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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Interactive Multimedia Game "Let's Save the Water" for the Communities of Ecuador and Bolivia</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marcelo León</string-name>
          <email>marceloleon11@hotmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          ,
          <addr-line>Valeria Burgos</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Guarumo S.A.S</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Autonoma Juan Misael Saracho</institution>
          ,
          <country country="BO">Bolivia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad Nacional de Loja</institution>
          ,
          <country country="EC">Ecuador</country>
        </aff>
      </contrib-group>
      <fpage>334</fpage>
      <lpage>343</lpage>
      <abstract>
        <p>Due to the importance of water, it is necessary to know how to preserve it, because this vital liquid is increasingly becoming scarce every day, heavily affecting the rural areas and communities of Ecuador and Bolivia. Based on Gamification and its main characteristics, it seeks to identify some ICT tools such as the interactive multimedia game that today represents a powerful means to reach children and can be used in classrooms to facilitate learning, as well as the development of skills and abilities to raise awareness of children being an important support to teaching-learning processes. The objective of this project is to contribute to the promotion of good water use through "Interactive Games Applied to Sustainable Practices and Responsible for the Efficient Use of Water", making use of the tools provided by ICTs. This multimedia project is an improvement initiative that incorporates various video elements, text, graphics, animation, and audio.</p>
      </abstract>
      <kwd-group>
        <kwd>Videogames</kwd>
        <kwd>sustainable development</kwd>
        <kwd>Water</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>This project includes two components: 1) Development of an interactive
multimedia game, using the development engine Unity video games, Adobe Illustrator
tool for creating images (sprites) and the programming language C# for
minigames platform to enlighten children about sustainable practices and responsible
water use, combating pollution and waste of it, using the SUM methodology for
its development, state diagrams and multimedia script for design. 2) In the first
stage, an expository demonstration of the software is carried out to children
between 6 and 12 years old, then in the second stage, the children perform
individual tests.</p>
      <p>With the development of these components, we will contribute to the
knowledge on the rational use of drinking water, for the collective awareness of the
city of Tarija - Bolivia (place defined for experimentation), encouraging a new
way of learning and teaching in multimedia technological environments.</p>
      <p>The environmental degradation is alarming today all over the world, one of
the problems that contribute to this worrying climate problem is water scarcity.
Water is a non-renewable resource, it has proven to be a source of life and all
living things depend on it. Best practices in water use are unknown or are not
given due importance in our midst. The leisure activity contributes greatly to the
psychomotor maturation, enhances the cognitive activity, facilitates emotional
development and is essential for the socialization of children vehicles. So the
game becomes one of the most powerful ways that children have to learn new
skills and concepts through their own experience.</p>
      <p>This research is aimed at children who have a much more willing receptive
capacity, wide acceptance of new technologies and video games as well as the
ability to internalize tools and concepts that turn quickly in people with great
influence at the time to inform and sensitize their families, friends and
environment in general, because the change lies in the younger generation. For this
purpose policies and strategies for the dissemination of efficient use of water and
measures that allow their conservation arises, making use of ICT through
interactive games that could achieve the interests of children and encourage them
efficient water use, combat pollution of rivers, and identify sources of waste of it;
through software developed in the Unity video game development engine, using
the C # programming language and the Adobe Illustrator design tool for
image creation, using the SUM methodology of video game development and the
unified modeling language for the visual version of software architecture.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Metodology</title>
      <p>
        The working of this project is based on the SUM methodology for video games,
the same as that aims to develop quality games in time and cost as well as a
continuous process improvement to increase its effectiveness and efficiency [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
Seeks to obtain predictable results, efficiently manage resources and project risks,
and achieve high productivity of the development team. SUM was designed to
suit small multidisciplinary teams (three to seven members working in the same
physical place or are distributed), and for short projects (less than one year)
with a high degree of customer participation. The definition of the methodology
is based on Software and Systems Process Engineering Metamodel Specification
(SPEM) 2.0 a meta-model to describe processes and methodology developed by
the Object Management Group (OMG) [
        <xref ref-type="bibr" rid="ref4 ref8">4, 8</xref>
        ]. An advantage of using SPEM is
that its structure specifies the process of game development without mentioning
specific practices, making it flexible and adaptable to each reality. To specify the
methodology Eclipse Process Framework (EPF) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is used because it provides
a extensible framework based on SPEM 2.0 concepts to define and manage
software development processes. Video game SUM adapts the structure and roles
of Scrum described by Ken Schwaber. This methodology is used because it
provides flexibility in defining the life cycle and can be easily combined with other
methodologies to suit different situations [
        <xref ref-type="bibr" rid="ref15 ref22">15, 22</xref>
        ].
      </p>
      <p>
        The methodology used for socialization and/or workshop is based on
experience model "learning by doing", thus achieving the motivation to be builders of
their own knowledge. It involves direct evidence with users, where the setting is
encouraged developed operating software, experiencing with the public to whom
it is addressed [
        <xref ref-type="bibr" rid="ref1 ref16 ref17 ref20 ref21">1, 16, 17, 20, 21</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Lifecycle</title>
      <p>The life cycle is divided into incremental and iterative phases that are executed
sequentially except the phase risk management that is performed throughout
the project.</p>
      <p>
        The five sequential phases include concept, planning, development, beta, and
closing, as shown in Fig.1. Phases concept, planning, and closing are performed
in a single iteration, while processing and beta consist of multiple iterations. The
phases arise as adaptation game development of pre-game, game, and post-game
having Scrum, where the first two coincide with the planning and development,
while the third corresponds to the phases of beta phases and closing. This
division is made since the beta phase has special features in the video game industry.
The concept phase does not correspond to any stage of Scrum and added as it
covers specific requirements for game development and use in local realities and
the global industry is identified [
        <xref ref-type="bibr" rid="ref11 ref12 ref13 ref2">2, 11–13</xref>
        ].
      </p>
      <p>The expected results are related to the contribution to raise awareness of
the importance and care of water through interactive games applied to
sustainable and responsible water use efficiency children from local communities in
Bolivia and Ecuador practices (mainly). At project completion, a breakthrough
in awareness to children on an efficient and responsible use of water and the
technicians responsible for environment and regional education ministry is achieved,
are trained in using the software.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Videogame</title>
      <p>According to Frassca’s definition, you can define a game as "any form of
computer entertainment software, using any electronic platform and involving one or
more players in a physical environment or network". Furthermore, Jesper Juule
describes the requirements for a video game can be regarded as such, which are:
– Defined rules: The rules must be sufficiently well defined that can be
programmed into a computer or sufficiently well defined that you do not have
to discuss them every time you play
– It requires effort by the player: It’s another way to say that the games are
difficult, or that games contain a conflict, or are "interactive". It is a part of
the rules of most games (gambling) that can influence the actions of the game
players status and outcome of the game. Investment effort player tends to
lead to a result since the investment of energy in the game makes the player
is (partly) responsible for the results.
– Negotiable has consequences: In general, this means that every action must
produce somehow a consequence, either as small as putting an object in the
inventory or as large destroy an opponent and win a game.
– Varied number of shares This condition indicates that the actions you can
take, the player are varied and not limited to a simple action, such as in chess,
where you can move different parts and each part has a type of movement.
– Mixed resultsIn this case, it refers to a game must have different finishes or
ways to end the game, you may be limited to winning or losing a game, or
it may be so extensive as to have a different end to the story of a game.
– The results affect your motivation: The latter is related to the above
condition, this condition tries to explain that all game results, should be able
to somehow affect the player with either joy or defeat by beating or being
beaten by an opponent, or something more complex like being touched by
the end of the story of a game.</p>
      <p>According to Simone Belli and Christian Lopez, video game genre designates
a set of games that have a number of common elements. Throughout the
history of gaming elements that have shared several games have served as a genre
to classify those who have followed them, just as has happened with music or
movies.</p>
      <p>
        Video games can be classified as one gender or another depending on their
graphical representation, the type of interaction between the player and the
machine, setting, and game system, the latter being the most common criterion
to consider [
        <xref ref-type="bibr" rid="ref10 ref6 ref7 ref9">6, 7, 9, 10</xref>
        ].
      </p>
      <p>Among the various video game genres include: Beat them Up, Fighting
games, first-person, third-person action, infiltration or Sneak, platforms, combat
simulation, arcade, sports, racing, mental agility, education, adventure, music,
party games (party games), online games, games RTS (Real time strategy RTS)
and finally turn-based strategy games (TBS Turn Based strategy).
4.1</p>
      <sec id="sec-4-1">
        <title>Playability</title>
        <p>The gameplay is defined as "the set of properties that describe the player’s
experience before a particular system of play, whose main goal is to amuse and
entertain in a satisfactory and credible way either alone or with other players,
the definition of gameplay rests on the concept of quality in use. Playability
represents "the degree to which players reach specific goals of the game with
effectiveness, efficiency, flexibility, safety, and satisfaction especially in a playable
context of use".</p>
        <p>The gameplay has the following attributes: satisfaction, learning effectiveness,
immersion, motivation, emotion, socialization.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Usability</title>
        <p>Jakob Nielsen and professor of computer science Ben Shneiderman have written
separately on a framework of system acceptability, where usability is part of the
"utility" and consists of the following [WIKI01]:
1. Ease of learning: the functionality and system behavior, defines how long a
user who has never seen an interface, you can learn to use it well and perform
basic operations. How long it takes for the typical user of a community to
learn how relevant commands are used to a set of tasks?
2. Efficiency of use:It involves achieve the level of productivity required,
once the user has learned to use the system. Determines how quickly you
can develop tasks. How long it takes a user to complete a set of specific tasks
(tasks benchmark)?
3. Hold on time: When a user has used a system time ago, and has the need
to use it again the learning curve should be significantly less than the case of
the user who has never used such a system. This is of paramount importance
for applications used intermittently. How well remember how users how the
system works after an hour, a day or a week?
4. Error rates: The system’s ability to provide a low error rate, support users
to make few errors while using the system, and if they make mistakes easily
help them recover. How many and what mistakes people make when running
a group of specific tasks?
5. Satisfaction: It refers to the subjective impression of the system user. How
much users liked the various attributes of the system?</p>
        <p>
          SUM methodology for the development of the game "Let’s save
the water"
The methodologies used for game development are agile principles to be iterative
and incremental, have frequent interaction with customers and be flexible to
changing requirements. In particular, Scrum and XP are taken as the basis of
SUM by the existence of cases of success and the benefits reported for game
development [
          <xref ref-type="bibr" rid="ref10 ref11 ref19 ref3 ref6 ref7 ref9">3, 6, 7, 9–11, 19</xref>
          ].
        </p>
        <p>The life cycle of the project "Rescuing Water" is divided into iterative and
incremental phases are executed sequentially except for the phase of risk
management is performed throughout the project.</p>
        <p>Game: A game in which the character that identifies the project (the Avatar
or main character) must reach the finish line having collected contaminants
objects in the water and turn off the faucets of water pipes that are open and
wasting water piles, all in a time limit.</p>
        <p>History: There was once a boy who lived in a place where water as a vital
resource is not valued, and this was polluted and wasted indiscriminately, once
had a dream in which there were chaos and despair over the lack of water live. It
was then that the child initiates the great mission of rescue water pollution and
stop wasting it. He had to overcome many obstacles in the fight until he finally
achieves the desired goal and saves water.</p>
        <p>Mechanical:
– The child must avoid falling into the contaminated water.
– The child must identify objects water contaminants.
– The child must reach the stopcock to close the open pipes.
– You must close all water leaks before the end of the time set by level.
– The child should avoid that the trash contaminates the river.
Target audience: The video game will be suitable for children from 6 to 12
years old mainly, although they can play at any age.</p>
        <p>Platforms: Unity is a multi-platform (cross-platform) tool, is one of the
main features of this tool as it allows the realization of an application directed
to various platforms, without the need to make the whole process again. The
platforms which can be imported applications performed are: PC, MAC, Linux,
web Player, IOS, Android, Blackberry, Windows Phone 8, Sony Play Station 4,
Sony PlayStation Vita, Microsoft Xbox 360, Microsoft Xbox One.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Preparation</title>
      <p>This video game called "Let’s save the water" is designed and developed for an
audience of 6 to 12 years, in order to promote good practices on the use of water
as a vital resource in Bolivian cities and mainly considering the pilot the city of
Tarija, whose main objective is to capture the main elements to be included to
meet the requirements.</p>
      <p>Fig. 2 and Fig. 3 present the scene menu screen and the scene instructions
screen of the game.
“Let’s save the water” develops on a plane and both the elements and the
character can move through it. Anyway, the scenario will present certain obstacles
such as earth walls that cannot not be crossed by any entity.</p>
      <p>In short, the collisions that will occur are:
– Character - Character
– Character - Scenario
– Platform - Character
– Mobile platform - Scene
– Character - Garbage</p>
      <p>The controls are defined by the Movement: Keys up, right, left, left-click of
the mouse or touch; the Interface: In this section, each of the screens that make
up The Water Rescue is specified in detail, as well as the transitions between
them as well as the utility of each GUI element (Graphical User Interface); Main
menu, according to the sketch shown below:
7</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>
        Educational Software has been emerging to help improve cognitive skills
necessary to analyze and use information [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], becoming an instructional resource
currently used in the process of teaching - learning. This new learning resource
widely accepted by children combines multimedia elements (integration of
animations, sounds, text, and graphics), allowing the child to stimulate multi-sensory
way and providing features that make its application possible in the area of
education.
      </p>
      <p>For the Unity game development was used, by which text files, images,
sounds, videos and code files necessary for the creation of educational software
they are linked.</p>
      <p>Research conducted by the optimum level for the functionality of the project,
and through the feasibility study determined could meet its viability and
ultimately necessary to detect, and correct errors in the game software tests were
performed.</p>
      <p>In this paper, in order to contribute to the awareness of children about the
importance of water through video games, water rescue project was developed,
which incorporates three video games responsible for the efficient use for
educational purposes about sustainable practices and water. Therefore, we conclude
that the project performed satisfactorily complying with the general objectives
and specific objectives posed.</p>
    </sec>
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