Game Classification

Elude Doris C. Rusch / Rik Eberhardt / Lim Kian Hao, Eugene / Foo Kim Li / Tay In Ing / Ang (Singapore), Singapore-MIT GAMBIT Game Lab (Singapore), 2010 Play it Now !

Informations Analyses Serious Gaming
 

Classification

SERIOUS GAME
(Newsgame)

Keywords

Purpose

Besides play, this title features the following intents:
  • Informative message broadcasting

Market

This title is used by the following domains:
  • Healthcare

Audience

This title targets the following audience:
Age : 17 to 25 years old / 25 to 35 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:


Elude.png Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through.

Modeling what depression feels like by contrasting it with other mood states (normal and happy), Elude portrays depression metaphorically. The various parts of the game-world represent emotional landscapes that correspond to different moods with the gameplay changing according to mood changes. The core gameplay (i.e. "normal mood") happens in a forest filled with "passion" objects that resonate and act as power ups when one calls out to them. Only when infused with passion is it possible to overcome the obstacles on the way to the tree tops, where one reaches "happiness". [source: gambit.mit.edu]


Distribution : Internet - Free
Platform(s) : Browser (Flash)

Links