Project REPLAY Gaming Platform for the Assessment and Reintegration of Young People Marginalised by Anti-Social Behaviour A presentation by Jim Playfoot,

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Presentation transcript:

Project REPLAY Gaming Platform for the Assessment and Reintegration of Young People Marginalised by Anti-Social Behaviour A presentation by Jim Playfoot, Director of Strategy & Ideas, White Loop Ltd (UK) ICT Expo, Brussels, September 2010 Partners: Brainstorm, InnovaTec, AIJU, UAIC, Whiteloop, El Cerezo, Rotalent

The aim of Project REPLAY A highly immersive game as a support tool... In Intervention programmes: Supporting experts involved in rehabilitation and behavioural programmes Providing experts with a pedagogically sound assessment tool Reintegrating into society young people who have become marginalised due to anti-social behaviour (ASB) In Preventative Programmes: Supporting teachers involved in ASB programmes in schools Creating a better awareness in young people of how and why they behave Encouraging young people to take greater responsibility for the consequences of their decisions and behaviours

How do we achieve this? Creating a ‘child-centric’ context for discussion - honesty and openness Using gaming technology as a mechanism for engagement Creating a convincing, immersive end-user experience incorporating the latest technologies (Visualization/Interaction) Embedding pedagogically-driven content into this highly immersive gaming environment Building a feedback session into the process of the game Analysing the impact on the player and the expert/professional

Game Design & Development What did the children we asked want from their game? Sports/racing game Challenges/missions to complete Played in the first person Multiplayer High level of interaction level Focus on graphics Engaging, highly ‘playable’ game (not like Sims) Something highly active to avoid boredom Competitive Game

Content Focus & Generation The experts involved in the project wanted a game that could: Provide stimulus for discussion Integrate current types of activities/contents used in assessment programmes Address/assess lower level types of behaviour and target a younger target audience (10-14 years old) Provide a new approach for ‘reaching out’ to these children Provide a forum to review the answers given during the gameplay within a friendly, expert-controlled environment

The REPLAY game Futuristic ‘Segway’ simulation Modular and multi-language game ‘First-person racer’ game – against the clock/each other Highly interactive (interactive board, game pad, Iphone, Ipad,…) Integrates customisable educative/assessment activity ‘breaks’ into gameplay: moral dilemmas; consequential thinking; empathy Includes traditional ‘game’ elements – power-ups; mini-games; navigation challenges etc. REPLAY mode allowing feedback and reflection

The REPLAY session Review of all activities completed during the game session Opportunity to explore issues Chance to build trust between player and expert Create a greater understanding of the player’s values Begin to address the causes of anti-social behaviour

Did it work...for kids? Tested in 3 countries, 180 users (MYP), 60 secondary users (teachers/experts) Feedback from testing sessions highly positive Compared well to ‘real’ game titles Created a buzz – children ‘wanted to play’ Competition for best times Interactive platform challenging but immersive Players engaged fully with activities – took them seriously; answered fully; engaged Many players actually enjoyed the REPLAY session – gave them ‘the chance to talk’; Changed the dynamic

Did it work...for experts? Feedback and results from testing sessions highly positive Provided a ‘completely new approach’ to engagement Noticeable increase in openness of exchanges Uncovering attitudes & beliefs that were sometimes surprising Relationships began to change after one session Creates a new type of bond between expert and player Excitement about ‘what it could be’ – better/different content; user configured; different scenarios No concerns over ethics or approach Some cultural differences but nothing significant

Implications for Serious Gaming Paradigm Effectiveness of video gaming in creating engagement, immersion & relationships (we change the context) Importance of design and playability in the development of serious games (we MUST compete or go home) Equally important to conceptualise gaming activities that reflect and support pedagogical objectives (from the beginning) Importance of human intervention - vital to bring intermediaries on board and to make them part of the concept (particularly with MYP or the socially excluded) Ideal serious game works cognitively, emotionally and physically Serious games can be part of a constructivist approach to learning (experience then reflect) Serious games CAN be a driver for social inclusion (invest more)

Next steps... Further developments to the gameplay/configurability Development of customised content Content management interface for greater flexibility Interest from a number of different organisations/contexts Pre-commercial version for further testing Seeking further funding for full commercial launch in 2011/12

Thank you QUESTIONS?