Food Fight Game
Create a Face book game that uses psychological tricks to motivate users to users to learn about and make healthy choices
My Proposal would be to create a Facebook app that makes healthy decisions into a game.
Food Fight Game
To fully understand where I am coming from here, it might help to watch the Ted talks that inspired my idea:
There is more of Scvngr's game dynamics at the following site:
This isn't specific to children, it would probably work better for adults and children age 12+ but I think that to reach most younger children you need to influence the parents anyway. So ill describe the app then try and relate it to the hurdles.
The UI would be fairly simple, mostly text based pages with simple graphics. no avatar of the player and no special effects to speak of.
• I would have a coach, an animated character, probably a non-threatening, slightly out of shape middle aged guy that can guide players thru the interface.
• I would also have him smile and say supportive things when a player enters a positive report. and have him frown but still be supportive when players enter a negative report.
• I would have a way to disable the coach, to prevent him from becoming annoying over time.
• Would need a profile page that summarizes a players goals, progress and accomplishments.
• Profile page could be viewed by face book friends, but a player can choose what parts of their profile to show and what parts to hide.
• Posts players accomplishments on there wall and notifies friends via the news feed
Each time players log into the app they would be prompted to report what they have eaten and what activities related to the game they have performed since the last report.
• Scores would be adjusted based on the report.
• Values set as not to be to difficult, at least not at first, so that players see themselves making progress.
To ensure that players return and report their foods and activities while they are fresh in their minds players are prompted to choose a time for their next report (within the next 24 hours) during each reporting session.
• Reporting at the chosen time, shortly before it or shortly after it awards commitment points.
• reporting more than half of an hour late loses a player commitment points, up to a maximum.
• commitment points are added to a players rank points.
• players have a commitment value in there profile, but no level.
• a player cannot have negative commitment points, and upon reaching 0 commitment points they cannot lose more rank points for failing to check in.
• This plays into Scvngr's "Appointment Dynamic"
Within the game a person has an overall rank, this is comprised of the scores from several other functions. At the top of the profile page is a progress bar showing how close a person is to reaching the next "rank"
• The foods eaten are calculated directly into players "rank" with different foods have different values, good foods having higher values, ok foods having small values and junk foods having negative values. ( negative values being smaller that the positive vales of good foods, so the having a 1 chocolate bar during a day doesn't push some 1 into negative scores.)
• Skills points, commitment points and group activities all influence rank points
• There are several ranks, each requiring considerably more points to reach the next rank.
• Uses Scvngr's "Influence and Status Dynamic" and "Progression Dynamic"
besides the "rank" each person has levels of certain skill, so a player can have level 7 gardening, level 9 cooking, level 3 baseball and level 12 swimming.
• players have progress bars for each skill set
• most of these skills like physical exercise activities and gardening experience is based mostly on the time a player spends on it. i.e. 1 hour of swimming a week is worth 100 exp points, to go from level 1 to level 2 a person needs 1000 swimming exp, level 2- 3 3000 exp...
• Things like cooking the exp is gained based on what a person cooked and for how many people
• Exp points are easier gained then lost, if a person performs none of their exercise for a week they lose maybe 1 hours worth of exp
• Skill exp is also added to players "rank" exp but with different skills being worth more points then others. i.e. basket ball adds more points then bowling because it is typically more intensive.
• Also Uses Scvngr's "Influence and Status Dynamic" and "Progression Dynamic"
Within each Skill there are set activities that earn players a badge (not the same as levelling up)
• Badges are awarded based on specific tasks, such as running 5 km in 1 session could earn a bronze distance running badge, running 10 km in 1 session could award a silver distance running badge running 1 km in under 5 minutes could award a bronze speed running badge.
• Badges would not be fully explained or identified at launch, players are simply asked how far and fast they ran when reporting their run for skill exp. Then when achievement is reached it is a surprise (to the first generation of players anyways)
Encourage players to create goals for themselves
• Make this system as free as possible to allow players to create what ever goals they feel they should / can meet.
• Make it so that a player can display a progress bar for each of their goals on the profile page
• Uses Scvngr's "Progression Dynamic"
Encourage players to create and join teams with similar interests and goals.
• If possible make its easy for players to find other people in their own areas to do activities with.
• Create group goal setting and group challenges allowing people to participate in group activities either in a friendly or competitive environment.
• Group participation badges.
• sort of uses Scvnger's "communal discovery dynamic"
Have an out of game encyclopaedia site of nutritional and basics skills information to allow players to research related information.
• Have the site tailored to work with the app.
• Display the actual nutritional / Physical information but also informs how the food / activity is calculated into the game.
When players reach a new rank, level up skills, or earn certain individual or team badges operators could mail them a specific plastic bead to be added to their achievement bracelet. Bracelets could serve a variety of purposes useful for this endeavour.
• Having an achievement bracelet on a players wrist could encourage them to make healthy choices when the game isn't directly in front of them.
• Having friends ask about achievement bracelet could add word of mouth advertising, attracting more people to the app
• Having a bracelet with "badge value" would allow players further sense of accomplishment, re-enforcing self-esteem
• If possible pay for bracelets by selling add space within the app (only to healthy choice advertisers.)
So to the 5 Hurdles:
• Fear of the unknown:
The hope here is that once players (of all ages) start playing the game they will be interested in gaining rank enough that they will look up what foods / activities will gain them the most points and try them. Perhaps the desire for the points will help cause a favourable prejudice for the taste.
• Parental beliefs and lifestyle:
This game is targeting almost everyone, so hopefully many parents will be drawn into it. Influencing the parents choices will cause their children to mimic them. Hopefully the cooking and gardening components will influence the parents to prepare better food for their children.
• Expense and convenience:
This one is difficult, and is not directly addressed in the app, but if it were to catch on it may be possible to negotiate a discount at a national grocery store (specifically on healthy food.) This probably wouldn't be possible at launch.
• Peer pressure:
A Major component of this strategy does rely on peer pressure. It is a face book app, notifying friends when certain accomplishments are reached. The bracelets allow player to display their accomplishments to others in real life. The team challenges allow users to work together and have some competition.
• Lack of knowledge:
Ideally players would be inspired to learn more about health choices thru the knowledge data base. initially to learn how to get more points and a higher rank. but that knowledge is something that can last them a lifetime
Strengths of this system:
• Using "Game Dynamics" this system can inspire players to learn about healthier choices and motivate them to continue making those healthier choices.
• One of the difficulties of healthier choices is it can be difficult to see your own progress. It often feels as though one is working and depriving themselves with out seeing any payoff. This system can use positive reinforcement to allow users to feel good about there choices even before they see a difference on the scales or in how they feel physically.
Difficulties of this system:
• Creation, some one would need to actually make this game. I'm not sure how difficult that would be, as I have not programming experience what-so-ever.
• Promotion, this system relies on peer pressure and as such would need many people playing it to get it off the ground. Perhaps if it was created Jamie Oliver could do some talk shows or something to promote awareness?
*I only discovered this openideo.com site in the past couple of days (from a jamie oliver add that played after a ted talk) so i havent been over all of the inspiration posts, and im sorry if i am using ideas similar to any1 elses with out citing your post for credit
Age of kids. The solutions to changing kids’ eating behaviors will vary depending on their age. What works for a toddler won’t necessarily fly for a teenager, although we suspect some concepts might be appropriate for all ages—even adults! Which age bracket does your concept address (tick all relevant boxes)?
Middle school (Tweens) 11-13
High school (Teens) 14 -18
Young adults 18-21
Hurdles to success. Helping kids make smarter food choices comes with a variety of hurdles that have to be addressed in order for a design solution to be successful, which of these do you think that your Concept overcomes (tick all relevant boxes)?
Lack of Knowledge