A Digital Game to Support Youth Social Decision Making
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A Digital Game to Support Youth Social Decision Making

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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 ...

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 A Digital Game to Support Youth Social Decision Making Presentation Transcript

    • 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
    • • 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
    • Game Development Games developed for youth, with youth
    • • 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
    • 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
    • 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
    • Ci3.uchicago.edu A Day in the Life
    • Ci3.uchicago.edu A Day in the Life
    • Ci3.uchicago.edu A Day in the Life HYPERLINK to GAME
    • 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
    • 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
    • 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)
    • 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!