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Sunday 5 May 2013

CS Research: Jump Start games



Jump Start

Created by Knowledge Adventure which has been providing games partnered with teaches for more than 20 years. The game is more commonly known as Jump Ahead in the UK. The game provides a way of learning that is different from most educational games for kids and has a lot to offer.

Structural Framework

How do the rules and conditions of the game create conflict?
Again like Dolphy Educational Games is doesn’t really create any possible conflict with any rules or conditions other than solve the puzzle and answers, I guess this in itself can cause issues for the player but that is determined upon the player themselves not the game.

Are players struggling against each other or the game or both?
The player of course can struggle against the game is the player does not know the question or puzzle presented to them. There are boundaries in the way of problems being between each other.

What are the interactive experiences provided for players in the game?
There are many interactive experiences provided for the player such as the solving of the puzzles and questions but also moving around in the world such as walking to an area that is desired by the player and also being able to interact with a pet in game.

Does interaction create meaningful play?
This interaction creates meaningful play for the player because it really involves them in the game and therefore achieves in giving then education. It gives a very personal meaningful play as the player gets to customise their characters and other things within game.

Aesthetic Framework

What are the possible visual influences?
Possible visual influences to be honest are that of the norm. The visual influences are possibly from a kids cartoon show or any other media of the sort. It’s a fun looking and quirky game that provides colourful scenery for the player to engage in.

 Does the game offer intertextual references?
Either factual, learning or from previous Jump Start games.

What other aesthetic qualities does the game present – movement, sound?
Everything about their games is fun, bright and colourful and this goes to be the same with the sound of the game, its fun.

Contextual Framework

Consider the game in terms of context: Origin, Year of manufacture, Company (do they have a ‘house style’)? Target audience, Does the game have a persuasive purpose? What would make the game more effective? What potentials does the game point to?
They have a persuasive purpose in being able to teach kids however it’s not done subtly, after all it’s an ‘educational’ game. The target audience is very specific since it ranges in age depending on the game so it could be from 4-10 years old or other ages but mainly low and young age groups. Things that would make the game more effective is tangential devices, exploring the idea of almost subliminally teaching the kids without them knowing so that than they show more of an interest in them. The potentials the game points to is simply put learning, however it points towards thinking about things on a more personal level with the customisation with the characters and pets so it teaches a bit life skills and how to react to different situations. overall this game is probably one of the more successful and interesting ‘educational’ game that I have looked at, it uses a gameplay system that isn’t just ‘click here’ and ‘click there’ which in all honesty is boring, what kind of entertainment is that for kids, sure some may like it but in all honesty they are just doing what the game tells them to do rather than like Jump Start allowing the player to interact with the environment and become involved with the game on a more personal level.

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