What a Wonderful World ?


“...when we're in game worlds, I believe that many of us become the best version of ourselves - the most likely to help at a moment's notice, the most likely to stick with a problem as long at it takes, to get up after failure and try again. And in real life, when we face failure, when we confront obstacles, we often don't feel that way. We feel overcome, we feel overwhelmed, we feel anxious, maybe depressed, frustrated or cynical. We never have those feelings when we're playing games, they just don't exist in games.”

(McGonigal, 2010)


The experience we have created allows the audience to follow one of many possible paths. Chosen directly in response to their physical, emotional and sensory outputs. The paths lead the user to a point of desperation. Placed in a simulated dystopic future environment, the protagonist must deal with issues directly caused by global warming. A vision of what is to come should we not make efforts to change our current methods of consumption.


Experiencing interactive scenarios, first hand, allows us to generate individual reactions. By reading these interactions we can ensure a result based upon the users opinions and mindsets. By showing the audience a more impulsive way of generating realtime developments we are attempting to create a way to be more reflective of our everyday, mundain choices. Choices that are fundamentally causing the biggest issues in regards to our carbon emissions, non-sustainable consumption and inability to recognise the detrimental damage being caused to our global ecosystem. We are working towards initiating personal investment and creating psychological reasoning in regards to how we conduct our everyday lives. Is there a way we can gamify an experience, to create an immersive environment that will bring out our best selves? Can we hijack the motivational, storytelling structure and thereby create a increased emotional engagement in these issues?