Delivering a message of respect and cooperation to boys at a critical life-stage, on their terms, using their media can effectively change attitudes and behaviors towards women. In August 2008, under support of the United Nations Population Fund (UNFPA) and the guidance of Aminata Touré (Chief, Culture, Gender and Human Rights Branch), students and faculty at the Emergent Media Center at Champlain College (EMC) and experts from the nonprofit Population Media Center (PMC), began an innovative project aimed at preventing violence against women.
The project goal is to engage and educate boys ages 10-13 through an episodic, interactive game and social networking application delivered globally via web and mobile technology. Electronic games are a unique vehicle for reaching boys and young men. By profoundly shifting beliefs, stereotypes, and attitudes on gender issues, games move from curative to a preventive approach. Games encourage change from within by presenting the opportunity for the player to think critically about actions and reasons.
To be effective in the campaign to end violence against women, the educational strengths of games must be matched to proven approaches for changing attitudes and behavior. The game, designed by students at the EMC, utilizes three successful methods: the UNFPA toolkit of culturally sensitive approaches to create change, the Sabido methodology of entertainment-education, and the FIFA (Federation Internationale de Football) “Fair Play” rules.
Employing the global popularity of football, the game design links the winning benefits of respect on the playing field to respectful behavior towards girls and women in the player’s social sphere. The player becomes a teen intent on becoming a winning football player. Game play is based on football performance and on navigating community-based relationships. The player experiences diverse viewpoints and perspectives. To be replayed multiple times with different endings, the player is challenged to make complex decisions that influence the future of the team and the women in his family and larger community.
Within these contexts the player comes into situations whereby decisions must be made about gender-based behaviors and violence. Choices the player makes determine player success at winning the game. The player discovers the causative effect of personal choice—creating an arena where individual change from within can happen. Reliant on game principles and demographic research, conflict, competition, reward systems, action, and exploration are key factors of the design. Adapting the Sabido methodology, the game employs positive, negative, and transitional role modeling; cliffhangers; and time for reflection on important issues.
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.
Commentaires
Please explain why your idea/project, is suited/perfect to using... 'media' ...to bring about A BETTER "WORLD"...the entire planet...? Thanks4now~! a.
Delivering a message of respect and cooperation to boys at a critical life-stage, on their terms, using their media can effectively change attitudes and behaviors towards women. In August 2008, under support of the United Nations Population Fund (UNFPA) and the guidance of Aminata Touré (Chief, Culture, Gender and Human Rights Branch), students and faculty at the Emergent Media Center at Champlain College (EMC) and experts from the nonprofit Population Media Center (PMC), began an innovative project aimed at preventing violence against women.
The project goal is to engage and educate boys ages 10-13 through an episodic, interactive game and social networking application delivered globally via web and mobile technology. Electronic games are a unique vehicle for reaching boys and young men. By profoundly shifting beliefs, stereotypes, and attitudes on gender issues, games move from curative to a preventive approach. Games encourage change from within by presenting the opportunity for the player to think critically about actions and reasons.
To be effective in the campaign to end violence against women, the educational strengths of games must be matched to proven approaches for changing attitudes and behavior. The game, designed by students at the EMC, utilizes three successful methods: the UNFPA toolkit of culturally sensitive approaches to create change, the Sabido methodology of entertainment-education, and the FIFA (Federation Internationale de Football) “Fair Play” rules.
Employing the global popularity of football, the game design links the winning benefits of respect on the playing field to respectful behavior towards girls and women in the player’s social sphere. The player becomes a teen intent on becoming a winning football player. Game play is based on football performance and on navigating community-based relationships. The player experiences diverse viewpoints and perspectives. To be replayed multiple times with different endings, the player is challenged to make complex decisions that influence the future of the team and the women in his family and larger community.
Within these contexts the player comes into situations whereby decisions must be made about gender-based behaviors and violence. Choices the player makes determine player success at winning the game. The player discovers the causative effect of personal choice—creating an arena where individual change from within can happen. Reliant on game principles and demographic research, conflict, competition, reward systems, action, and exploration are key factors of the design. Adapting the Sabido methodology, the game employs positive, negative, and transitional role modeling; cliffhangers; and time for reflection on important issues.
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.
Poster un nouveau commentaire