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Game Fundamentals, Setting and Story - Case Study Example

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"Game Fundamentals, Setting and Story" paper focuses on the game ‘pick a box’, a commercial game that entails a business tone. It is of importance for all organizations to embrace the game. The game consolidates all consumers of a product under one roof…
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Extract of sample "Game Fundamentals, Setting and Story"

Game Concept – Proposal Student’s name; Tutor; Institution; Date; Game genre/type, Games are social activities within the community that have different meanings and purpose to both the audience and participants. Games take different forms depending on its nature and the intended goal. Common global games have a rich history within the society. Legendary participants have long featured within history books (Maxwell & Rafael 2011). The proposed game below is meant for commercial purposes apart from entertaining participants of the game. Game setting and story, The game is set for commercial purposes. Organizations and business are in search for ways to make their products recognized within the society by a number of consumers. Initial multinational organizations have entered into sponsorship deals with a sports clubs to popularize their brands. It has come extremely expensive to secure a deal with large clubs for small business around the world. This is the main reason why the following proposed game was established to bridge the game between consumers, and suppliers. Advertisements are expensive and not effective as the proposed game below. The game is set to involve participants and audience through the activity. It is, therefore, necessary to get the game rules and regulations right. The game is called “pick the box”. It involves organizational product and consumers. The product is set with a serial number that is used to identify participants within the game. Interested participants are encouraged to purchase the company’s products, and reveal the serial number. This is for the participant’s recognition number that will be used within the game. It is of participant’s interest to keep their number safe and out of reach by any other non-participating persons. Key participants/players, Participants or players of the game are selected by use of the serial number on the product. Players or participants must be consumers of the said product. The manufacturing company will record high sell volume through this game. The first step in the selection of participants or players is through the purchase of the company product. The consumer will then have to consumer the product to reveal the serial number that is hidden within the product. The revealed serial number is used to gain entry into the game arena. This is a commercial game and only consumers of the said product that is used for the game are allowed into the arena. The game should be played on a weekly basis similar to a product promotion. When participants are settled in the arena, the game coordinator will run a computerized system to automatically choose four participants of the day, by use of the serial numbers. The computerized system will randomly select serial numbers and the lack four participants will move to the platform to play the game. The game is aired live in national television and hence offers an opportunity for home views to participant in the game (Maxwell & Rafael 2011). Home views are given a question to answer at the beginning of the game, and a winner is selected at the end of the game or show. Proposed game platform The game has three different activities, which are all knockout stages. The first activity after selection of participants is to rotate the wheel. This large circular wheel resembles a pie chart. It has been divided into different sections that have different points. Each participant is expected to rotate the wheel. The number of chances a participant is allowed to rotate the wheel is limited to three times if only the participant is not contended with his result. The coordinator will record the present results and discard the initial score if a participant opts to rotate the wheel once more. A participant who scores the least amount of point in each stage is eliminated from the game at that stage. The second stage is quiz and involves three participants after eliminating one participant at the first stage. In this stage, participants are subjects to different common questions that are taught in the general education course. The quiz stage has the following subjects’ mathematics, history, sports, governments and general knowledge for participants to choose. One participant at a time from the three participants will select a subject of which the game coordinator will ask questions. The questions asked will be from the selected subject and answered by any of the three participants in the second stage. The questions have different points basing on who choose the subject matter from which the questions are set. All the three players in this stage have to choose a question subject, which they are conversant with to enable them gain more points and beat their opponents in the game. At the end, of this stage, total points of each participant are calculated, and the player with the least points is sent home and given the company’s products to take with him. Prizes are awarded to participant from the second stage to the fourth stage in the game. The third stage, which is activity, involves two participants. This is a competitive stage and involves accuracy. Participants are subjected to a number of activities that require speed. Participants will be required to perform a task under a limited time. Points are awarded in accordance to who finishes the task fast. The fast participant to complete the task carries the day and moves the final stage. In the activity stage, the eliminated participant will take with him a number of prizes accumulated from the previous stages. In the final stage, the last participant standing will have to choose between a box and money. In this stage, the participant will choose a number for a screen. The numbers are from zero to nine. Each number represents a box, which has different products from the company that has organized the game. It is the duty of the game coordinators to convince the participant to choose either the box or the money. A different game coordinator will strive to convince the participant to take money, but not the box. A second coordinator will be in favour of the box over the money. The participant will end the game by choosing either the box or the money. The box entails different valued products from the participating companies. The player has to make a wise decision not to miss on a good option. Once the player settles on either the box or money, the value of his gift is compared to what he left back. If his gift is of a high value than what he chose over, then he becomes a victor. Participants at home are crowned at the end of the show. The Proposed audience Audience to this game is all people access to a television set. The game will be aired live from the arena, where it is taking place. Home audience forms a better part of the game through offering an insight on how they would have fared in the game. The game’s main objectives are to raise awareness of a participating company’s products within households. Actively participants in the arena are consumers of the company’s products. Participant must show prove of consumption of the company products through a secret serial number obtained within the product consumed. Participants at home are posed a question that is relevant to the company’s products. It is only a company product consumer to win this prize. At the end of the game, the participating companies would have raised awareness of their products in an attempt to raise the level of sells volume within the competitive market. Rules and boundaries Rules and boundaries are crucial in shaping of any game. Fairness and safety measures are guaranteed through rules and terms of involvement in the game. Participants in the game must be taken through the rules and regulation to ascertain there confidants and fairness. The rules of this game include, all participant should have a serial number from the company’s product to actively participant in the game (Pedersen 2009). The second rule states that in each stage, the participant with the least points is eliminated and cannot participant in the next stage. In the last stage, the participant is to choose either the box or money, but not both items. Participants have to take their prizes home immediately after the game; the company will not take liability of any prize left uncollected by a participant. The terms and condition stated on the products are binding and subject to change without prior notice. Feedback. The game offers immediate feedback to the participant. The winning participant is awarded at the end of the game (Rabin 2010). The growing number of participants in the arena and at home is an indication of a positive feedback in the market. The increase in sell of products from participating companies gives a clear feedback on the effects of the game to consumers. High product consumptions indicate a positive feedback. Context sensitivity The game is based on marketing context. All the rules and regulations should be business orientated to realize business continuity. The goal of the game is to increase sells and raises product awareness within the market. The challenge of the game involves the competitiveness from alternative products in the market. The game is environmental designed through the use of recycled paper to advertise on the different media. Summary The game ‘pick a box’ is a commercial game that entails a business tone. It is of importance for all organization to embrace the game. The game consolidates all consumers of a product under one roof. All participants are selected from proof of a prior use of the company’s products. The game has set rules and regulations that are carefully tailored to suit participating companies’ interests. Business competitiveness around the world will see the expansion and modification of the game to achieve different gaols. The game involves different participants in the society and hence makes it easy for an organization to market its products. The companies opt not to involve in expensive business sponsorship deals, but participate in the game. The game can be altered to accommodate more participant and companies to meet a set goal. Reference; Maxwell C., & Rafael C., (2011), Fundamentals of Game Development, New York, NY; Jones & Bartlett Learning, print, Pedersen, R., (2009), Game Design Foundations, New York, NY; Jones & Bartlett Learning, illustrated, Rabin, s., (2010), Introduction to Game Development, Vol. 2, Washington, D.C; Cengage Learning, illustrated, Read More
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