The Pause Project partnership Game Proposal Document



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Project Rationale


United Kingdom - West Midlands statistics show that while the workless rate for the general population 28%: For the Black/Black British ethnic group it is 44%. For those from the Pakistani/Bangladeshi group it is 57%

‘Comparing the labour market experiences of refugees/ethnic minorities in the labour market’ presented findings on the prevalence of discrimination experienced. At least half of the refugees interviewed had experienced racism or discrimination whilst looking for work or in the workplace.

Italy - In Italy, over 300 cases of hate crime/violence have been reported in the last two years, mainly against the Roma people, Romanians and Africans. Human rights organisations and trade unions expressed serious concerns till the Italian government was called upon to answer accusations of xenophobia and discrimination against foreign workers, either legal or illegal.

Sweden - Recent research done by the Swedish Confederation for Professional Employees (TCO) found that people with a foreign background have much lower chances of finding a job appropriate for their education. In 2007, there were a total of 3,536 hate crimes to the police, and Sweden has been criticized for increasing numbers of hate crimes, seldom resulting in criminal charges.


Project Demographics


The primary demographics envisaged for the simulation usage are those as outlined by the project definition document as: migrants, refugees, employers, colleagues, agency staff, recruitment specialists, etc.

This definition represents a vast and heterogeneous target audience.

Suggestion has been made during the Nottingham transnational that the developed simulation should facilitate “anyone”. If this is to be the case then the core developed media and/or conversational interactional content needs to be generic in nature and none descript in areas such as accent, terminology and archetypal constraint.

The initial thoughts of the design team at this initial stage are that in reality this is the most feasible avenue for development in reflection of the multinational deliverable requirements of the project.

It is suggested that the envisaged customisation aspects of the developed software be utilised for the tailoring of content to facilitate culturally specific media and/or scenario development.

Further evaluation and partner discussion is needed before this definition can be fully completed, reflecting the description of language as a potentially one of the primary barriers to employment and/or integration.


Hardware Specification


Data collated during the previous work packages has indicated that the resource constraints of the target demographics require that any developed software must be capable of running on lower end hardware and also potentially mobile platforms.

To run XNA Framework games on a computer running a Windows operating system, you need a graphics card that supports, at a minimum, Shader Model 1.1 and DirectX 9.0c. Microsoft recommends using a graphics card that supports Shader Model 2.0, which as required by some of their samples and starter kits.


Simulation Overview


The overarching simulation will consist of the implementation of four 3D interactive simulations 5-10 minutes in length, to tackle the barriers to employers that immigrants and refugees (asylum seekers) face on attempting to enter the labour market using computer games and/or software development kits.

The core structure of the simulations is an engine/system that facilitates the authoring and playback of social within context scenarios, developed from narratives provided by the partnership, to tackle the barriers to employment that immigrants and refugees (asylum seekers) face on attempting to enter the labour market. (E.g. bullying, discrimination, stress and racism in the workplace).

The engine/system must facilitate the creation, management and playback of game play, presented within a contemporary, graphically and potentially aurally rich, 3D gaming environment.

This environment will contain audio, scenery, user-driven characters, non-player characters (with imported/recorded and/or text to speech audio dialogue), interactive elements and animation that may be combined by a non-technical author to create a range of realistic and engaging interaction driven scenarios that can be played back within a real time game-play driven context.


Simulation Purpose


Facilitate reflection of the attitudes of self and others. Create the readiness to change attitudes, or create change in attitudes. The game type is also capable of helping the player to become comfortable in potentially stressful situations, such that they are better equipped to deal with such situations in real settings.

Context of Use


It is envisaged that the game functions in a blended environment, especially with pre- and post-play discussions, however, many aspects would probably function well in a self-managed learning, too.

Outline of Game Play Mechanics


The original project proposal identified hat three distinct game play mechanisms which should/could be employed to provide the blended delivery of content, thus creating a range of modes of engagement and delivery of the learning outcomes.

The play mechanisms are:-



  1. Single Player Mode - In these scenarios users experience a pre-authored narrative with a number of discrete possible outcomes. Players explore spaces, meet and interact with non-player characters and make choices at certain node points within the game. The choice made at a node point will result in varying paths of progression through the narrative and/or a Machinima sequence.




  1. Machinima Mode - These are short non-interactive outcomes from single player mode choices that portray the result of a certain choice. Players are then offered the opportunity to replay the last single player mode sequence or to progress within and/or move on to the next scenario.




  1. Multiplayer Mode. The system will allow multiple simultaneous users to engage in role-playing scenarios to explore differences, conflicts and ultimately to find resolutions. All Multiplayer scenarios and interactions can be recorded as boned animations for future play back, and therefore become the source for more Single player, and Machinima scenarios. It is envisaged that this mode will provide the means to author novel content.




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