Discussion about entry: Paradigm Shift

Comentarios

Dom, 09/09/2007 - 14:32

Thanks very much for your strong entry. It prompts some questions.

First: you suggest that your video game is based on a game that was earlier released in game-kit form and which enjoyed great success. I wonder: what was the nature of the success that game enjoyed? And how much success did it enjoy? For example: Did players (only) enjoy increased levels of knowledge as a result of game-play; or might they (also) have enjoyed an increased sense of self-efficacy -- an increased belief that their actions could affect outcomes? Or might their behaviors have changed as well --if only in becoming more articulate (and thus, more effective) communicators- and thus, decisionmakers? In short: on your entry form (above) you suggest that your game is intended to, and effective at, both informing players and making players' more active decisionmakers. I'd like to better understand the behavioral change the game produces and how it produces them.

Second: Another entry to the "Why Games Matter" competition ("Gaming for Great Relationships") -- submitted just after yours -- points to the reality that both parties in a relationship are affected by the changes either one brings to it. (You also acknowledge the need for the development of a different game aimed at boys). I wonder: does your game include a component that helps women communicate to male partners the changes (eg the learning, etc ) the game has produced?

I look forward to hearing your responses.

Best,
Diane
Changemakers

Mié, 09/12/2007 - 04:03

Thank you for going through our entry. The success which our innovation enjoyed in the kit form was the increased level of awareness and knowledge. Our kit purports to systematically impart precise information on changes during adolescence, puberty and biology of reproduction, menstrual hygenie and psycho-social determinants of adolescent behavior. Learning objectives also include making informed choice of conception and contraception for Planned Parenthood. Thus games of our kit meant to sensitize adolescent girls on issues concerning them right from “puberty changes” to “handling sexual and adult life”, “emotional development” and gender sensitivity. Our kit uses games, which are “target population friendly and age gender sensitive” Our kit aims not to instigate changes coercively but rather “participatory”.

Yes, our kit does have a component through which girls are able to communicate to male partners the changes games had produced. With the learning from these game adolescent girls go back home carrying very important and strong messages concerning themselves and society at large. Our games aim to “stimulate” adolescents’ girlscreating a better future for them.
thankyou