Goals:
Being a facilitating tool for financial education, during its execution, players learn various concepts of this theme. The game brings in its conception the context of verisimilitude, in which the game represents to the players a de facto experience that happens in their daily lives. The central character of the story is the player himself. During the process, the player identifies with that reality which causes him a positive or negative impact. In this way, he brings himself an awareness that the facts narrated in the game are a representation of different moments of his real life.
Game Composition:
In the game there is a persona called facilitator, in which he will represent the financial institution, this persona is responsible for adding pantry, launching credit and debits to players. The game also has a board that is made up of positions (bonus or encumbrance) and an app for financial control of the players.
Game economy:
The game's economy is based on the family income of classes C, D and E, which represents millions of Brazilians.
The contexts worked during the game are:
*Family budget
*Financial education
*Investments (Savings, CDB and Share Capital)
*Credits (Overdraft, Credit Card and Personal Credit)
*Daily knowledge of Brazilian families