The document discusses best practices for creating educational games and content for teens based on lessons learned from Channel 4 Education's PS games program in the UK. The key points are:
1. Understand the target audience - teens aged 14-19. Know where they spend time online and what their interests are.
2. Define success metrics such as lower costs, higher reach than TV, and positive feedback from educators.
3. Research from the game "Super Me" found that it effectively taught teens about resilience and happiness based on user feedback.
4. Other lessons include using quality creative teams, spending adequately on production, launching and improving games based on data, and allocating a marketing budget.
6. Where do they go for information? Relationships and sex, drugs and alcohol are the most difficult topics for young people to talk to family / authority figures about. Internet Friends Family Teacher TV Radio No one 27% 46% 61% 34% 7% 2% 7% 51% 51% 39% 4% 11% 1% 7% 49% 42% 47% 13% 10% 2% 7% 45% 20% 53% 18% 28% 9% 13% 41% 20% 75% 10% 10% 3% 4%
17. Super Me research Source: SuperMe research, Dubit. 494 x 14-19 year old users interviewed between 6 th – 24 th August 2010 62% “ learned something new ” from SuperMe
18. “ I learnt that everyone - even celebrities - have insecurities, and they're not just a fact of life that you have to put up with, there are ways you can change that.” (Female, 14-16) “ That whatever you want to do to succeed in life there will be setbacks and possible failures involved, but that's okay. The trick is to dust yourself off and say “Ok, I haven't succeeded this time but lets try again until I reach success". (Male, 17-19) “ Being happy is so much more than simply smiling - it is a whole way of life, and the good news is that you can learn techniques and ways to become more happy” (Male, 17-19) “ I learned that it is up to me to decide how I feel and not to let other people get in the way of my own happiness” (Female, 14-16) “ I learnt a lot from SuperMe including ways that emotions and feelings actually work, and a reminder that I have the ability to change and control my path in life and my emotions too.” (Female, 17-19) Source: SuperMe research, Dubit. 494 x 14-19 year old users interviewed between 6 th – 24 th August 2010
Photo courtesy of CGP Grey: http://www.flickr.com/photos/52890443@N02/4889126077/sizes/l/in/photostream/
Q6. If you were interested in find out information on any of the following things, where would you look or who would you ask for info on Base: Total (900), Males (450), Females (450), 11-13 (300), 14-16 (300), 17-19 (300)
Channel 4 Tribes research 2009
Depending on your age, television is either always-on or .. Less so.
Picture courtesy of Nielsen research. UK time almost identical. http://blog.nielsen.com/nielsenwire/global/u-k-web-use-up-65-since-2007-social-networking-more-than-doubles/
1066 game.
Deep play. Most websites are “skimmed”
Littleloud, here. Won a BAFTA.
Missions range from photoshopping, cyberstalking, checking cameras, hacking emails, phishing for passwords, etc.
On this one, we got a bargain. We didn’t quite realise how far they’d push the development, certainly not for the money agreed originally. In other instances however, there have been examples of where designers have wanted to produce the equivalent of a AAA game – but with a fraction of the development cost. This doesn’t *usually* end well. Not usually. Sometimes you get lucky – we did with Privates – but the world is littered with overambitious, underfunded projects.
Voiceovers were taken from diaries of the original pilots. Real names are used.
Two lessons here: accuracy is great, not having checkpoints is not!