Serious Game Classification
Generation 21
Lateral Visions (United Kingdom), Liverpool Culture Company (United Kingdom), 2008
Video Game
Purpose
- Educative message broadcasting
- Marketing & Communication message broadcasting
Market
- Education
- Culture & Art
- Ecology
Audience
- 12-16
- 17-25
- 25-35
- 35-60
- Students
This project deals with ecologicals issues, was designed by and for school students, but is also part of Liverpool projects for becoming a "Cultural city".