Competition Brief: Project Concept
- Alia
- Sep 24, 2020
- 2 min read
For my competition project, I have chosen to create a children's game as I have never created a game before. However. instead of an application, I have decided to design a physical game as this creates more challenge for me and will allow me to expand my skills.
Target Audience: Malaysian children ages 6 – 9 years old
Category: Game Design, Packaging Design
Benefits of Card Games:
o Develops cognitive skills; how children think and process information
o Improves hand-eye coordination
o Develops emotional intelligence; learn to communicate whilst interacting with others
o Promotes less screen time
The targeted audience for this project will be young children from ages between seven and ten years. In this digital era, the importance of child development has become important to many parents to ensure their child has an active, healthy lifestyle and overall wellbeing (OECD, 2019). A card game does not only provide development in certain skills but also allows children to learn without the use of technology. In this case, the target audience of this project will be learning about endangered Malaysian species expressed through racial harmony/ unity of ‘lepak’ culture in the form of character design.
There will be four main 'ingredients' in this project which are:
1. A set of character designs in different actions (card deck)
2. Card design (back)
3. Instructions + Informational Booklet
4. Packaging
I am aiming to develop a multi-use card deck which allows more interactivity among the target audience. Children generally have a short attention span so the different types of games will be kept fairly simple as the target audience are between the ages 6 - 9 years old. Additionally, by having a physical card game promotes and allows children to have less screen time which is also better for their well being. I have not decided which competitions to participate in but I am keeping an eye out for those with open categories or packaging related competitions.
References:
OECD. (2019). Educating 21st Century Children: Emotional Well-being in the Digital Age. Childhood in the Digital Age, Chapter 1. https://doi.org/10.1787/b7f33425-en
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