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Experience Mapping

Essential experience: This game challenges the player to think critically and empathetically through problem solving. Their actions have visual consequences on the game world and its inhabitants educating the player on the alarming effects of climate change as well as ways they can create change as individuals.


The purpose of this experience map is to establish what the player will do, how they will do it and how that will make them feel.


Target audience: people who want to learn more about climate change in a fun and simple way that eases their concerns and confusion. This resource is appropriate for anyone ages thirteen and above.


Motivation

The consumer is worried about the advancing dangers that climate change is causing and feel as though it is completely out of their control. They desire to learn more about what these changes are and what they can do as an individual to help.


Discovery

While browsing for information to ease their concerns, they come across an app called Change Our Fate. This discovery of a playful method to learn more about our changing planet brings them intrigue and relief.


Download

After downloading the app they feel hope that they are about to find answers to their worrisome questions. The playful elements of the game bring joy as it suggests that this will be a fun experience.


Investigative

While exploring the app, the visuals are exciting and attracting to the user. The ease of use for the app puts them at ease.


Play

Beginning the game, they are introduced to Morgan, the protagonist of the story. The emotional introduction and the characters personality allows the player to connect with the game and evokes feelings of empathy.


Interact

Learning to use the controls and navigate the interactive game world triggers their intrigue and they are motivated to explore and investigate the environment. The visual effects of climate change in game open their eyes to the reality of its dangers and provides insights to what the future could bring.


Discover

The game provides them with information about how the world is changing. And they are introduced to a variety of ways that they can help our environment. This information is useful to them and inspires them to make changes in their lives for the better health of our planet. They are pleased that the game has given them this.


Decision making

The thought provoking events and dialogue challenge the player. The consequences of their actions are unclear and the option to play the game the way they please causes them to take time to consider. They are inquisitive, possibly confused but inspired to try and do the right thing so they can heal the world they have become connected to.


Collect

Collecting the items from the objective list keep the player connected to the character and main storyline. It reminds the player that they should be making thoughtful decisions that protect the character and help them succeed on their mission, motivating them to win the game.


Making a mistake

The user may feel annoyed or upset when they make a mistake that they cannot undo. But this supports the idea that we cannot take back the damage we have already done. We can only change how we act in the future. The in-game consequences will show them how easy it is to make mistakes but also how they can do better next time. This will provide reassurance and encourage the player to make more considerate decisions both in-game and in reality.


Winning

The player is thrilled that they managed to get Morgan home safely with the supplies. They feel fulfilled and proud. They are also happy that they were able to make the right decisions that would prevent the game world further descending into darkness and thankful for the knowledge that they can take away from the game and apply to their own lives.


Losing

The player is upset that they were unable to get Morgan home safely and didn't, manage to make the right decisions to help save the world from the destruction that climate changes is causing. However, as the game provided them with the answers for what they did wrong and what they can do better, they may wish the play again with this new found knowledge.








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