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The Benefactor

The benefactor takes place in the fictional realm of Tapiote, far away from planet Earth, but set during a time period no different than that of medieval Europe.The benefactor is a first person exploration/ puzzle game with emphasis on environmental storytelling. The primary inspiration for this game is based on the 1967 novel “Hard to be a god” by the Strugatsky brothers and the realm of Tapiote inspired by the fictional the Kingdom of Arkarnar.

 

 

link: https://drive.google.com/file/d/1M91akWfMBcJVSkPPTTRrMGoUygCfKerE/view?usp=sharing

One True Pairing

One True Pairing: An informal marriage preparation tool for millennials

Although millennials are spending more time in their search for suitable partners, marriages have ironically become increasingly short-lived. This could be attributed to the cultural shift in marriage expectations — rather than marrying for socio-economic reasons, the younger cohorts are settling for romantic love instead. Such notions have sometimes placed unrealistic expectations on marriages, which could go on to become the cause of disappointment, and eventually dissolution, when couples are put to the test of the daily grind after tying the knot. Hence, couples may not be fully prepared before making a commitment.

One True Pairing is a card game targeted at millennial couples who are dating with marriage in mind. This informal marriage preparation resource aims to encourage conversations surrounding marital expectations early on in their relationships in the hopes of better preparing them for a lifetime together.

MatchLink – A Multi-Sensorial Game for Persons with Dementia

Dementia refers to a ‘syndrome of acquired loss of cognitive function, behavioural changes and loss of social function’ (Jones, 2000). On a global level, it is one of the biggest global public health challenge with an estimated number of 44 million people affected by dementia worldwide in 2014 (Alzheimer’s Disease International, n.d.). The number is expected to double by 2030 and more than triple by the year 2050 (Alzheimer’s Disease International, n.d.). The cost of the global epidemic is estimated in 2010 to be US $604 billion and possibly more (Alzheimer’s Disease International, n.d.). This paper investigates non-pharmacological interventions to cognitively and sensorially stimulate the senses of persons with dementia, as well as the creation of a game that combines the benefits from cognitive and sensory games. It also introduces an approach which allows caregivers and occupational therapists to access the player’s abilities over time.

Bloom

Social interactions that lead to positive affect are fundamental to human well-being. It helps improve the quality of life, and fulfils the need to be recognised, accepted and valued as an individual. However, individuals with alzheimer’s, are challenged to achieve positive social interaction.

The challenges become most acute when they begin to lose their grip on the present and their present condition. Seeing other fellow people with alzheimer’s, with compromised abilities, does not necessarily create a forgiving play environment, but rather, the opposite. This results in a common display of agitation and disruptive behaviour, which occurs when the person’s stress threshold is exceeded.

Bloom is a set of three puzzle games which encourages social interaction through solving the pieces together in a day care center setting. By giving them opportunities to understand themselves and understand each other, it familiarises the concept of empathy for productive social play.

Sugar Spikes

Sugar Spikes is a card game designed to target families with children age from 7 to 10 as health communication. The concept of the game is to expose how various foods and its carbohydrates can easily affect our blood glucose (sugar) level. Blood glucose is made up of carbohydrates and used by the cells in our body to give us the source of energy we need. However, if we consume too many carbohydrates all the time, it might cause our blood glucose level to spike and endanger our health. Type 2 Diabetes (T2D) is a chronic disease characterised by hyperglycemia and insulin resistance, which was once a condition only diagnosed in adults after the age of 40. However, prevalence showed that increasing numbers of youths are developing T2D. It can lead to serious complications like heart and blood vessel disease, nerves damage, kidney failure, blindness and amputation if it is not treated well. Nevertheless, by making healthy food choices and have adequate exercises, T2D can be prevented. In all, this project aims to raise awareness and encourage health interventions as a prevention of T2D through the mode of gameplay.