Christopher Seymour, a Glamorgan University student in his final year, undertook a major project in Interactive Media where he designed and implemented a children’s game suited for a playroom where, to complete the narrative at hand, the user must correctly identify symbols on an interactive floor mat with instructions matched on the screen. The game titled “Tweets Big Adventure” is about a bird that is always on an adventure and the current state of the game is said to be a prototype, with room for expansion where the mat could be accustomed to interchangeable covers which would suit a variety of other narratives. As with activities like hopscotch or jump rope, it is hoped that the physical activity will help keep the users engaged while honing motor skills, pattern recognition, rhythm and coordination as cited from Scarlatos (2008) and this sets the scene for a modern day 21st Century playroom where technology is constantly changing with time, and education is very much involved with this technological advancement.
‘Tweets Big Adventure’ is something will engage the audience, whether it be for the graphics, the soundtrack, the cleverly self recorded and voiced narration or whether it be because of the brightly coloured floor mat. It was originally meant to be made using programming language suited for the software ‘Processing’, however it was scrapped because of issues with the language knowledge therefore was aimed to be completed using Adobe’s Director.