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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

A Digital Game to Support Youth Social Decision Making

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Page 1: A Digital Game to Support Youth Social Decision Making

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

Page 2: A Digital Game to Support Youth Social Decision Making
Page 3: A Digital Game to Support Youth Social Decision Making

• 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

Page 4: A Digital Game to Support Youth Social Decision Making

Game Development

Games developed for youth, with youth

Page 5: A Digital Game to Support Youth Social Decision Making

• 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

Page 6: A Digital Game to Support Youth Social Decision Making

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

Page 7: A Digital Game to Support Youth Social Decision Making

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

• Youth Violence

Page 8: A Digital Game to Support Youth Social Decision Making

Ci3.uchicago.edu

A Day in the Life

Page 9: A Digital Game to Support Youth Social Decision Making

Ci3.uchicago.edu

A Day in the Life

Page 10: A Digital Game to Support Youth Social Decision Making

Ci3.uchicago.edu

A Day in the Life

HYPERLINK to GAME

Page 11: A Digital Game to Support Youth Social Decision Making

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

Page 12: A Digital Game to Support Youth Social Decision Making

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 Keith Wilson

Developers: Mason Arrington, Gewargis Envia, Hanchen Jiang, and Petras Kuprys

Graphics: Amanda Dittami and Ashlyn Sparrow

Page 13: A Digital Game to Support Youth Social Decision Making

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)