Breakaway: An Electronic Game to Address Violence Against Women
Video games often depict violent behavior. This game project aims to END violence. Equally innovative, it’s geared towards changing behaviors of oppressors, not the oppressed. Changing violent behavior towards women, it engages and educates pre-teen boys through a globally delivered (web and cell phones), episodic series with supporting social media.
Sobre ti
Sección 1: Sobre ti
Nombre
Julie
Apellido
Bond
Website
Organization
Champlain College - Emergent Media Center
Country
Estados Unidos
Sección 2: Sobre tu organización
Nombre de la organización
Champlain College - Emergent Media Center
Sitio web de la organización
Teléfono de la organización
(802) 383-6634
Dirección de la organización
Burlington, Vermont
País de la organización
Estados Unidos
tu idea
Name Your Project
Breakaway: An Electronic Game to Address Violence Against Women
What is your idea? What makes it innovative? Why is it important?
Video games often depict violent behavior. This game project aims to END violence. Equally innovative, it’s geared towards changing behaviors of oppressors, not the oppressed. Changing violent behavior towards women, it engages and educates pre-teen boys through a globally delivered (web and cell phones), episodic series with supporting social media.
Will you launch your idea as a business or non-profit?
Entidad sin ánimo de lucro
Country your work focuses on
What will be the impact of your idea?
In order to inspire deep societal change in the treatment of girls and women, the attitudes of boys must shift. The goal is to create a global soccer game, played by youth, which inspires reflection, decision-making, and the understanding of one's actions and their consequences towards others. The hope is to inspire the beginning of a worldwide shift in social views and actions towards gender equality by targeting boys through 'serious' gaming and social media. A successful merging of new media to this global crisis by capturing the hearts and minds of the world’s youth, can be an important step in reaching potential future perpetrators of violence and improving the future for women. This game will be successful if a player experiences the following 4 shifts: 1. Understanding the problem of gender violence 2. Recognizing one’s own personal responsibility to change 3. Changing one’s own behavior 4. Advocating for others. Champlain College, in partnership with Population Media Center (PMC) and at the request of the United Nations Population Fund (UNFPA), has completed the first of three phases to design and deliver a game to address the issue of violence against women.
Who will help you develop your idea? Why are you the one to make this happen?
In August 2008, with support of the United Nations Population Fund (UNFPA), students and faculty at the Emergent Media Center at Champlain College (EMC) and experts from the Population Media Center (PMC), began this innovative project aimed at preventing violence against women.
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Population Media Center is the world’s leader in using the Sabido methodology of entertainment-education via mass media for behavior change. PMC has implemented behavior change communication projects in over 25 countries in its 10-year history.
How much will it cost to launch your idea? (This can be an estimate)
With sufficient support for development and testing, the project team is poised to launch the web version of the game during the FIFA World Cup in South Africa in June 2010. The mobile-phone version will be launched in August 2011. Comprehensive monitoring and assessment is scheduled pre- and post-deployment. With support from UNFPA ($590,891), Champlain College ($36,987), Population Media Center ($20,000) and private donations ($22,000 to date) the team has moved forward with research, prototyping, production, and early game testing. Additional funding is needed to achieve the plans highlighted above. To reach the broadest audience and continue educational support, included in the costs are marketing and the construction of a companion social networking and web platform. The production and delivery timeline matched to funding goals are:
• July-December 2009: Continued game design, development and testing, $327,432. GOAL met!
• January-December 2010: Produce, test, and launch web games episodes to coincide with the FIFA World Cup, $752,956.
• July 2010-June 2011: Create and launch mobile games for broadest outreach, $622,167.
Total Project Budget: $1,702,555
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