Working to create a series of digital and analog games to address complex issues of social and emotional health of youth, Ragnar Anderson of the University of Chicago presents the digital game "A Day in the Life." Presented at YTH Live 2014 session "Gaming for Health."
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A Digital Game to Support Youth Social Decision Making
1. A Day in the Life:
A Digital Game to Support
Youth Decision Making
Ragnar Anderson, MPH
Center for Interdisciplinary Inquiry & Innovation
in Sexual and Reproductive Health
(Ci3)
April 6-8, 2014
San Francisco, CA
Annual Conference on Youth + Tech + Health
2.
3. • Meeting young people in a place they already inhabit
and enjoy
• Unexpected space to explore relatable, real-world
scenarios and problems
• Unique opportunity for failure without real-world
consequences
Learning from Games
5. • To create an interpersonal landscape in which players make
a series of dialogue decisions in a variety of interactions,
prizing empathetic responses.
• To prompt players to reflect on their behavior and its
effects.
• To increase critical thinking and interrogation of their social
assumptions.
• To spark and cultivate empathy within players.
Objectives
6. Ci3.uchicago.edu
A Day in the Life
• SETTING: High school
• FOCUS: Decision making and its effects
• PRIMARY MECHANIC: series of dialogue selections
which comprise interactions with characters
• CONSTRAINING FACTOR: limited time to spend
within the surrounding space before the game begins
anew Groundhog Day experience
7. Ci3.uchicago.edu
A Day in the Life
• Dialogues unveil a range of scenarios that involve
topics such as:
• Bullying and rumors
• Personal relationships
• Sexual health
• YouthViolence
11. Ci3.uchicago.edu
Research Questions
Ci3.uchicago.edu
• Can digital games change decision-making?
• Does rehearsing decision making and exploring
outcomes influence attitudes pertaining to the
game topics?
• Does this particular game environment change
players perception of their ability to change a
culture, community, interaction
12. Ci3.uchicago.edu
Project Team
Ci3.uchicago.edu
Lead designer and developer: Amanda Dittami
Researchers: Melissa Gilliam, Ragnar Anderson, Erin Jaworski, and
Patrick Jagoda
Design Director: Patrick Jagoda
Designers: Lena Dickinson, Philip Ehrenberg, Megan Macklin, and
KeithWilson
Developers: Mason Arrington, Gewargis Envia, Hanchen Jiang, and
Petras Kuprys
Graphics:Amanda Dittami and Ashlyn Sparrow
13. Ci3.uchicago.edu
Next Steps
Ci3.uchicago.edu
• Create sound effects and musical score
• Programming and scripting
• Finalizing art assets
• Finalizing content
• Interrogating the ways in which we depict the various topics
• Play-testing with young people
• Are we achieving our objectives?
• Is the message of the game successfully conveyed through
the game mechanics (procedural rhetoric)
14. Ci3.uchicago.edu
Game Changer Chicago is grateful for the support of the Compton
Foundation,the John D. and CatherineT. MacArthur Foundation, and the
Neubauer Family Collegium for Culture and Society.
For more about us, see:
http://gamechanger.uchicago.edu
For project updates,
see: http://lucian.uchicago.edu/blogs/gamechanger/portfolios/a-day-in-the-life/
Thank you for your attention!