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Title | Dreamy |
Presenter(s) | Clay Ewing, Soyoon Kim, Kenny Langer, Allison Chin, Valentina Crespo, Matthew Kyprie, Kelsey Kjeldsen |
Session | Conference Reception, Game Exhibition, and Poster Session |
Time | Thursday, October 20, 7:00p-10:00p |
Location | MSU Union Ballroom |
Format | Game Exhibition |
Screenshot | |
Description | Dreamy is a dating simulator that places the player into conversations with potential suitors where physical appearance matters. The objective of the game is to find a date during a 30 day trial of a dating service. The central game mechanic in the game is choosing how to respond to potential suitors. These conversations highlight the choices and reasons for risk-taking behavior associated with indoor tanning. Outside of the conversations, the player can visit a tanning salon, get piercings, boost their love quotient, and visit a dermatologist. Each of these activities have effects on the way the player is perceived by potential suitors. Components and content in Dreamy are based upon two behavioral prediction models: Integrated Model of Behavioral Prediction (IM: Fishbein, 2000, 2007; Fishbein & Yzer, 2003) and the health belief model (HBM: Rosenstock, 1974; Rosenstock, Strecher & Becker, 1988). The game mechanics have been designed to target salient beliefs and attitudes to determine behavioral intention to engage in tanning behavior and discourage indoor tanning. |