Paper

Based on this project, we have written a paper discussing how to apply Teresa de la Hera (2014) and Martijn Kors, Erik van der Spek, and Ben Schouten’s (2015)  Persuasive Models to construct games. Here, these models are implemented to measure the extent to which playing our game is supported by the theoretical framework of the models. The research also investigates the significance of complex and discomforting design features built into the game and how such features are used during play.

❤  Acknowlegement  ❤

      Marian Dominguez, Mariam Moattari, Kevin Tang

      GT DiLAC lab

      Gatech News Report, Indiecade

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