Problem Identification
Lack of self-esteem has become quite a familiar social issue among people of ages and communities. Maslow (2013), says that self-esteem is the belief that one has on himself or herself. This allows the individual to think, relive and believe in his or her abilities, might and worth. Self-esteem is the feeling of contentment, if one may summarise as so. Self-esteem is one of the most important factors that must be well framed into every individual in order to lead a productive and peaceful life. Awareness and lessons of high self-esteem must be instilled into every child from their very young age. This will help them to grow up with the right mental shape. Interesting activities and games are general ways to spread self-esteem build up awareness among people of all groups. In this era of technology, several applications and online games have been released in order to suffice the above mentioned needs.
A memory based game will be delivered as the product of this project. The game will not only test the memorising and concentration abilities of the gamer, but will also implement unique ideas that will relate the self-esteem concept to it.
The game being designed for this project will provide the gamer an opportunity to identify his or her weaknesses and destroy them. Instead, they will also be able to relive their experience with the basic positivity that they must conserve in order to gain their best touch of self-esteem. This will awake in them a sense of relief that they have been able to put aside and destroy the negativities and give birth to good things that will help them gain back their lost confidence or esteem.
The children and the young adults in their teen age are the main target or the primary audience for this project. It is expected that individuals who lie in this age group will require the most lessons regarding to the growth of self-esteem and confidence. As for the game, the game will help them to use their playful minds in learning something productive. The game will also help them to develop memorising techniques and improve in educational grounds as well. This will in-turn bring in a sense of trust on their concentration power, similarly enhancing their sense of self-esteem.
The secondary audience would be the little kids who have just started being familiar with the uses of technology. They will enjoy the use of the graphical elements in this game and will also learn their needful from the minutes that they spend on the games. Their guardians can set the game with the negative points that they must learn to be removed from their character when they grow up and would in-turn need to adapt the positivity that comes up with the advent of the game. They will find the animated and colourful layout and activities of the game attractive enough, and on playing for long, this might help them with developing better concentration and memorizing qualities.
Target Audience
The game being designed and developed for this project will have the name “HEADS HIGH”. The name is significant enough for the project. Heads High symbolises how every individual in the society should deal with all their steps of life. In addition, the name is also significant enough to imply the gamer that he or she will require to use their heads in order to play the game, they will require to be ever attentive to finish the game and discover their required positivity in-time.
The game will have a web-based interface and the look of a website with intuitive interface designs that will suit the visual and interaction needs of the game’s primary and secondary target audience groups (Fullerton 2014). The paragraph below, will describe the game in details and will also throw enough light on the interactivity features of the game.
The website visitors will be greeted on the home page with a welcome message and a button that will lead them to the actual game initiation page. Here in this page, the user can either choose to select the negativities that he or she wishes to overcome or can also choose the option to randomly select a set of common character-based issues.
On doing so, the system will automatically select the opposite set of positivities that the individual should achieve to set his head high up with utter self-confidence and esteem. This will however not be displayed to the user. The confirmation on this page, will land the user on the page with the game board.
The game board will consist of 2 sets of 8 cards that is a total of 16 cards, turned upside down in a 4X4 grid structure. Each card will consist of one of the chosen negative characteristics. These will be jumbled and placed in the grid. The aim of the game is for the user to click on one card at a time and then find its matching card (Khenissi, Essalmi, and Jemn 2014). On every 2 clicks, if a match is not found, the cards will be turned back. This is inspired from the very famous game “Memory Game”. The innovation that has been brought into this game in order to address the needs of self-esteem are as follows:
- The user will click on one of the cards and reveal its contents. It will stay open until another card is clicked.
- On clicking another card, if the same content is found, the negativity issue displayed on it will be vanished and its relating positive characteristic will be displayed and the card will stay opened.
- If the same card is not found in every alternating picks, both the cards will be turned back.
- The user will have to continue this process unless he or she has revealed all the cards and destroyed and replaced all his hardships with the corresponding positive characteristics.
- There will be timer too, which will go down from 60, the user needs to complete the game before the timer hits zero. This will allow for more challenge, every time that the user plays the game.
- The timely scores of every successful ending will be saved and a Highest Scorers’ tally will be maintained.
The implementation of the timer will assist the user in measuring his memorising and concentration progress. This will help the individual to gain more confidence based when it comes to real life situations where their memory and concentration will be tested.
- Fruit Flip
They have used fruit images as the cards. Monetization is done using advertisements.
Current rating: 3.5 out of 137 votes (mindgames 2018).
- Look Look
A similar games that attracts kids to the game with the idea to match cats and kittens. This app too has a nice rating and uses website ad monetization (mindgames 2018).
- Foods Memory Game
This is not however an online or digital game. They provide real-life cards for playing. The app assists with informative knowledge about the identification of many edibles. They collect their cash on selling this units (Materials 2018).
- Emoji Memory Game For Adults
App Game Details
This game highly resembles the project that is being built here. It uses facial expressions, more like the human feelings. This is however a free game (Memozor 2018).
- Multiple Meaning Words Memory Game
This is memory game based on words. It is sold for around 3 Euros. The product has been sold more than 50 times in the past. However, no formidable reviews were found (TES Resources 2018).
Resource Purpose |
Resource Draft |
Logo of the app |
|
Font style Preferred (Sans-Serif) |
HEADS HIGH |
Card Top image |
|
Card Images (pride) |
|
.. (Anger) |
|
.. (Despair) |
|
.. (Helper) |
|
.. (Confident) |
|
.. (Success) |
|
.. (Safe) |
Palette UID: 32L050ktPpD++00pO6+slUD4K++
The colour combinations from above will help the application to serve the purpose it is being built for. The teen aged audience along with the little ones will love to interact with an interface that can be as colourful as this (Cebi 2013). Also, the use of the green and red colours, provide a visual boost and hence goes perfectly with the theme of the app.
There are various procedures which can be applied into the website in order to monetize the website application. Some of the most preferable monetization strategies that are favourable for this application are as follows:
- Google Ads: Registering for Google ads is one of the most commonly used techniques for revenue generation on online platforms like websites, games or applications. Google will pay a fixed amount to the website when users click or view the ads that they display on these websites or applications.
- Sponsorships: The application can be enriched with sponsorship names and banners. Sponsors can be acquired by making paid promotions for them. Various counselling homes from around the city can be contacted and the application can be used to promote their business and also spread awareness about the importance of high self-esteem in young adults and adults.
- Paid Features: Finally, special features can be included within the game, which will only be available if the user purchases them against a certain sum of money.
However, considering the nature and target audience of this application, the first option is the one that is most appropriate. Google ads will not only bring cash to the website’s bank but will also not distract the application’s motif. Ads such as these sometimes convey valuable product based adverts before the users and they actually visit the ads out of interest. This will lead to a win-win situation for both the website company and the audience.
Home Page: This will be the greeting page of the application.
Play Page: This will be the first step the user needs to take before starting with the game. Here he or she can choose 8 negative traits or randomize this selection. The blanks below will be filled accordingly. Clicking on start will start the game.
Game Board: This is the game board. This is where the user can play the game as per his or her choices. Options to pause, quit and reset the board are also provided. A timer ticks on the top.
Rules Page: All details of the game are posted in details.
Contact us page: This page will allow the users to recommend changes to the website developers, post a complaint or ask for a business collaboration.
Self-Esteem Information Page: This is a solely informative page for the audience to learn a handful. The page will guide the mankind to lead a life with their “Heads” held “High” with self-esteem.
All these pages are interlinked with each other through the use of an easily accessible Navigation bar. This will help the user to navigate between the pages easily. This is one very useful design requirement that enhances the quality of any application (Hui et al. 2012).
References
Baumeister, R.F. ed., 2013. Self-esteem: The puzzle of low self-regard. Springer Science & Business Media.
Cebi, S., 2013. Determining importance degrees of website design parameters based on interactions and types of websites. Decision Support Systems, 54(2), pp.1030-1043.
Fullerton, T., 2014. Game design workshop: a playcentric approach to creating innovative games. AK Peters/CRC Press.
Hui, Z., Shigang, Q., Jinhua, L. and Jianli, C., 2012, August. Study on website search engine optimization. In Computer Science & Service System (CSSS), 2012 International Conference on (pp. 930-933). IEEE.
Khenissi, M.A., Essalmi, F. and Jemni, M., 2014, July. A Learning version of memory match game. In Advanced Learning Technologies (ICALT), 2014 IEEE 14th International Conference on (pp. 209-210). IEEE.
Maslow, A.H., 2013. Toward a psychology of being. Simon and Schuster.
Materials, S. (2018). Foods Memory Game. [online] Stages Learning Materials. Available at: https://www.stageslearning.com/products/foods-memory-card-game [Accessed 29 Nov. 2018].
Memozor.com. (2018). [online] Available at: https://www.memozor.com/memory-game-online-free/for-adults/easy-memory/emoji [Accessed 29 Nov. 2018].
mindgames.com. (2018). Fruit flip. [online] Available at: https://www.mindgames.com/game/Fruit+Flip [Accessed 29 Nov. 2018].
mindgames.com. (2018). Look Look. [online] Available at: https://www.mindgames.com/game/Look+Look [Accessed 29 Nov. 2018].
TES Resources. (2018). Multiple Meaning Words Memory Game. [online] Available at: https://www.tes.com/teaching-resource/multiple-meaning-words-memory-game-11495010 [Accessed 29 Nov. 2018].