Players will be put into the world of Alice in Wonderland where they help investigate who stole the queen’s tarts.
As part of the queen’s royal guard, players must decode ransom notes sent by the thief.
To be as accessible as possible the game will be playable on phones and desktops through their web browser, both with and without headsets.
Since dyslexia manifests differently in everyone, some tasks will be easier with a headset and some without. The goal of the game is to mirror the emotional effects dyslexia has on students when they don’t have the right accommodations to succeed. Players will have to develop their own coping strategies, like taking their headset on and off, to be successful.
Players will have a short amount of time to go through their workload while minimizing mistakes. At the end of each shift they’ll be chastised for not keeping up with everyone else.
Various distractions will interrupt the work day to break the player's focus. Their co-workers will breeze through their workload and clock out early regardless.
To reach educators, they'll be mailed a branded google cardboard headset along with information on how they can support students with dyslexia. For convenience, the headset will have a QR code to launch the game.
During the back-to-school, OOH will be used to direct people towards the AR experience.
To tie in with the campaign, Sparknotes will add a voice synthesizer button to their study guides and summaries. It will highlight the current word as it’s read aloud.