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CREATE GAMES THAT SOLVE PROBLEMS: A GUIDE FOR GOING BEYOND SERIOUS GAMES

Nico King



 

There are around 17 million Australians that play video games - that’s roughly 68% of the total population. This statistic is similar across most countries, and with an average playtime of 83 minutes per day. That’s 83 minutes a day that you could be reaching a new audience and transforming their behaviour through play!


Video games have the potential to reach across demographics and borders to unite people towards a common goal. Games let us experience digital worlds from a first-person perspective, allowing for a more active role in the acquisition and formulation of ideas when compared to traditional media. Video games have also become a tool for communication within our society and can provide an interactive environment for like-minded individuals to collaborate, learn, and even bring about social change.


With the rapid advancement of technology over the past 20 years there are now incredible new possibilities to solve modern problems with digital games. There are many reasons you may want to create your own game, whether it is to raise awareness, incite change within your community, or tackle a real-world problem with a unique solution.


This eBook is a practical guide to the essential first steps of creating a game that solves a real-world problem, based on experience of developing over 150 games for our clients, which includes government organizations, charities, international brands and many more

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

eBook


N/A

2022

37

 

TAGS


Authors: #NicoKing

Publishers: #ChaosTheory (Chaos Theory)

Languages: #English

Format: #eBook

Accessibility: N/A

Year: #Year2022


Companies:

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Public Figures:

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Games:

N/A


Misc:

#EnvironmentalSustainability (Environmental Sustainability [Climate Change])

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