Problem
An incredibly
growing amount of games for smartphones and tablets makes people isolated from
the real communication.
More and more
interactive apps cage users’ attention, whereas traditional card games remain
the same.
Goal
To create an
alternative to a commonly known deck of playing cards, as well as a game based
on historical events and cultural peculiarities of different countries for both
educational and entertainment purposes.
Target
audience
Teenagers and
predominantly young people, who are interested in history and culture of
different countries, and suffer from lack of real face-to-face socialisation.
Challenge
To break into
a print games industry, and sell the newly created set of cards. Printed games
have been influenced a lot by digital games and apps. However, they still
remain popular, and need more variety to attract people of different interests
and get them together.
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