The Zet project was implemented in co-operation by Laurea and Valaa Oy.
The aim of the Zet project launched in 2015 was to develop a game-like application designed by young people for young people to help them plan their future. In addition to the students of business management and nursing, a total of 45 young people participated in the project. The main partners were the youth services of the cities of Hanko and Lohja and the media workshop of Evangeliska Högskolan in Hanko.
The closing seminar of the project was held on 25 January on Laurea’s campus in Leppävaara. Reptilian Overlords, a working life -oriented game intended for mobile use was introduced in the seminar. The game is aimed at young people who are still unsure about their direction in life and their role in working life. The game approaches working life through reversed humour; the player is the director of a large company attempting to maximise the company’s success by sabotaging the operation of its competitors.
Understanding about players transforming
Aino Luode, User Insights Expert, presented statistic data gathered by Entertainment Software Association on playing. According to this statistics, men constitute 59 per cent and women 41 per cent of people who play games on computers, consoles and mobiles. The average female player is 44 years old and the average male player 35.
- People’s playing habits have changed. The players are no longer only boys under 18 years of age playing war games on a computer. Today’s player may be, for example, a middle-aged woman who plays mobile games for 5 minutes at a time. Thanks to the versatility of the games, the average age of players has gone up and the difference between the genders has diminished. For example, a clear majority, more than 50 per cent of players of the mobile game Candy Crush are women, said Aino Luode in her presentation.
- The motivation for playing can be divided into six main categories: action, the social dimension, mastering games, achievements, immersion and fantasy. Creativity is still another category. Players are attracted by different motives. The motive that is emphasised among young people is competition - games in which they can compete against each other and compare their results with the others, continued Aino Luode.
Aiming at improving one’s strengths
Viva Sippola, who graduated from Laurea in spring 2016 with a degree in nursing, participated in the workshops in which Reptilian Overlord was developed. At the mini fair during the seminar, she was introducing Välipalavalvatti, a model she and a fellow student developed together in their thesis. The model is aimed at providing health benefits for those who are recovering from a psychosis by creating new practices and tools for their nutrition guidance.
- Reptilian Overlords challenges young people to think about what kinds of skills are needed in working life. They do this through their own strengths. The game is directed at young people who have not yet decided which school to apply to or what kind of work they want to do in future, said Sippola.