2020 Volume 40 Pages 175-185
The purpose of this study was to develop a loot-box simulation game as lesson material for special needs students, and to propose lesson objectives . Before developing the simulation game, we conducted a survey and focus group interview to understand situations of consumer education at special needs high schools, and the challenges the teachers in charge were facing. Based on the results obtained, we designed specifications of the lesson material game and outsourced a company to create a loot-box simulation game that collects various kinds of fish with a pay-for-money system. As well, we implemented the game into class at a special needs high school in order to verify the utility of the game.