A Self Esteem Game
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.
**more will be discus in the messenger**
more details have attached