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https://miro.com/app/board/uXjVIAb5HQk=/
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This game inspires players to ideate or parse out their ideas for a policy, program, product, or process as Stakeholders walk them through the elements that are commonly required for funding proposals, grant applications, and social media campaigns, for example. Player inputs are compiled and formatted to be saved and exported for future real-world use cases.
As you walk through each scenario, you will meet with a stakeholder. Each stakeholder requires a dependency item before engaging. Once the input item has been obtained, the stakeholder will guide you through a task. The tasks are evidence-based approaches to developing assets for new programs and policies. At the completion of the task, you will receive a new item to unlock the next stakeholder.
Players are motivated to complete the tasks as they walk through a narrative that immerses them in a cozy but complicated alternate world. The aesthetics of a 90’s retro-futuristic realm with advanced robots engrosses and engages players, and the existence of a dystopian cult collective that resents the robot race provides the tension and resolve to continue the story. The cult believes that to suffer is human, and they will do anything to stop your sister’s innovative new approach to combat domestic violence as it allieviates the suffering they seek to promote. The player arrives to the sister’s house to find her resources destroyed. The sister’s guidebot, GuBo, is discovered in distress mode, but when you are able to get him back online, he guides you through the steps you'll take to rebuild your sister's project.