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 to 16 years old
  • 17 to 25 years old
  • 25 to 35 years old
  • 35 to 60 years old
  • 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".