The Pause Project partnership Game Proposal Document



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Game/Simulation Levels


Four 3D interactive scenarios are to be developed to demonstrate and address the key internal and external attitudinal barriers to employment.

Scenario One – At the Job Centre

Scenario One Keywords


[Insert keywords that reflect the scenario objectives here.]

Scenario One Outline


"At the job Centre – Al Centro per l’Impiego" game addresses the attitudinal barriers that make access to job services difficult for immigrants (particularly the newly arrived) and refugees: lack of information, lack of bootstrap contacts, vulnerable conditions, ignorance of Italian laws and practices, misunderstanding of signals, continuous reference to own habits and traditions, etc.

These barriers contribute to block or delay further progress in job search-employment.

A relevant issue is that, nowadays and probably in the next future, the actual lack of job opportunities both for Italians and immigrants is the main obstacle to a successful job search.

Furthermore, differently from UK and Sweden cases, Italian immigrants still experiment a widespread insufficient knowledge of spoken and written Italian language. This is at the moment the main problem they face in their social and working inclusion process.

Due to these issues, a parallel set of instruments to be used by migrants to clarify key-words, key-services, key-sites is highly recommended to provide both instruments for a more effective behaviour and useful information.

Simulations help getting acquainted with emotionally charged situations (e.g. interviews, first time in new places, sense of inadequacy). As a result we expect that players will be more self-confident and maintain a better focus on their goal when in real world circumstances.

The strategy, orchestration and content of this work has been discussed with most key stakeholders. The strategy proposed at the beginning of the project (a stand-alone game) has been replaced by the current approach, that is of a simulation/role playing game as a support tool for presence (face-to-face) learning and guidance.

Contributions from field practitioners and members of immigrants' communities definitely steered the work towards an 'operator driven' play.

This outcome is in tune with PAUSE objective to ensure that needs, requirements and solutions come from real world and are built with the contribution of target people.

Likewise the requirements for adaptability of story flow and dialogues comes from potential users.

[…]

Scenario One Learning Objectives


The following outlines the suggested scenario learning objectives as detailed by the scenario as described by Provincia di Parma:

  • knowledge of Italian language, both spoken and written

  • misunderstanding of roles and competences: who makes what tendency to replicate rules and conditions of birthplaces regarding working conditions and job search

  • tendency to replicate traditions of birthplaces regarding gender and labour segmentation

  • acceptance/search for shortcut solutions, even barely illegal

Scenario Two – Job Centre Plus

Scenario Two Keywords


Attitudinal change (job centre staff); preparing/rehearsing (refugees for first visit to job centre); realism; awareness raising ( on both sides); reducing anxiety and stress levels (refugees)

Scenario Two Outline


Refer to previous document.

Scenario Two Learning Objectives


Job centre staff: to become aware of refugee issues; develop cultural awareness; to understand the consequences of their behaviour/attitude towards refugees and the effect their words/non-verbal communication can have; to become aware of current documentation (visas, leave to remain documents etc); to hold a mirror to themselves (reflective practise); to recognise best practise; cpd in customer service.

Refugees – understand the processes and procedures in job centre and what to expect on their first visit; to learn about their benefit entitlements; to gain an appreciation of the restrictions that are in place on job centre staff (timing, script etc); appreciate that the job centre staff are often under great stress and may have encountered aggressive behaviour which may make them appear defensive; be aware of the impact that their attitude/behaviour can have on others; understand the role of the security staff;


Scenario Three – The Job Interview

Scenario Three Keywords


Attitudinal change; equality of opportunity; reflective practice;

Scenario Three Outline


Please refer to previous document.

Scenario Three Learning Objectives


Refugees : to learn how to present yourself and your qualifications/experience in the best maner, in order to gain employment; to learn that it my be possible to change negative attitudes of employers by emphasising the positive;

Employers: to confront and change bigoted attitudes; to address negative stereotyping; to become aware of current necessary documentation; to learn about the differences between refugees, migrants etc and the legality of employing them; to increase knowledge and implementation of Equal Opportunities Act; reflective practice – hold up a mirror to negative/bigoted attitudes; try to prevent pre-judging when shortlisting/interviewing;


Scenario Four – Support or Hindrance

Scenario Four Keywords


[Insert keywords that reflect the scenario objectives here.]

Scenario Four Outline


[Please define a simple outline of the scenario here.]

Scenario Three Learning Objectives


[Please detail the scenario learning objectives here]

Game Progression


Described here are the mechanisms that a user performs in order to progress through each scenario. As this documentation evolves Information will expand to include definition of the frameworks needed to facilitate each of the described gameplay mechanics as described in this document.

At this stage of initial development it is envisaged that progression shall be determined primarily via conversational interaction with NPC and via the use of branch conversational interaction.

In addition activation and interaction with scenery and/or elements within the environment will also be used to trigger progression e.g. Collection of a ticket detailing a place in a queue and the announcement via display and/or tannoy of ticket etc.

At key stages within conversational interaction the simulation will determine the path of progression via the evaluation of user input in the form of conversational selection and or attitudinal effect of the selection.


Characters


Defined here any of user/player character requirements. Information should include aesthetics, restrictions, and role-play definition of all potential player characters.

Note: full character descriptions are to be defined following the full submission of the 4 outline Scenario descriptions as requested during the Nottingham transnational.



Name

Sex

Nationality

Age

Colour

Language

Role

Notes




M

African

20-30

Black




Player







F

African

20-30

Black




Player







M

Maghrebi

20-30







Player







F

E-European

40-50

White

Russian

Player










First Contact Operator










NPC










Mediation Operator










NPC










Narrator

















Table : Characters for Scenario One - At the Job Centre


Name

Sex

Nationality

Age

Colour

Language

Role

Notes


































































































Table 3: Characters for Scenario Two – Job Centre Plus


Name

Sex

Nationality

Age

Colour

Language

Role

Notes




M

British

30-40

White

English

Receptionist

Player


Smartly dressed (shirt and tie); name badge;




F

British

40-50

White

English

Receptionist

Player


Smartly dressed (blouse, trousers); name badge;




M

British

40-50

White

English

Security

Player


Security uniform




M

Zimbabwean

25-30

Black

English (accented)

Job seeker (refugee)

Player


Smartly dressed in a jacket, trousers shirt.




M

Iranian

50+

Light brown

Poor accented English

Job seeker (refugee)

Player


Smart casual clothes




F

Uganda

25-35

Black

English (accented)

Job seeker (refugee)

Player


Traditional brightly coloured African dress and scarf




F

Afghanistan

25-35

Brown

Heavily accented poor English

Job seeker (refugee)

Player


Traditional dress – long brightly coloured embroidered dress, head covered with scarf.






M/F

Various

Various

Various

N/a

NPC

Various other job seekers in background. Various styles of dress.


Table 4: Characters for Scenario Three – The Job Interview


Name

Sex

Nationality

Age

Colour

Language

Role

Notes




M

English

50+

White

English

Interviewer

Player


Shirt and tie but scruffy




F

English

40-50

White

English

Interviewer

Player


Hippyish clothes – long flowing skirt, long hair, lots of jewellery




M

British Asian

35-45

Brown

English

Interviewer

Player


Very smart suit




M

Zimbabwean

25-35

Black

English (accented)

Job seeker

Player


Smart but ill fitting suit




M

British

25-35

Black

English (youth)

Job seeker

Player


Expensive designer suit




F

Cameroon

20-30

Black

English (accented)

Job seeker

Player


Smart office wear




F

Pakistan

35-40

Brown

English (accented)

Job seeker

Player


Traditional Asian dress – no head scarf


Table 5: Characters for Scenario Four – Support or Hindrance

Current indication from the project partnership has identified that the game/simulation is to be primarily run in the First Person Perspective enabling the immersion of the player into the role of the “Player Avatar”. […]

This artefact of suggested play resolves the issue of definition of the primary character. The impact of this is that all machinima and/or cut scene development must also reflect this decision; however the benefits can be seen to far outweigh this as a potential limitation or design constraint.

Concerns and or Highlighted Issues


[…]

Miscellaneous Notes


The following list details the documentation collated in the formulation of this document:

  • Employers ScenesJL

  • Gameplay pointsJL

  • JCP ScenesJL

  • PAUSE_ProvPR_AT_THE_JOBCENTREE_0

The following lists details additional suggestions made by user involved sessions for the construct of the game/simulation:

The following points have come from the user groups and will need to be considered as the games are developed.



  1. A tutorial will need to be easily accessible and available to all the people that access the games.

  2. It should not be called a game as it is dealing with very sensitive issues that people are facing.

  3. The games should be aimed at people who have been in the country 6 months as it is at this point they are ready to look at what their options may be if they are allowed to stay.

  4. Is it possible for any product produced to be in more than one language?

  5. The games should have optional sound on it and possibly subtitles.

  6. You should be able to enter the game at any relevant point rather than have to go through elements that you may have already faced.

  7. The game should be able to be stopped at any point and saved so that people can go back to it.

  8. Game should have a log in facility so that people can return to a previous saved point.

  9. No more than 10 minute per chapter

Potential Gameplay

  • Could be in the 1st person and controlled by a mouse.

  • Have decision points within the game.

  • Have multiple choice responses where appropriate

  • Show thought as well as speech for the various characters

  • Could show split screen – e.g. good advisor/bad advisor


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