SGP: Friendly Feelings Contribution

This week our serious game project team further discussed out game ideas.  After much debate, we decided that we would expand upon Sierra’s idea.  Sierra’s idea involved a game which revolved around the usage of imaginary friends as emotional intelligence learning tools.  As children grow up, we found it important that they have the skills necessary to get through difficult aspects of their lives.  Thusly, creating a game to foster those skills seems rather important considering most of our group members grew up lacking any education in this field.

In order to educate users in emotional and social intelligence, we agreed upon making a game which is, at its core, is a child-friendly visual novel.  The characters in-game, which will be the player’s ‘imaginary friends,’ will be scattered around a park or playground which has very drab, washed-out colors.  The player has to talk to all of the ‘imaginary friends,’ each of which will be representative of a social/emotional intelligence skillset such as self-awareness, self-management, motivation, empathy, social skills, etc.  Conversing with a character will educate the player about the associated social/emotional intelligence skillset, after which the player is brought into a fun puzzle game which they must solve.  The puzzle will reinforce what was just taught to the player in a fun and engaging way, therefore hammering home the message.  After each puzzle is completed, the section of the game environment that the associated game character was located in will have its full color and vibrancy restored, therefore providing players with additional incentive to keep progressing through the game.  After completing the puzzle provided by one in-game character, players can then move on and converse with the other characters.

As for this week’s game brief, I had expanded upon the “Levels/Environment” section as well as the “Main User Mechanics/Actions” section.  For “Levels/Environment,” I discussed our ideas regarding progression and came up with the idea for gradually restoring color to the game world as players progressed.  As for mechanics, we figured that out game would be best suited for mobile devices such as smartphones and tablets as that would provide us with the greatest reach for hitting our target market of 6 to 10 year-olds.


Game Brief

Group Members:

Luke Carpentier –

Sierra St.Onge –

Khuong Truong –

Darius Watts –

Nicolas Kruzel –


Game Idea: Wii Sports-like Stroke Rehab

This week’s serious game topic involved designing a game which would assist either elderly or disabled individuals in maintaining independent living.  With such a broad topic, our group decided to focus primarily on games which would assist the disabled.  One game would act as a form of entertainment for the blind as there are currently very few games on the market that cater to such an audience, essentially detaching them from the digital entertainment industry.  Another idea involved creating a game for the deaf which involved sign language recognition, therefore allowing them to interact with the game in a very comfortable fashion.  Lastly, we came up with an idea which would aid in muscle rehabilitation, specifically for stroke victims as the rehabilitation exercises required to regain motor function are often quite boring and tedious.  Thankfully, with the recent introduction of virtual reality to the consumer market, there are a lot of new ways to incentivize movement and exercise.

For the muscle rehabilitation game, I envision something which utilizes virtual reality in order to make rehabilitation exercises fun and engaging, therefore essentially masking the fact that individuals will be repeating otherwise monotonous movements with their hands, wrists, and arms.  The idea is to create a Wii Sports-like game for the HTC Vive which contains a series of differing minigames, each of which will feature a different type of upper-body movement.  The first minigame, for example, could be one which solely uses the thumb trackpad on the Vive, followed by a series of other minigames with gradually increasing difficulty (in terms of the muscles required to play).  This would allow stroke victims (or others recovering from a motor function disability) to not only gradually recover their motor skills in a less tedious way, but would also incentivize the recovery process by providing those playing with plenty of new games to work towards, thereby potentially decreasing recovery times!

I really believe that one of the biggest obstacles in the way of stroke victims recovering their motor skills is the sheer tedium of the required daily routines which can inevitably take a mental toll on the recoveree.  Therefore, I find it very plausible that gamifying the process would not only make stroke victims look forward to doing their required recovery exercises, but could also do so to the extent to which it speeds up their recovery.


Group Members:

Luke Carpentier – (Links to an external site.)

Sierra St.Onge – (Links to an external site.)  (Links to an external site.)

Khuong Truong – (Links to an external site.)