V Game: Mobile Game Project to Prevent Sexual Violence

Location

main ON
Canada
36° 46' 41.7396" N, 119° 25' 4.5552" W

V Game is an innovative technology-based project that addresses sexual violence against young women aged 12 to 25, who are most at risk of this violence, often have least access to supports, and rarely report their victimization to police, parents, or other adults. A mobile game for cell phones will be created in partnership with diverse youth and their service providers. The game will highlight issues of sexual assault, needs and rights of victims, healthy and unhealthy relationships, and information and resources to support young victims of sexual violence and their peers. V Game will bring profile to the under-recognized issue of sexual violence against young women and it is anticipated that at least 10,000 Canadian youth will access it and gain much-needed access to prevention knowledge, supports, and resources. In addition, the game will serve as a pilot and can be adapted to use around the world.

The V Game Project is innovative as it utilizes the popular medium of mobile digital gaming. Video game playing is growing and cell phones as a medium to play games is also increasing across all income levels. Young people have the highest rates of cell phone use and ownership and they are accessing the technology at younger and younger ages. Research on digital gaming has indicated that games are a fertile medium for education amongst youth, particularly when it comes to poignant social issues that impact their lives. V Game builds upon METRAC’s success in developing an award-winning online game on gender-based violence and healthy relationships, RePlay: Finding Zoe/ReJouer: Où est Zoé? (A YouTube clip about RePlay/ReJouer is provided below.)

About You

Organization: The Metropolitan Action Committee on Violence Against Women and Children (METRAC) Visit websitemore ↓↑ hide↑ hide

Section 1: About You

First Name

Andrea

Last Name

Gunraj

Organization

The Metropolitan Action Committee on Violence Against Women and Children (METRAC)

Country

Canada, ON

Section 2: About Your Organization

Is this initiative/innovation linked to any established organization?

Yes

Organization Name

The Metropolitan Action Committee on Violence Against Women and Children (METRAC)

Organization Website

Organization Phone

416-392-3135

Organization Address

158 Spadina Road, Toronto

Organization Country

Canada, ON

Is your organization a

CSO/NGO

How long has this organization been operating?

More than 5 years

Your idea

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Name Your Project

V Game: Mobile Game Project to Prevent Sexual Violence

What stage is your project in?

Idea phase

When was the project initiated? or When are you planning to begin?

Planned start date: March 30, 2010

Describe your idea and explain why it is innovative

V Game is an innovative technology-based project that addresses sexual violence against young women aged 12 to 25, who are most at risk of this violence, often have least access to supports, and rarely report their victimization to police, parents, or other adults. A mobile game for cell phones will be created in partnership with diverse youth and their service providers. The game will highlight issues of sexual assault, needs and rights of victims, healthy and unhealthy relationships, and information and resources to support young victims of sexual violence and their peers. V Game will bring profile to the under-recognized issue of sexual violence against young women and it is anticipated that at least 10,000 Canadian youth will access it and gain much-needed access to prevention knowledge, supports, and resources. In addition, the game will serve as a pilot and can be adapted to use around the world.
The V Game Project is innovative as it utilizes the popular medium of mobile digital gaming. Video game playing is growing and cell phones as a medium to play games is also increasing across all income levels. Young people have the highest rates of cell phone use and ownership and they are accessing the technology at younger and younger ages. Research on digital gaming has indicated that games are a fertile medium for education amongst youth, particularly when it comes to poignant social issues that impact their lives. V Game builds upon METRAC’s success in developing an award-winning online game on gender-based violence and healthy relationships, RePlay: Finding Zoe/ReJouer: Où est Zoé? (A YouTube clip about RePlay/ReJouer is provided below.)

What kind of beneficiaries is your initiative addressed to?

Girls, Youth.

Describe the profile of the beneficiaries of this project

V Game will benefit diverse girls and young women in Canada aged 12 to 25, who are most at risk of sexual violence. Girls and young women who experience additional marginalization due to factors such as Aboriginal identity, poverty, ethno-racial background, and disability are all the more at risk, and this project focuses on providing them with much-needed support tailored to their realities. The project also supports peers of young women, because statistics show they are often in the position to support those who are sexually victimized. It is anticipated that at least 10,000 young people will be served by this project in the short term.

What is your initiative’s implementation strategy?

A diverse Youth Advisory Team will guide project activities and a conscious mobile game developer will be identified. Through youth focus groups, game content will be created, tested, translated, and finalized. The game will be promoted across Canada through community, media, and partnerships with mobile networks during the week of November 25, 2010 (International Day for the Elimination of Violence against Women). Finally, an evaluation of the project’s success will be done and a report written, demonstrating how the game can be adapted for use around the world.

In your opinion, what are the main barriers or obstacles in connection with this theme?

Although diverse young women are most at risk of sexual violence at home, school, and in their neighbourhoods, few services meet their needs and sexual assaults they experience are rarely reported to police. Research suggests that youth go to their peers to access support after victimization as opposed to parents, teachers, or police. Evidence suggests a need to give youth better resources to help them support themselves and each other, as appropriate services hardly exist and those that do exist are not accessed by young women. Resources must be relevant and address unique realities of diverse young people, specifically young women and girls with different backgrounds, identities, and life experiences, who are at even more risk of violence and have less access to support. Since young people so rarely report their victimization, solutions cannot be dependent upon the actions of adult “brokers” – they must be available to youth directly. V Game addresses all of these barriers and challenges, ensuring that diverse young women and girls get the direct support they need in a safe, innovative manner.

What type of partnerships you have or intend to generate strategic alliances with for the development of this initiative? Choose all that apply

State departments or areas, Non-Government organizations, Private companies, Schools, Other.

Describe with whom you have generated these alliances and how

The ultimate success of V Game depends on strong and multiple partnerships. As such, partnerships have been made with local youth service providers and youth leaders in Toronto to ensure young people will lead the game’s development and content – this is most important. A partnership has been established with the local Toronto police service and school board to ensure the game is promoted to the media, public, neighbourhoods, and students in the target age range. A partnership is also being sought out with a large mobile service provider to allow the game to be distributed to youth cell phone users across Canada, and a partnership is pending with a governmental funder to ensure the project is adequately resourced.

What are the main results generated and/or expected to generate by means of this initiative?

- A project team consisting of a coordinator, a Youth Advisory Team of diverse young people, and a conscious qualified game developer will be established.
- With the direct lead of the Youth Advisory Team and youth focus group participants, a mobile game in English and French and compatible with multiple mobile platforms will be developed.
- Ten thousand handbills will be printed and distributed to promote the game to youth in schools and communities and the game will be promoted through mobile networks and links to the game will be posted on METRAC’s website and websites of project partners.
- A high-profile media launch event on November 25, 2010 will be held with all partners and receive coverage in 2 to 4 major media outlets.
- At least ten thousand young people, including victims of sexual violence and their peers across Canada, will play the mobile game.
- A short-term evaluation summary report will be completed and will illustrate how this game can be adapted widely around the world.

What is the main impact that your initiative might generate?

V Game responds to the dearth of supports for diverse young women who have been sexual assaulted or are at risk of it and their peers. It puts in their hands life-saving information about needs and rights of victims, healthy and unhealthy relationships, and information and resources to support young women.

The Solar Cinema said: Guys, I love the work on games for violence. We think employing popular means of engaging men (and women) is really important and ... about this Competition Entry. - 703 days ago read more >
METRAC said: I think it would be wonderful to send that message out to all phones - it would be neat to try to partner with all cell service ... about this Competition Entry. - 706 days ago read more >
Boto said: I saw the other game you worked and got a better understanding of what you’re aiming for. Now I am a truly believer (although I still ... about this Competition Entry. - 706 days ago read more >
Boto said: Sorry for being such a pain, but don’t you think it would be more effective (and inexpensive) to send every phone a message entitled ... about this Competition Entry. - 706 days ago read more >
METRAC said: Thank you for your encouraging words! about this Competition Entry. - 706 days ago read more >
METRAC said: Thank you for your comment; you raise a good point. No parent wants to think about their children getting hurt (or hurting others) in ... about this Competition Entry. - 706 days ago read more >
Boto said: I believe video games are the educational tools of the future, but would moms like to see her daughters playing a game about rape? ... about this Competition Entry. - 707 days ago read more >
costalima77 said: Hello Andrea, congratulations for the idea!I'm amazed how cell phones are everywhere and how big a part of people's lifes they're ... about this Competition Entry. - 707 days ago read more >
METRAC said: Hi Jimmie - thanks for your comment. It is intended for young women and girls as the key target demographic, but young men and boys need ... about this Competition Entry. - 707 days ago read more >
JIMMIE BRIGGS said: Andrea, You're at the cutting edge. There's been an emerging push in the gaming community to address issues such as child soldiers, ... about this Competition Entry. - 707 days ago read more >

Comments

Wed, 03/03/2010 - 07:22

Andrea,
You're at the cutting edge. There's been an emerging push in the gaming community to address issues such as child soldiers, displacement and disease prevention but to my knowledge nothing has substantively tried to tackle the issue of violence against women and girls. I see that the V Game is intended for young women and girls. What is the age range which you're seeking to target and what do you want them to take away from V Game?

Cheers,
Jimmie Briggs

Wed, 03/03/2010 - 08:29

Hi Jimmie - thanks for your comment. It is intended for young women and girls as the key target demographic, but young men and boys need this too and as such we want to include their needs, particularly as peers to young women who have experienced violence. Research shows that young women go to their peers for support when they experience violence and harassment - and that includes their friends who are young men. The age range is 12 to 25. What we want them to take away are warning signs of sexual assault, what it is (and the complexities of it), where and how they can access help if they don't feel comfortable going to police, and how they can support a friend (e.g. how to not blame the victim, how to deal with your own upsets and reactions hearing someone you love has been hurt). We want it to be both practical and supportive, something that speaks to youth of all backgrounds and identities (e.g. racialized youth, trans youth, youth with disabilities).

Hope it helps clarify this idea! We really believe it'll make a huge difference! :)

Wed, 03/03/2010 - 15:40

Hello Andrea, congratulations for the idea!I'm amazed how cell phones are everywhere and how big a part of people's lifes they're becoming. The last I heard, there were 180 million cell phones in use in Brasil (mind I say that our population is little over 190 million!). Since everyone, and specially adolescents and youth are using them for entertainment, why not bring much needed information to this media, right? Cheers, Daniel

Thu, 03/04/2010 - 08:32

Thank you for your encouraging words!

Wed, 03/03/2010 - 19:00

I believe video games are the educational tools of the future, but would moms like to see her daughters playing a game about rape? Anyway, I think it's an excellent idea.

Thu, 03/04/2010 - 08:31

Thank you for your comment; you raise a good point. No parent wants to think about their children getting hurt (or hurting others) in that way, and I believe that's a reason why most parents have such a difficult time speaking to their children about rape. But our silence only makes the situation worse. The thing to remember about V Game is that mom, dad, teacher, etc. won't know about the youth playing it per se. This is something for youth to access themselves - an adult "broker" won't be there to say yes or no. This is of key importance, because statistics show that young women do not go to their parents or teachers or police to report getting sexually assaulted or raped. If anything, they go to their friends. Sometimes they don't go anywhere at all. So they need access to support in a safe, direct, and anonymous way, and V Game is one way to help them.

Thu, 03/04/2010 - 09:45

Sorry for being such a pain, but don’t you think it would be more effective (and inexpensive) to send every phone a message entitled something like “Sexual Abuse Help” with info, tips and contacts so the person could search for aid?

If you disagree, I would like to know how you imagine the gameplay mechanics and events within the game, so I could have a clearer idea of what you have in mind.

Don't take me wrong, my comments are to aid you to make your project better. I believe something along your lines to be effective.

Thu, 03/04/2010 - 10:14

I saw the other game you worked and got a better understanding of what you’re aiming for. Now I am a truly believer (although I still think that the phone message would be a useful tool too). Congratulations. You should win.

Thu, 03/04/2010 - 10:24

I think it would be wonderful to send that message out to all phones - it would be neat to try to partner with all cell service providers to do so. That would be amazing.

The issue I have with doing that alone, though, is that it misses out on some of the special learnings and iterative play games offer. I'm not sure about what the game play mechanics would be, given technological limitations of different kinds of phones, but even a simple simulation of how to support a friend would be, I believe, more engaging of an experience than a message. Of course, those numbers/contacts for support will have to be embedded in the game so people can access them when and if they need to.

I see the V Game as one tool of many tools that can be distributed to communities through mobile phones. It's a small pilot start that we hope will encourage innovation in how phones are used to reduce violence.

Sun, 03/07/2010 - 22:21

Guys,
I love the work on games for violence. We think employing popular means of engaging men (and women) is really important and underused. Here in Pune, we are using Cinema to engage men on domestic violence, but also the root cause: patriarchy, masculinity and sexuality.

Have you looked at Digital Media Leanring Labs and Game Changers from Macarthur? they would be interested in this work!

Best of luck, Will Muir
The Solar Cinema
www.solarcinema.org
http://www.changemakers.com/en-us/node/71488