In real life, poor financial decisions lead to financial losses. In the virtual world, one can afford to make financial risks & learn from them. Cheddar Bowl is a virtual simulation-based learning experience allowing students to respond to unforeseeable circumstances to gain valuable behavioral skills as a way to better understand the impact to their personal financial decision-making.
Life is full of decisions. The lessons we learn from those decisions drive our behavior. Both internal & external forces work against what we may financially plan for. World of Cheddar, LLC set out to investigate how to impact learning & financial behavioral change for students, ages 16-22.
The Cheddar Bowl team surveyed over 200 representatives of the targeted demographic about their financial history to develop character storylines for a money management simulation. The following recurring concepts were addressed from the survey responses:
Each player is assigned a character & their character’s profile is intended to guide their decision-making process during gameplay. The following featured character, Paola, was written with high financial & emotional stress fueled by a shopping addiction.
risk
loans
investment
debt
credit
entrepreneurship
Decisions guide the direction behind the e-Comic’s visual & interactive storyline, mapping the short & long-term outcomes of those decisions that further impact players’ scores. The comic included above was a snippet of Paola's decision map & shown below is a shortened version of the same map.
As in real life, unplanned circumstances occur that may impact our wallet. To account for this, random events were designed as notifications to evoke monetary & emotional stress and relief so players could observe how they impact their character’s scores & badges.
A series of usability sessions were organized to review the user flow in relation to players’ decision-making process to aid in the fourth-stage prototype game simulation. Six 1-hour usability sessions were each comprised of three sections:
Analyze the player’s independent exploratory learning to determine user’s initial reaction to the game elements
Orient the user with the interface & occasionally prompt them on their actions, thoughts & questions
Assess player’s relationship with their character, content & technical issues, interface design, & reward system
Findings from the usability testing indicated the need for more visible feedback of the scores. Players were unaware of which decisions triggered the individual score meter fluctuations & by how much. With the animation, users can immediately recognize the changes made following time advancement.