MegaMission with Prankster
Mobile game for children teaching digital competences through learning and playing
Mobile Game

Challenge
Children often start to use new technologies before they learn to talk
Unfortunately, parents and school are not prepared to safely introduce a child into the virtual world. MegaMission with Prankster is a game that helps children discover the good and safe side of technology.
GOAL
Learning digital competences and Internet safety
INDUSTRY
CSR
PLATFORM
Mobile
CLIENT

Solution
To encourage children to learn about safe and smart ways of using the Internet we need to intrigue them first. That is why the application is actually a game based on Tamagotchi’s gameplay where one needs to gain knowledge in order to take care of one’s pet.
The MegaMission with Prankster is an application adapted to the youngest users of new technologies. In a simple and friendly way children learn how to verify information, what is copyright, what is advertising and what a social campaign is. They also learn the basics of safe web browsing. There are 11 topic areas – all hidden on the map of a digital world. Fun and learning are accompanied by a cheerful AI character named Prankster, whom you can feed, stroke, wash or dress for points gained while learning.
Children are able to perform most tasks by themselves, however, one of the goals of this tool was to make it an excuse to spend time together with a parent. That is why a quiz with more difficult questions can be found there – help from an adult who will look for information together with the child will be necessary.
Results
4,7
Google Play rating
400
hours spent on testing
3,5
children sessions with the application on average
Our Tasks
We were responsible for:
Profilaktyki zdrowotnej
Profilaktyki zdrowotnej
Game
Concept
Educational
Tasks
Storyline
Design
User
Tests

Methods
Games have their own rules. The implementation of the project was preceded by a long phase of analyses, during which we wondered what mechanics would accomplish the substantive goals, and also what game loop would guarantee high return to the application.
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Using our game design knowledge, we built an engaging game loop
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Conducting numerous brainstorms enabled us to match the knowledge to available mechanics
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We created an interactive mock-up to test the idea before implementation
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We tested the game with children
Development
Game Balance
Functional Tests
Game Loop
1 Learning
A child watches a film, solves a task, or plays a mini game
2 Appreciation
Motivating feedback
Gaining coins
3 Motivation
Buying clothes and taking care
of Prankster
After understanding user needs, we start designing. Each of our projects includes a unique, recipient-adapted engagement loop.
Key features


1 Fun
The application was created in such a way that it balances between education and entertainment. Substantive content is presented in an attractive way and is only a part of the game.
2 Limited Game Time
We have designed the game in such a way that it does not engage too much. We did not want a child to spend a whole day playing. It engages only as much as necessary – Prankster needs to be fed every couple of hours and there are notifications in the game that reminds users to take a break.




3 Extending the experience
The MegaMission programme is present in hundreds of Polish schools. The game serves as an addition, and was designed so that both children who know Prankster and who do not had a lot of fun.
Unique Ideas


We used Tamagotchi gameplay in order to reach the youngest children
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