Archive 13 Research

Secondary Research

Below is a PDF I created containing all of my secondary research. I looked into the tabloid industry and how it works as well as marketing aspects such as competitive games and negative reviews, to see what could potentially let the game down.

After completing all the research I decided to rename ‘Anonymous Provider’ to ‘Archive 13’.


Mood boards

For everyone and our team to understand what the game aesthetic and colour pallet may look like, I created two mood boards that will be shown on my slides.

Click here to see our week 9 presentation: https://sites.wsagames.com/jr16g23/week-9-presenting-three-games/


Primary Research- Microsoft Forms

To understand how journalists handle ethical dilemmas, verification and pressure, I conducted a survey targeting journalism students (as I have two friends who currently study that). The aim was to explore real-world practices, attitudes towards anonymous sources and responses to sensitive or leaked material. This feedback will help inform the investigative systems, narrative choices and tone of Archive 13, if this concept is chosen to move forward with.

Below are the results…

Key Takeaways:

  • Anonymous sources are common in tabloids but risky for reputation.
  • Tabloids are faster-pasted than investigative newsrooms, creating ethical tension.
  • Handling sensitive material or disturbing material can lead to stress, burnout and insomnia.
  • Ethical choices are situational, not binary, and consequences affect trust, safety and public perception.

The feedback from the journalism students highlighted several important considerations for Archive 13 should it be developed further, Insights into verification practices suggest that evidence analysis mechanics should encourage cross-checking sources and spotting inconsistencies rather than presenting clear-cut answers. Responses about ethical dilemmas, anonymous sources and tabloid pressures indicate that a risk and reputation system could realistically reflect consequences of decisions on credibility, safety and public perception. Additionally, comments on stress, burnout and the emotional impact of handling sensitive material suggest that tone, atmosphere and character interactions should be used to create tension and reflect psychological pressure. These insights will guide future design choices to ensure the game presents a realistic and engaging investigative experience while maintaining narrative depth and ethical awareness.