Apps Progress
Apps Progress
Brainstorming
Introduction of the game “Discover Ambition”. The game is about discovering your ambition. H’ana has a lots of ambition and in this game, the level that you passed will be showing a part of H’ana’s ambition to the audience. This is to create interaction with the audience. It motivated the audience to be like H’ana, they can discover their own ambition by playing this game.
Why continuation of the story?
To keep the story on going there will be fans that would like to see more about how the main character goes through ups and down. The benefit of creating game to lead the audience is because the audience can decide on the character story. The use of my apps, the continuous story of Kylie continues to build storytelling through game play. Game play becomes parts of the interaction activities.
Brainstorming
Introduction of the game “Discover Ambition”. The game is about discovering your ambition. H’ana has a lots of ambition and in this game, the level that you passed will be showing a part of H’ana’s ambition to the audience. This is to create interaction with the audience. It motivated the audience to be like H’ana, they can discover their own ambition by playing this game.
Why continuation of the story?
To keep the story on going there will be fans that would like to see more about how the main character goes through ups and down. The benefit of creating game to lead the audience is because the audience can decide on the character story. The use of my apps, the continuous story of Kylie continues to build storytelling through game play. Game play becomes parts of the interaction activities.
The personal contribution that I have created is a gamify application. The application is one of the various platforms for the transmedia project. The idea for the gamify application does not just stop at the artifact but it is also a continuation of Kylie’s story. Gamification focuses on technology's education called the “four freedoms of play”.(Analytica, 2016) The freedom to fail, the freedom to experiment, the freedom to assume different identities, and the freedom of effort.(Analytica, 2016) The freedom to fail allows the audience to experiment in exploring and discovering new strategieand pieces of information.
Players get to know a part of the story after passing each level of the game. Each level has a mission for the player to pass, the mission is to collect the amount of the requested dots colors and items to pass the level. The player have to connect the same dot color to earn points and there are also power icons to help them when they have difficulties in passing the level. The challenges are there are limited moves in the game. If the player fails to complete the mission they will be shown a downside of Kylie’s story. It is to show that not everything that Kylie does is a success there are also times where she fails in achieving her goals. For example, she got scolded by her boss for the report she submits. If the player completes the mission and wins the game they will be shown a part of Kylie’s story. For example, she managed to accomplish one of the things that she wanted to do. The interaction between the game and the audience is from losing or winning.
To relate back to the story the purpose of this game is to motivate the teenager to be like Kylie, even though there are times where she would fail she would still move on in. Kylie's personality is being confident in what she does.
Players get to know a part of the story after passing each level of the game. Each level has a mission for the player to pass, the mission is to collect the amount of the requested dots colors and items to pass the level. The player have to connect the same dot color to earn points and there are also power icons to help them when they have difficulties in passing the level. The challenges are there are limited moves in the game. If the player fails to complete the mission they will be shown a downside of Kylie’s story. It is to show that not everything that Kylie does is a success there are also times where she fails in achieving her goals. For example, she got scolded by her boss for the report she submits. If the player completes the mission and wins the game they will be shown a part of Kylie’s story. For example, she managed to accomplish one of the things that she wanted to do. The interaction between the game and the audience is from losing or winning.
To relate back to the story the purpose of this game is to motivate the teenager to be like Kylie, even though there are times where she would fail she would still move on in. Kylie's personality is being confident in what she does.
Research on game
Sketches
Wireframe ideas
Progress 01,02,03 (Version 01)
Progress 04,05,06 (Final Version 02)
Final Apps link
Conclusion
In this Transmedia project, audiences engage through interaction and this Transmedia Marketing helps to promote the H’ana brand. The transmedia interaction infused aims to create awareness for the audience to remember the brand.The storytelling of this transmedia project is to convey the message to teenagers to be confident in themself and to never give up on achieving their dreams no matter what others say. It is alright to have different dreams, just explore who you are. H’ana encourages teenager to have fun, be motivated and enjoy themselves. Having the passion to follow their heart and itching for next adventure. The Transmedia storytelling is fragmented to website (web pilot), Instagram, mobile application, and journal. The website is the main platform where it all begins and connects to all the other platforms, tapes for the audience to listen to and ARG for journal as well as Instagram. Overall, this transmedia marketing can help H’ana to stand out to others.
Reference
Book
Analytica, O. (2016). In Cooperation with GAMIFICATION AND THE FUTURE OF EDUCATION. [online] Available at: https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6 [Accessed 25 May 2020].
Journal
Javanshir R, Carroll B, Millard D (2020) Structural patterns for transmedia storytelling. PLoS ONE 15(1): e0225910. https://doi.org/10.1371/journal.pone.0225910
Figure 01: Sketches on ideas
Figure 02: Sketches on ideas
Figure 03: Sketches on ideas
Wireframe ideas
Wireframe 01
Wireframe 02
Wireframe 03
Wireframe 04
Wireframe 05
Wireframe 06
Wireframe 07
Wireframe 08
Progress 01,02,03 (Version 01)
Final Apps link
In this Transmedia project, audiences engage through interaction and this Transmedia Marketing helps to promote the H’ana brand. The transmedia interaction infused aims to create awareness for the audience to remember the brand.The storytelling of this transmedia project is to convey the message to teenagers to be confident in themself and to never give up on achieving their dreams no matter what others say. It is alright to have different dreams, just explore who you are. H’ana encourages teenager to have fun, be motivated and enjoy themselves. Having the passion to follow their heart and itching for next adventure. The Transmedia storytelling is fragmented to website (web pilot), Instagram, mobile application, and journal. The website is the main platform where it all begins and connects to all the other platforms, tapes for the audience to listen to and ARG for journal as well as Instagram. Overall, this transmedia marketing can help H’ana to stand out to others.
Reference
Book
Analytica, O. (2016). In Cooperation with GAMIFICATION AND THE FUTURE OF EDUCATION. [online] Available at: https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6 [Accessed 25 May 2020].
Journal
Javanshir R, Carroll B, Millard D (2020) Structural patterns for transmedia storytelling. PLoS ONE 15(1): e0225910. https://doi.org/10.1371/journal.pone.0225910
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