Designing Digital Games For Rural Children

Ankit Agrawal
Harshvardhan
Outline
 Introduction and Target Users
 Games(Digital and Traditional)
 Observations
 Our Observations and Approach
 Our Target Users and Our Digital Games
Introduction
Objective : Designing meaningful digital games for
rural children .
Action :
• Facilitate rural children to play their digital games .
• Observe their traditional games.
• Observed & collected the experiences of the children.
• Comparative study and key points.
Target Users
The games were tested in the following three
communities :
1. Public School in a remote village of Mysore.
2. Private school in lucknow where the children enjoy
high parental income .
3. Public school in Lucknow near the above mentioned
where the parents income were not that much .
Digital Games
Some of the digital games employed were :
1. Crocodile rescue .
2. Dancer
3. Train Tracks
4. Frogger
There were total of 10 games that were used for testing
for a period of 17 weeks .
A total of 28 traditional games were used , some
of which are
 Halla Guli Maane
 Hide and Seek
 Siya Satkana
 Gucchi Garam
 Cops and Robbers
 Kabaddi
 Trump Cards
 Giti Phod
 Pen-Pick
 Kite Flying
Observations
The following observations were made :
 Character or team development has no central role
in traditional games , as required in video games
unlike video games .
 Traditional games do not have skill enhancing
objects , as they are mainly meant to be acquired
or moved around only .
 No pre-programmed logic so games advance only
when players act .
 Simple social interaction and engagement in
traditional games as compared to digital .
Improvements
After interpreting playable issues with the digital games
and the results from newly designed game(Tree - Tree)
, the following modifications to existing games are
suggested :
 Game has to be challenging , enjoyable without being
too difficult .
 Adavanced levels should have more subgoals
 Using same game mechanics that are there in
traditional games guarantees the success of digital
games.
SHORTCOMINGS
 The target users that they chose are not the true
representation of rural Indian children.
 Even their digital games are not much meaningful
skills enhancing.
 Number of schools are very less
STRENGTHS
 Their observation is true that Indian
traditional games are not much skill
enhancing.
• Most of the games require more physical
stamina rather than mind exercise .
• The suggestions to make digital games
more engrossing are really magnificent .
 Tree-Tree game is entertaining and at the
same time it is educative and easy to
implement on mobiles as well
TARGET USERS
 Our target users will be children between the age of
5-15 residing in villages closer to semi-developed
city
OUR GAMES
 Business(to teach the business skills )
 Driving In real world.
 Finding the cattle (To enhance logical and
mathematical reasoning) .
 Defenders(For enhancing team skills)
Our games have a wide range based on the age and
living environment of the children
Thank you
Questions??