1. Game Designand Fitness Education
Virtual Sports
Proposal
Table of Contents
Abstract / Overview
Core Experience
New Innovations
Features
Scoring & Skill
Enduring Understandings
ATEC-6351 S.Wheeler 08.06.09
2. Abstract Overview
Game Design Proposal
LuDiem is a motion sensory based learning game for
sensory-based
physical strength and conditioning where the player must
move in real space to control the precise movements of an
avatar within the game world
world.
The interface works through a
densely gridded virtual space with
space,
motion detection & sensory devices to
challenge players toward building real
at et c s
athletic skill and coordination through
a d coo d at o t oug
muscle memory.
ATEC-6351 S.Wheeler 08.06.09
3. Core Experience in Strength
Game Design Proposal
The foundation program uses core strength training
to engage the player in physical activity.
LuDiem builds on each
player’s individualized level of
fitness, and teaches through a
graphical interface that focuses
on a hi hl d t il d muscle
highly detailed l
structure with on-screen form
locators.
Future expansions for the game will
address more focused activities and
interest groups.
ATEC-6351 S.Wheeler 08.06.09
4. Core Experience in Strength
Game Design Proposal
The target players are either casual gamers wanting
a real-world skill set from gaming or people looking for an
alternative to personal trainers in a public gym environment.
ATEC-6351 S.Wheeler 08.06.09
5. Core Experience in Strength
Game Design Proposal
The core experience is to feel alive strong graceful
alive, strong, graceful,
deadly sexy, competent, skillful or healthy, depending on
which sport you want to play.
ATEC-6351 S.Wheeler 08.06.09
6. New Innovations in Gaming
Game Design Proposal
LuDiem contains a d t b
L Di t i database lib
library of user status
f t t
that tracks progress over real time. The database will track
and inventory the following states through user feedback, bio
sensors and accelerometers:
Player’s Height Resting Heart Rate
Player’s Weight
Player s Target Heart Rate
Flexibility Progress Exercise Plateaus
Core Stability Strength Progress
Exercise Form Cardiovascular Progress
Percent Body Fat Nutritional Intake
Body Mass Index Overall Skill Level
ATEC-6351 S.Wheeler 08.06.09
7. Features for Wellness
Game Design Proposal
The levels of difficulty and progression through the
challenges are dependant on both the player’s game time and
real world physical fitness.
Periodic physical assessments keep track of wellness
through Checkups.
ATEC-6351 S.Wheeler 08.06.09
8. Features for Wellness
Game Design Proposal
Learning through play time is complimented by a
basic understanding of nutritional requirements and how the
body uses food for energy. For example, refueling your
avatar requires a meal selection activity from a visual library
of both nutritional food and junk.
ATEC-6351 S.Wheeler 08.06.09
9. Features for Wellness
Game Design Proposal
The major components of the game’s audio alert
game s
system have been given human characteristics and are
essentially the only game generated characters.
In-
In
I -game Virtual Trainer
Vi t l T i
Player’s can select from a variety of virtual trainers that
are designed to motivate and keep p y
g p players on target.
g
The trainer uses verbal reminders in response to the
player’s vitals :
“Watch your breathing ”
Watch breathing.
“Slow down, watch your form.”
“Good set! Take a breath, drink some water.”
ATEC-6351 S.Wheeler 08.06.09
10. Features for Wellness
Game Design Proposal
The major components of the game’s audio alert
game s
system have been given human characteristics and are
essentially the only game generated characters.
Out-of-game “H lth Conscience”
Out f
O t-of- “Healthy C i ”
This personality is one that infiltrates all other
aspects of the player’s lifestyle through internet
p p y y g
accessible social networking tools. This character
possesses the comical and obsessive personality of
artificial intelligence like HAL 9000 from 2001 A Space
Odyssey and Glados from the game Portal.
“Hello Dave, you missed your workouts this week. Are
you ignoring me?”
ATEC-6351 S.Wheeler 08.06.09
11. ScoringDesign Proposal
Game
& Skill Assessment
Scoring is based on a percentage of distance from
the player’s ideal target. Statistics for a given age and
actual player health and status help calibrate for precision.
Skill precision translates into scoring
ATEC-6351 S.Wheeler 08.06.09
12. ScoringDesign Proposal
Game
& Skill Assessment
A progression chart illustrates the player’s starting
player s
point, current status and target point. Comparisons within a
social network and average population statistics are layered
transparently and can be accessed through toggle options
shown on the progression chart.
ATEC-6351 S.Wheeler 08.06.09
13. Educational Games Education
Virtual Sports and Fitness
Finally, if it is to be educational,
it must have an
Enduring Understanding
Players truly begin to understand how the body works as
an efficient engine and the essence of healthy, active
choices.
Giving the player the assurance that they have the skills
necessary to experience a more active lifestyle.
ATEC-6351 S.Wheeler 08.06.09
14. Game Design Proposal
Virtual Sports and Fitness Education
Questions ?
ATEC-6351 S.Wheeler 08.06.09