Candy Monster

Year of Production
2018
Content Type
Arcade
Target Age
Kids
Art
2D
Service Step
In Service

Video

Summary

This body-interactive content lets children feed the right items to an onscreen character using two front buttons. When a button is pressed, the character opens its mouth and eats the items appearing onscreen one by one. Its intuitive design lets children learn the rules and immerse themselves without explanation.
First, it builds selective attention and quick judgment. Children must quickly tell apart the "candy" to eat and the "bomb" to avoid. Feeding only candy while dodging bombs develops self-control, and judging what to do and what not to do fosters cognitive flexibility and self-regulation.
Second, it strengthens agility and hand-eye coordination. Operating the two buttons in time with incoming items boosts visual reflexes, and alternating both hands to press accurately develops finger dexterity and body control. Moving toward the goal brings fun and achievement, and this blend of judgment and activity supports balanced growth.

Company Profile

Game Immersive Content

Therabyte Labs., Inc.

Therabyte Labs (Inc.) is an interactive media contents company founded by Bang Hyun -woo, a professor of engineering at Seoul National University and co -representative of media artist Heo Yoon -sil. Bang Hyun -woo and Heo Yun -sil have been an interactive media studio EVERYWARE, and have been introducing innovative interactive media works at art galleries and experience halls in over 20 countries around the world for over 10 years, at the labs and podiums of the College of Engineering and the College of Art for the past 20 years, which has become a technical basis for Therabyte Labs. Therabyte Labs is an interactive media contents company that intends to promote children's physical activity and intelligence through games based on its own motion sensing technology. By combining 50 kinds of physical activity -linked digital games with STEAM educational contents, we will play a role in stimulating children's body, psychology and social development and helping healthy growth. The children's experience playground, which utilizes its contents, was operated by the Funtory House, and was able to develop a realistic game that responded to the behavior of children according to each developmental stage. Currently, the company provides an integrated sensor-content-hardware integrated solution that can be serviced to play, education, and treatment institutions, and provides standardized platforms and subscription contents that are freely compatible with various games and body-sensitive input devices. The second business of the company is an eco -friendly spatial sculpture module that can easily disassemble, assemble, and reuse, to create a variable exhibition space. We launch a <Brickit> that stacks the three-dimensional modules and a <TiLiT> system for the highly freedom art wall production, and is supplied to many companies and institutions that want to practice Zero-Waste.

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