Implementation and Management Approach
The gaming platform, consisting of a videogame (software) and an interactive balance board as a primary user interface, will be installed in schools and run as a part of preventive anti-social behaviour programmes, as well as in day centres for youngsters involved in re-education programmes and is conceived as a support tool for professionals (i.e social workers). The teachers, social workers and professionals working in these programmes, manage the gaming platform in terms of content, gaming sessions, review of answers and selection of the educational activities included in the game, etc.
The implementation is carried out jointly with the school or centre and the Public Administration is a key component for the success of REPLAY, promoting its use in schools and Youth Centres and acquiring the gaming platform to support and improve the preventive and re-educative programmes in schools and centres.
All end user centres have been fully engaged in the game development as well as the testing and validation. Significant training is also given and ongoing technical support is available to ensure the effective running of all gaming sessions. Testing has passed through a number of phases to ensure the initiative works on both practical and pedagogical level: before the gaming sessions begun, all end user centres have spent considerable time pre-testing the platform and the contents to ensure that when young people come to play the game, the game itself is pitched at the right level in terms of playability and the content is calibrated correctly for the specific user groups being tested. Significant feedback mechanisms have been put in place to ensure any issues arising from the early testing sessions can be addressed quickly, thereby ensuring that testing is not held up or results diminished in any way. Communication between end user testing centres and the game developers is managed centrally via project partners to ensure the technological success of the project.
There are a number of interrelated success factors which will influence the project result. In the first place, the key challenge is to ensure that consistent testing and validation is carried out in the three end user testing centres. For this, a robust methodology has been developed and communicated to all participants. Secondly, the technology solution presents the possibility for many problems in terms of effective running of the game in each centre. Were any of the main component technologies to fail, the testing and validation will suffer. To counteract this, significant pre-testing has taken place within each testing centre and open communication channels set up between the testing practitioners on the one hand, and the game developers on the other. Finally, it is vital that the testing and validation of the product generates usable and meaningful data that can be implemented into the next version of the game prior to commercialisation. This will be achieved through careful implementation of feedback mechanisms via the main project partners and through a close analysis of the collated data.
Technology solution
The Replay project seeks to leverage the popularity and involvement of video gaming to create a tool that helps experts to understand and address anti-social behaviour. We have created a 3D environment, and have developed an interactive play ‘board' that enables the player to travel at speed through a futuristic world, against the clock. Interspersed with the ‘play elements', are a series of embedded activities that have been developed within a sound pedagogical framework and that focus on the values and decision making of the player. Every activity has to be completed before the player can continue.
Having completed this highly playable game, and all embedded activities, the application moves into Replay mode. This allows the expert sitting alongside the player to discuss the specific responses the player gave to each activity and creates the opportunity for an open and honest dialogue about values and behaviours.
The main Technologies developed and integrated in the REPLAY Gaming Platform are:
- 3D Immersive Video Game integrating multimedia content/activities related to anti-social behaviour;
- Interactive and wireless balance board (‘human joystick') to control the game play;
- Range of interaction systems for playing sessions (wireless board, PAD, Joystick, keyboard, etc...);
- Mark Recognition system to enrich the interaction with the system and increase the playability and engagement of young people.