Project Details

The Challenge | Build a Planet

Your challenge is to create a game that will allow players to customize the characteristics of a star and design planets that could reasonably exist in that star system. Ensure that this game provides an educational experience for players!

Kepler's Legacy

Development of a strategy videogame, in which the user designs the characteristics of planets and stars, to simulate different situations and learn about the approximate conditions for housing life.

The Sagan's

Problematic: in sentence, phrase the problem. / Data

All that is ignored, despised.

There is no interest in scientific validation.

44% of young people between 18 and 24 years of age in the US are fully sure that they live on a spherical planet (76% between 25 and 34 years old). (2019)

25% of the population of the United States and the United Kingdom do not believe that man actually reached the Moon. (2019)

17% of Australia's population denies climate change, followed by Norway (15%), New Zealand (13%) and the United States (12%). (2015)

A study published in Nature Communications, researchers analyzed 100,000 written or online press articles published between 2000 and 2016, looking for quotes that cast doubt on global warming or attribute the rise in temperatures to "natural" causes. "We found that the visibility of those who deny climate change is 49% higher than that of those who believe."

Opportunity: WHY ARE WE DOING IT? / Data

Raise awareness, there are no more options

The list of compatible exoplanets was headed by Kepler-438b, a planet 470 light years away with a 0.88 IST and Kepler-296e, 669 light years away, with a 0.85. None of the options seem good.

The video game offers unique features such as the comparison and analysis of the conditions of the planets to house life (you can only make changes in the orbits lengths and directions, data of each planet varying its distance with the sun, limited depending on the platform that is run)

The development of the game can be didactic material for school use.

Solution:

Develop teaching material in a videogame, to generate more realistic awareness about our planet and the universe that surrounds it.

changes in the perception of ...

Raise awareness of how special our planet is among others.

Develop a strategy game, in which the user designs the characteristics of planets and stars, to simulate different situations and learn about the approximate conditions for housing life.

Use information on the various life forms of the Earth and its chemical properties of the elements to obtain alternative possibilities. Life on other planets can look very different from life as we know it.

Market: Market size

1.2 billion video players in the world, where 26% of the players are under 18 years of age.

Mobile devices have grown by 35% generating profits of more than 27 billion dollars.

Competition:

NASA Astro-venture, Exo Explorer, Universe Sandbox, Journey to the exoplanets and NASA Extreme Planet MakeOver.

Competitive advantage: Why are we different from others?

Subliminal learning about the existence of exoplanets and the conditions for them to be habitable.

Game physics complemented with data obtained by NASA.

OBJECTIVE: Contribute to the astronomical education of children between 6 and 12 years old through an interactive video game that allows them to identify and customize the characteristics of a star as well as design their own planet in the star system, where it is required to maintain life for through the lessons learned throughout the game indirectly. Achieving little by little identify the components of each planet as well as their reactions between them to be able to generate and maintain life within theirs taking as reference the planet Earth.

MISSION: Provide astronomical knowledge through an interactive game that facilitates the understanding and analysis of the characteristics that propitiate life on a planet. Developing new dynamic learning tools.

VISION: Position the videogame as a 100% educational tool and with didactic material through the impulse towards scientific research through the use of new technologies, in order to motivate and promote in the children the study of the universe in a fun and efficient way.

Prospecting:

Develop a range of educational video games with the help of a video game development community.