SMITH FAMILY: 5 of 5

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I have omitted and obfuscated confidential information in this case study. All information in this case study is my own and does not necessarily reflect the views of the client.


OVERVIEW

5 of 5 is a geo-location team-based mobile co-op game designed to keep vulnerable children in school. The game utilizes key game design and psychological principles to develop bonds among students helping build confidence making school a positive place to be.

OBJECTIVE

The macro objective was simple, keep children on track at school so they can have the best possible future.

More specifically get kids around 14-year-old motivated to attended school over the course of the school term.

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Why?

  • Today, 1 in 10 Australian children are living in jobless families, these children are disadvantaged by their low socio-economic situation often lacking supporting resources reducing development opportunities.

  • Students disadvantaged by their low socio-economic situation have significantly lower Year 12 completion rates (58%) opposed to students from a high socio-economic situation (77%).

  • Disadvantaged students aged 15 years old are on average 2-3 years behind in reading and maths. This often leads to a loss of belief in their own education and more attention focused on distractions outside of school leading to kids to not to attending school.

  • Education attainment is an important predictor of future employment, welfare and health prospects – and it improves [a person’s] ability to contribute socially and economically in the community.

 

STRATEGY

Develop a strategy utilizing channels which engage and support childrens behaviour to help them achieve their Learning for Life objectives.

Goals

  • Get kids motivated to attended school over the course of the school term.

  • Help facilitate the development of social skills and teamwork.

  • Develop children’s thinking and imagination.

  • Get kids bonding and having fun.


Solution

A fun daily team based geo-location mobile game (Target audience device mobile and tablet) which requires the player to be at school with their class mates during school hours to play the game.

  • Encourage and track school attendance.

  • Reward Students for attending school by provide in-game rewards for Students at school (geographically) during school hours which allows them to play the game outside of school hours as not to interrupt their studies.

  • Reward daily participation (positive feedback loop) to drive children to attend school.

  • Track student activities to spot trends, user behaviour and team behaviour.


KPI’s

  • School attendance rates.

  • App participation rates.

  • Game completion rates.

ACTIVITY FLOW LOOP

1. WAKE UP ALARM
Push notification alerts the student that the a Mission report is available.

2. TRACK ATTENDANE
Student checked in to the game Nexus when they arrive at school (Robot online).

3. STUDY
Robot charges while student is at School (Geo-location).

4. TRACK ATTENDANCE
Student checks out of the Nexus at the end of school

5. PLAY GAME
Student plays game, setting tasks for their Robot

6. BED TIME INDICATOR
Student sleeps while Robot executes tasks from 10:00pm


SOCIAL EFFECT

  • Students join teams and becomes part of a community, bonded together for a common cause which has them attending school.

  • Near Goal completion encourages teams to support each other to achieve common objectives.

  • Interest and participation increase throughout the School, the game becomes a bridge for student bonding & increases attendance.


GAME OVERVIEW

  • Join a squad and Engage in an interstellar adventure of discovery & wonder. Traverse through the universe & beyond on a mission to discover a new future for humanity.

  • Control one of 5 space Androids in your squad.

  • Discover new Galaxies, Solar Systems & Planets.

  • Pioneer new technologies, terraform planets and find Alien life!

  • All while uncovering the great mystery of the Universe.

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OBJECTIVES

  • The core objective of the game is to locate planets which will support human life and colonize these planets as we have made a mess of the Earth.

  • The squads which support bigger populations on their planets earn more points.

  • The squad with the most points at the end of the game (End of term) is declared the Champion.

 

MECHANICS

  • Turn based multiplayer strategy game where participants manage resources, develop technologies, set objectives, and complete missions in order to explore the universe, populate planets and discover new life forms.

  • Players join a squad and are allocated 1 of 5 Robots on a spaceship. Each Robot has it’s own specialty which makes them more efficient at specific tasks.

  • Squads make their plans, coordinate their efforts and manage their resources in order to effectively explore, discover and colonize planets.

  • The play time of the game is controlled by the Robots energy level. Each Robot has a finite amount of energy which the player can uses before the Robot needs recharging.

  • Robot recharging requires students to attend school and stay in school to continue playing the game.

  • Students can issue orders to their Robot outside of school hours up to 10pm which is when order transmission time stops. This mechanic ensures that the game will not be played within school hours.

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