The 'Journal 29' Interactive Book Game Merges Offline and Online Methods
Michael Hemsworth — December 7, 2016 — Tech
References: indiegogo & thegadgetflow
The 'Journal 29' interactive book game provides players with a series of riddles to solve in order to move forward in the game and continue playing. The 'Journal 29' features a rich storyline behind it in order to get players intrigued and excited to start playing.
The board game-style toy is purported to be the last piece of evidence left behind by a group of researchers who vanished mysteriously. In order for players to find out what happened and know the whole story they must play through each riddle to get the answers and move forward.
The 'Journal 29' interactive book game merges online and offline methods by providing players with the physical book, but also requiring an Internet-connected device like a smartphone to go to websites listed as QR codes.
The board game-style toy is purported to be the last piece of evidence left behind by a group of researchers who vanished mysteriously. In order for players to find out what happened and know the whole story they must play through each riddle to get the answers and move forward.
The 'Journal 29' interactive book game merges online and offline methods by providing players with the physical book, but also requiring an Internet-connected device like a smartphone to go to websites listed as QR codes.
Trend Themes
1. Interactive Book Games - Opportunity for game developers to create immersive experiences that blend offline and online elements.
2. Riddle-solving Games - Potential for puzzle enthusiasts to engage in interactive and challenging gameplay.
3. Merging Physical and Digital - Opportunity to bridge the gap between physical books and digital technologies for interactive storytelling.
Industry Implications
1. Gaming - Innovative game developers can tap into the demand for immersive and interactive gameplay experiences.
2. Educational Publishing - Educational publishers can leverage interactive book games to engage students in a fun and interactive learning experience.
3. Entertainment - The merging of physical books and digital technologies presents new avenues for entertainment companies to create unique and engaging storytelling experiences.
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