BREAKAWAY

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Tuesday, January 25, 2011

description

BREAKAWAY the UN sponsored game to address violence against women created by the students, faculty & staff from the Emergent Media Center at Champlain College and Population Media Center.

Transcript of BREAKAWAY

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Take the most bad ass global problem you know

and try to solve it.

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Through a video game.

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http://www.youtube.com/watch?v=fB7uMBLzkBk&feature=player_embedded “Once he hits you” trailer

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1. Awareness2. Personal Accountability3. Attitude & Behavior Change4. Advocacy

Goal:Change Culture

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• Identification with characters

• Role play real situations• Active decisions = critical

thinking• Reflect & own your story.

Why Games?They Teach.

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• Entertainment Education• Social Change• Role Modeling:

• Positive• Negative• Transitional

• Fun/Message: 70/30 rule

Sabido Methodology

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Games for Social Change

• Interactivity leads to decision-making.

• Player becomes the Transitional Character.

• Player experiences cause and effect.

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Challenges: creating a game for every boy in the world.

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Storytelling, player choice, & asset management:• Technology—delivery system• Universal story—theme• Setting—could this be every boy’s

home turf?• Language & localization • Ethnicity — stereotypes• Clothing — religion—cool factor• Romantic or sexual implications• Portrayal of girls: victim, subjugation

or strong women• Portrayal of violent actions• PR

Challenges:

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Our solution?The most popular sport in

the world.

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Our solution?The most popular sport in

the world.Sorry not hockey.

But football. No not that one.

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Spokesperson Samuel Eto’o!Yes that one, Striker for Milan, Captain for Cameroon,Voted Africa’s best player!

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NarrativeAge old dilemma—

who do YOU side with?

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Skill building min-games. Choicces determine

odds at winning.

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You decide how to treat girls, which team mates will practice with you. What determines a champion?

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Designed & created by Champlain students with expert advice.Game Trailer:

http://www.youtube.com/watch?v=T-4m11a4uCs&feature=player_embedded

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Development 2.5 years:

• Early research phase in S.African townships

• Concept to production: all student driven

• Testing, testing, testing: S. Africa, Vermont, Caribbean, & online

• Chapter 1 launch—2010 World Cup June

• Chapter 2 launch—August ChannelOne, NYC coverage

• Chapter 3 launch—Friday—press CNET

• Chapter 4 launch—December 2010

• Final chapter release—January 2011

Being delivered internationally, 5 ChaptersGoal: changing abusive behavior

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Results

750+ CDs distributed to youth groups participating at the 2010 World Cup:Grassroots SoccerIkamva YouthManUp CampaignStreetfootballworldRestless DevelopmentFundacion Privada Samuel Eto’o

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ResultsWhen they find it, they like it

Web site (8 months):155 countries.

Online Game (4 months):Over 140 countries.

Primarily youth—2/3 are boys 10-16,

Play through & repeat (6 hrs per

chapter).

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Next StepsCompleting release: 1 final chapters Jan 2011UN SG Ban K’Moon’s UNiTE Men Engage campaign: distribution of CDs worldwideMarketing—getting the word out & the online game into the hands of more youth,Facilitators guide: or teachers, youth groups, soccer clubs, etc.Impact AssessmentMobile game: broadest outreach

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www.breakawaygame.com

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