Project 9- Final Project

Rise to your Ability- The Scavenger Hunt


This is the final information for my project. This game is trying to teach homeless people that live in shelter different skills that can be useful for a particular type of job or to help make their life better. The goal of this game is to help homeless people find a job base on the skills they preform best. Also to help them find places around the area that can benefit them. The learning experience is being able to gain new skills that can help them get out of homelessness.The dominant form of interaction the player has with the game is the ability to do what they want. They have the free will to choose how to play the game. But there are certain rules they must follow. For example the player cannot more on to the second task without completing the first task. This supports the learning objective because each gamer has to experience the skill intended so that they can learn it and use to better themselves. The behavior processes system is most affected by this game design. The game design attempt to affect this system because everything about this game is based on the gamer’s behavior by how much they are motivated to do each task.

This is a single player game. The players can interact with each other. They can help give directions to the location of the task but they cannot help them on the task. This game is a competitive game. It is competitive because each player is aiming to win the game because there will be a big prize for the person who did well on each task given. The primary objective of this game is to allow the homeless players to broaden their skills so that they can find a job based on the skill they are really good at. Also so that they can use those skills to make their life better. The game objective reinforces the learning objective because both are trying to achieve the same purpose.There are a few rules to this game. Number one, each player is not allowed to move on to another task without completing the task before it. Number two, no cheating. When caught cheating the player will have to wait 5 minutes before continuing the task. This complements the game and the learning objective because it gives everyone the opportunity to develop the skills intended.


Throughout the game players are given the opportunity to collect fake money from each task completed. Each card has a certain amount of money that will be awarded. The resources can be spent by collecting the fake money from each take to trade it in for something they may need to help them better their lives. The fake money is what governs the exchange of resources.Conflict between game elements is introduced by how well the player knows the area they live in. There is a possibility they may get lost or doesn’t know where a particular place is located. It can be maintain by asking someone for directions or search around until they find the place. It can be resolved by asking people on the streets direction to a particular place.This game prevents players from behaving in a negative way because they need to be positive in order to beat the game. This limitation is fun because it builds their character and determination skill. Makes them want to strive to win against the other players. It contributes to the objective because they gain skill just by working hard and having the mindset to beat the game.This game ends by receiving a grand prize. The player that wins gets awarded with a lot of money and a job interview for the skill, which best fits them.

This game is playful because it has a lot of mini games in this one big game. All of these plays are most prevalent because each is working on a particular skill for the player. In Bartle’s taxonomy all the different types of players are most likely to enjoy this game.The information that is exposing to players is the grand award they will achieve if they win the game. The information that is hidden is that each task they go through they will gain a new skill that can help them better themselves. Players interact with the system good because they will gain a lot from it. The players control the system by having the free will to do what they want. The players receive feedback from the game by the awards they get from completing each task. Also by how much they score on it from a scale of 1-10.

This game is fully functional.This game is very easy to play. It does not take long to learn how to play this game. The instructions are direct and very easy. The players learn how to play by listening to the direction of the game spoken by the game director in the beginning of the game. Also by the directions presented on the card. I believe the outcome come of my game will will answer my thesis question and it will make my hypothesis true.


This entry was posted in Project 9 on by .

About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.