Aid Work Mobile Game Proposal

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Added on  2019/09/16

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This project proposes the development of a mobile game for Android and iOS platforms aimed at engaging young people in aid work. The game will simulate real-life aid activities, including fundraising, resource management, aid distribution, and competition among players. Players start with a fixed amount of funds and earn more through in-game activities and virtual partnerships with companies and governments. The game will feature a world map highlighting areas in need, using real-world data to enhance realism and challenge players to make strategic decisions. The project addresses the challenge of attracting users to a socially conscious game in a competitive market by focusing on addictive gameplay and effective marketing strategies, including online and offline promotion. Success will be measured through user surveys and usage data, aiming to increase awareness of global aid efforts and potentially inspire real-world volunteerism.
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Proposal
Aid Work Mobile Game
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The purpose is to develop a mobile game for android and iOS. The mobile application to be
developed will be targeted to the young generations who spend most of their time on their
phones. The purpose of the development of the mobile application will be to engage the users
to towards the processes that take place in aid activities. The game will have a near to real life
simulation consisting of various stages and activities. These activities will resonate to the real
life aid activities such as collecting funds, purchasing resources, providing aid the needed
locations, ranking up among the players based on the most aid work provided to the
community.
The players will be provided fix amount of funds at the beginning and later they will be
procuring funds from other users. Moreover, the points earned through the simulated aid
work can be used to convert into further funds. This will be an online simulation game where
the users will be active to conduct the aid activities. The aid simulation will also contain fund
procurement from virtual private companies and government of different countries. These
will be given to them based on their aid work so far in the game. The increase in the level
through the aid work will help them get more funds from communities around the world,
government, and private companies.
Moreover, the whole world map will be there in the game and it will show the locations that
are poor in economic level with the various economic and health conditions. There will be
data showing the situation of each location. There will be actual data of what is happening in
the real world. This mobile application will have various levels with different difficulty
levels. The points will be given based on the variables that are chosen by the players in
selecting the location. If the user selects the right location based on the various numbers
available in the application, then the user will get better points in comparison to other users.
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These features will be present in both the application for the android and iOS of Apple. The
application will be developed for both the platform because the usability of these two
platforms is the highest in the market. The mobile application will address the first aspect that
is active engagement and collaborative problem-solving. The game developed will act as real
time simulation and will also guide the company in gaining the right strategy for fund
investment and location selection for investment based on the strategy chosen by the users
from around the world.
The mobile application developed will help the organization in dissemination of the
knowledge about how the aid work functions around the world. Moreover, it will also help
the users in getting motivated towards the aid work activities. It is the possibility that the
game played on phone might convert in the real life. The conversion is likely to help the
various organizations with increasing number of volunteers.
The mobile application can be disseminated to the masses through the Google App Store and
Apple Store. Some investment has to be made in the marketing and promotion through the
online system and also through offline medium (Klopfer, 2008). The investment components
that will be used are Pay per Click, social media promotion such as Twitter, Facebook,
LinkedIn, and others. The offline distribution of the information about the mobile application
can be done through the pamphlets that are distributed by the organization. The information
about the mobile game app can be placed in the footer in the various public documents to
ensure that the people come to know about this.
The success rate of the implementation of the mobile application will be assessed through the
periodic survey and usability rate as time passes. The usability will help the developers in
understanding the rate with which the mobile application is being accepted. Apart from that,
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the software developing company will conduct periodic assessment of the users through the
surveys that can help them understand whether the mobile application is serving its purpose.
One important aspect here is that the mobile application development is easy part, but
generating curiosity in the target market to use this mobile game will be a challenging part.
The reason is that there are numerous games that are attracting the attention of the users and
in such situation it is challenging for the company to attract the attention of the distract target
users.
One of the features that have to be added in this game is to make it addictive so that the users
get stuck with the game from the day they try it first time. There are numerous games in the
market that are psychologically well developed and keep the users addicted towards them.
This strategy can counter the issue of increasing the fast usage rate (Bell et al, 2006; He et al,
2007).
Overall, it can be stated that this mobile application can achieve its purpose if it is executed
with the right strategy and help the masses get aware of the way aid activities are conducted
around the world.
References
Ha, I., Yoon, Y. and Choi, M., 2007. Determinants of adoption of mobile games under
mobile broadband wireless access environment. Information & Management, 44(3), pp.276-
286.
Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., Brown, B.,
Rowland, D., Benford, S., Capra, M. and Hampshire, A., 2006, April. Interweaving mobile
games with everyday life. In Proceedings of the SIGCHI conference on Human Factors in
computing systems (pp. 417-426). ACM.
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Klopfer, E., 2008. Augmented learning: Research and design of mobile educational games.
Mit Press.
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