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Breakaway game1/5/2024 Click here to access the web version of the game and to download the Facilitator's Guide and Facilitator's Edition of the game.Ī small international team of undergraduate students organised and conducted BREAKAWAY sessions at three youth summer camps in the city of Hebron in the West Bank in June 2012. Cameroonian football star Samuel Eto'o recorded interviews for game trailers, developed public service announcements (PSAs) for the game, and appears as in-game character. The first three episodes of this 13-episode game were launched in June 2010 during the FIFA World Cup in South Africa. The BREAKAWAY Game & Toolkits are geared to an international audience and offered in English, French, Spanish, and Portuguese. Youth reflect on their experiences during the game through various activities: suggested discussion questions for multiple maturity levels group activities which range from creative skits to football activities story summaries with images from the game and activity sheets which range from word searches to creating poems, rap lyrics, and comic strips. The BREAKAWAY Facilitator’s Guide enhances what players learn about violence against women and gender equity while playing the game. His decision affects both the player's ability levels-as programmed into the game mechanics-and how the player is regarded by other game characters-as specified in the narrative design. In each situation the player must choose his response to the event. Scenarios escalate from verbally taunting the game’s female characters, to damaging their personal property, to mild physical violence (e.g., shoving, tripping), to a final climactic act. Instances of violence against women enter the narrative at key points in the electronic game. The game uses these methods: the UNFPA toolkit of culturally sensitive approaches to create change the Sabido methodology of entertainment-education and the Federation Internationale de Football Association (FIFA) "Fair Play" rules. The player becomes a teen intent on becoming a champion football player. Game-play is based on football performance and on navigating community-based relationships. The game features 3 major modes of play: narrative events, tactical football, and skill-building training mini-games. "BREAKAWAY" is inspired by a belief in the power of intercultural exchange to spark learning to that end, team members travelled from Vermont to South Africa in August 20 to carry out focus groups, interviews, and site visits to impoverished Cape Town townships and to pretest the game in development.Įmploying the global popularity of football (soccer), the game design links the winning benefits of respect on the playing field to respectful behaviour towards girls and women in the player's social sphere. ![]() Delivering a message of respect and cooperation to boys, on their terms, using their media, at a critical life-stage, through a powerful interactive format can - in organisers' estimation - effectively change attitudes and behaviours towards women. It is geared towards changing behaviours of potential oppressors, not the oppressed. However, this game project aims to END violence. Video games often depict violent behaviour. Games encourage change from within by presenting opportunities for the player to think critically about actions and reasons. By profoundly shifting beliefs, stereotypes, and attitudes on gender issues, games move from a curative to a preventive approach. "BREAKAWAY" draws on electronic games as vehicles for reaching boys and young men.
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