
SOS – First Aid is an iPad-Game with Adventure characteristics, which gives the gamer an understanding of the serious topic First-Aid in a playful kind of way. It should provide the basic knowledge, which could be used to act right even in real-life. The intuitive game takes advantage of all the features of the iPad. At the beginning the user chooses one of the main characters, who has to deal with a seemingly everyday-life situation, but as it turns out he has to face various challenges on his way, which are about helping people in emergency situations, which could occur at any place at any time.
GAME LEARNING OUTCOMES
Since first-aid often is a rather dry-witted topic, our goal is to make it a funny topic to learn, without forgetting about the seriousness. Throughout the game, the user acquires more and more first-aid knowledge. Starting with the basics to proceed to more advanced techniques. This knowledge could maybe come in handy in real life, when the gamer is confronted with a real emergency situation.
TARGET AUDIENCE
Our target audience are children 7 years of age and over, who are familiar with using computers and tablets. But even the ones who don’t have any experience should have an easy access to the game. The game should attract children with it’s comic look and a simple story.
GAME FLOW CRITERIA FOR PLAYER ENJOYMENT IN GAMES
> Concentration
For the concentration in our game is important to should quickly grab the players’ attention through funny elements like the characters and the bright colors and maintain the player’s focus throughout the game.
> Challenge
The game should provide new challenges at an appropriate pace and should provide multiple stimuli from different sources. In our game, it happens by a minigame that interrupt the main story. The user gets a few suggestions what to do and if he answers right he gets extra points.
> Player Skills & Clear Goals
The game should include in-game help so players don’t need to exit the game and should be rewarded appropriately for their effort as their skill develops through the game. If the player needs help, he can make use of an info button whack shows him how to deal with specific emergency situation. For every good action the user gets extra point, but if he decides the wrong way ther’s a point deduction. The overall and intermediate goals of the game should be clear and presented early in the game.
> Control
The player should feel a sense of control over the game interface and input devices. In fact, the game follows a linear structure where the player can only move from right to left and vice versa with arrows.
> Feedback
The player should receive feedback on progress toward their goals and on their actions. The players should also always know their status, health and score. The timeline shows the player how much time he earned, helping people in an emergency situation.
> Social Interaction
The game should support social communities inside, and our Facebook page is also going to be a huge part.