Promoting inclusivity using gamification and game mechanics has been one of PlayGen’s areas of focus since 2007. Although inclusivity can have such diverse descriptions as including participants on grounds of gender, race, class, sexuality or disability. Our definition of it has been to provide gamified solutions for reaching out on issues which many of the end users may feel excluded from or just don’t know enough about.
One of our most effective gamification for empowerment has been for the Choices And Voices series of games. The game won first place for the best game for empowerment and inclusivity at Engage 2010 . Designed as digital roleplay to be used within school, colleges and universities for the purpose of reducing violent extremism in young people – the games have gone on to be used in a large variety of circumstances from youth offending centers to young person empowerment programmes & rehabilitation clinics. Choices and Voices has been evaluated and published by Springer in the Intelligence Management book
One of our most successful games for empowerment is MeTycoon, which during the 3 years it ran garnered over 1 million plays. MeTycoon social learning game is designed for encouraging young people to explore and develop their future careers. The player’s choice of education, purchasing behaviour, jobs, charity work and many other decisions to directly affect their prosperity, achievement and happiness in the game. as they play through a whole-life-simulator from cradle to retirement.
Metycoon was shortlisted in the Serious Game Challenge at I.ITSEC 2010 along with games from NASA and Disney. Research based on the effectiveness of Metycoon has also published on IEEE at part of Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013 5th International Conference.
Gamification for Inclusion and Empowerment – particularly for the growing young people
Many of the games and gamifications we’ve developed have been used by a wide range of students including those with disabilities as well as a host of at-risk students. To us inclusion is more than reconfiguring a standard programme of services, it involves careful consideration of the physical and psychological particulars of the end user group in delivering a programme that provides 3 key components. Firstly a programme that understands the audience in terms of their interests and influences. Second, the solution must appeal to the intrinsic desires of the end user group whilst being useful – this is in distinct contrast to gamification of inclusion where extrinsic rewards are being applied without thought. Finally and just as important is to create an environment that provides the space for reflection whilst offering support.
Our track records shows our commitment to delivering outstanding gamification programmes for empowerment and inclusivity. With a range of projects funded through FP7 European commission through to EPSRC and other research councils, we are also very keen on collaborative R&D Projects in this space. Get in touch with us if you’re looking for R&D Partners.