Tuesday 26 November 2013

Thoughts on the Game Development, Core Values & Research on Cultural Heritage Sites and Young People's Engagement with them

First of all, I tried to follow the eight steps of methodology available on the G4C website in order to create a game with a meaningful social impact.


Step 1 Audience: Who is the game designed for?

            Young people aged 16-25. The game is addressed to a global audience. It should be a game both men and women can enjoy. In terms of psychographics, it is challenging to create the specific profile of our target group members. A person aged 16 and a person aged 25 might be significantly different: the 16 year old is probably a high school student, ambitious, open-minded, more open to change and new things, very much into games and technology, but also busy with school, hobbies, and planning his/her future. A 25 year old might be a college graduate or not, but he/she most likely has a job, perhaps even a family. The 25 year old is also aware of new gadgets and trends in general. The common denominator I see in both cases is that both are modern, busy, open minded, and interested in cool gadgets. I think they also share an interest in innovative concepts. They are also interested in environmental issues, enjoy travelling and have a vibrant social life.

            When it comes to accessibility and ability, I think the game should be a phone game/application. Mobile phones are the primary vehicle for G4C, which is perfectly reasonable, considering that guarantees accessibility for a bigger segment of the population. The game should also be able to work across multiple media platforms to get maximum accessibility: it can start as a phone application which is also available on Facebook. Since many people play games on Facebook, that might facilitate the spreading of the game and thus attract greater attention globally, from people who are in but also outside our target group.

            The game should be as simple as possible in its structure, so that the player can intuitively play it without having to get used to it– it should be easy to pick up. It should be a game that does not include too much writing, in case the people who play it have poor reading skills. Literacy skills are a major challenge for us as game developers, so we must try to accommodate as many people as we can, trying not to exclude anyone. However, it is impossible not to have any kind of written material in the game, so we should try to minimize it instead of eliminating it; if something can be represented visually, it should.

Step 2 Content: When and how is it played?
            The game would be un-moderated, and it would be played at home, during breaks at school/college, or after school (with friends, if it’s a game that allows multiple users that play together). Young people often create social communities around multiplayer games, so it is important to note that playing the game can be a chance for interaction with friends, a social behaviour.
As far as people’s motivation playing the game, I think the game should be viewed as a happy break, a relaxing but exciting and fun pastime. Playing games has been associated with lower levels of anxiety (http://www.digitalmeetsculture.net/wp-content/uploads/2013/07/Sara_de_Freitas_What-can-Gamification-add-to-cultural-heritage.pdf), so the game can be used as a relaxation “tool”.


Step 3 Impact: What is the goal?
            The goal of the game would be to raise awareness about cultural heritage preservation, as well as the challenges surrounding it. Also, the goal would be to motivate people to act in a respectful, responsible manner when it comes to preserving their own cultural heritage. Fundraising and real-world action could also be our goals. For instance, when someone finishes the game and passes the last level, there can be a link to a fundraising site, which would give him the opportunity to make a small donation.

Step 4 What is the right technology?
            As mentioned above, mobile phones would be preferred, as well as Facebook and online gaming sites (in order to maximize accessibility and attract people outside our target group as well)

Step 5 Sustainability: The cost should be as low as possible. Free gaming software can be used to build the game.
Ideas about the game
            When people think of cultural heritage preservation, the first thing that comes to mind is important historical monuments that have a significant symbolic value. Therefore, I would suggest working on this basis and having such historical monuments at the core of our game.


The audience is multi-cultural and multi-lingual. We must figure out a common language; this common language can be expressed through the theme of the game. I tried to draw inspiration from other games for change on cultural heritage, but I didn’t find any such games. I then thought of looking at movies that were successful globally, stories that seem to engage very diverse audiences. In order to do that, I looked at Harry Potter and Lord of the Rings, both critically acclaimed and very popular among people of our target audience (and audiences in general). The themes used in those films are themes that everybody can relate to: friendship, companionship, courage, doing the right thing (the battle between good and evil), love, the importance of unity. These are universal themes that appeal to all people, so they could be used in our G4C as well.

We could create a game in which the player can help restructure the old buildings. The point would be to create an immersive experience, to connect education and culture through missions and quests.



Regarding Our Core Values




-          Type of organization: media and communications agency (to be confirmed by all). We consider this as the best option as it allows flexibility and doesn’t limit us in any way.
-          Core values and characteristics:
1.      Global (necessary trait, as the project requires us to communicate with and relate to a global audience)

2.      Trustworthy/ Reliableà for obvious reasons. Any agency that wants to succeed in the long run needs to build brand loyalty, and being trustworthy and reliable is an integral part of that.

3.      Ethical and Socially Responsibleà Even though we cannot be an NGO like we initially wanted to, we can still use this as a part of our identity. This is of course related to point 2. If a company wants to succeed in today’s world, it just needs to show corporate responsibility and high ethical standards. This will give us the image of a transparent agency, which is also very important in our days (people are now more aware of the “dirty” corporate world and push for transparency, which is why so many companies now try so hard to emphasize how the offer  back to the community, what they do for the environment etc). Being ethical is not limited to things like the environment or giving back to charity/ the local communities. It also has to do with the treatment of employees working for the agency. The basis of a company is the people working for it, and an ethical, responsible company sees employee satisfaction as a top priority.


4.      Fun, Innovative, Creativeà With this project, we are trying to appeal to a young demographic. Young automatically means fun, playful, a little quirky, original. This should definitely be a part of our brand identity, not only being we are trying to appeal to youngsters but also because any media agency needs (by definition) to be creative in order to thrive. 

Cultural Heritage Sites and Threats:

My task was conducting research primarily on sustainable tourism, and in particular finding specific monuments and discussing the threats and risk factors associated with each one of them. The goal is to identify and select monuments that are very popular and thus easily recognized.


First of all, I tried to find some evidence regarding the involvement and engagement of young people (since they are our target group for the game) with cultural heritage sites. A report from the University of Newcastle was very helpful (http://www.english-heritage.org.uk/publications/historic-buildings-young-people/importance-value-historic-buildings-young-people.pdf)

According to that report, poverty seems to play an important role. Youngsters from impoverished areas are less likely to feel attached to or proud of the historical buildings in their area, and are also less likely to find those buildings special or distinctive. Almost 60% of respondents identified at least one listed site among their important buildings and places, which indicates that many young people actually care about those buildings/monuments. Youngsters living in more historical areas were more likely to include such monuments to their list of importance places.

This research presents a clear challenge to us, since it is evident that when people seem to care less about cultural heritage sites, it seems to be so due to the area where they live or the conditions of their life. Also, girls were slightly more likely to cite a historical building as being important to them. As game developers who want to engage young people globally, this will be a massive challenge.

Asked to describe why they found such buildings important, the teenagers’ responses can be grouped into certain categories: historic/famous, unique/landmark/distinctive, memories, personal or religious use, wider community use. Teenagers living in less historical areas are more likely to select “wider community use” as the reason why they find a building important.

Historical significance and fame is what made the respondents proud of their area. Monuments are described as “distinctive” and “special” more than anything else (ex. transport, beaches, rivers, museums, harbors, shops, parks, churches, sports). Nearly three out of five said they were attached to at least a local building, but still they were more attached to places related to personal use, mostly shops and parks. My thought here is that, since obviously personal use is very important in building attachment, we should perhaps find a way to actively engage the players and have them interact with those buildings.

Moving on to monuments that would seem appropriate for the game; the point here is to number a few significant monuments and find out the threats each one of them faces. In order to do this, I went through lists of monuments around the world and looked for online articles on travel-related websites to determine which the really popular ones were.

Questions we need to consider here: Do we need buildings in particular or generally, sites? In that case, we can also use national parks and natural sites. In the UN website, they are divided in cultural sites and natural sites. Which ones are we focusing on, or are we going for a mixed approach?

Here is a list with a few selected monuments:
1.      Taj Mahal, India. It attracts 3 million visitors a year. There are many sources referring to the threats in this case. Mostly, we have air and water pollution. There are industries and illegal factories in Agra, where it is located, there is heavy traffic which further adds to the air pollution, and there is uncontrolled construction around the monument. Ground water levels are sinking because the population is increasing (4 million) and requires more water. The wooden foundations of the building may collapse because they’re too dry. The marbe façade is turning yellow. Corrosion, acid rain.

Measures taken: Pollution stations around Agra monitorair quality around the clock. Car traffic has been banned within two kilometers of the monument. Electric and battery driven cars and buses then take tourists to the site. A natural gas pipeline is also in discussion. Factories and industries around Agra should be persuaded to change to cleaner forms of energy. Vehicles are now banned from within 500 metres of the monument and an LED display gives a running count of air pollution.
But the new report found that emissions of nitrogen oxide and particulates, for example, had reached levels higher than those that prompted a supreme court intervention to force authorities to act a decade ago.


Sources:



2.     Hagia Sophia, Turkey
No stable funding for restoration by the Turkish government, seismic threats due to its geographic location, might be turned into a mosque

Sources:

3.      Pyramids, Egypt. 14 million tourists per year before the 2011 revolution.
Illegally built cemeteries (lawlessness due to unstable political situation), subterranean water levels in Ginza are increasing due to the new drainage system installed in a neighboring village = risk of erosion and collapse of Sphinx, agricultural land and production moving closer to the pyramids due to an increase in population = foundations of pyramids could be damaged. Pollution of Cairo damaging the outside of the pyramids.

Sources:

4.      The Great Wall of China
Tourism is a major threat; people want to take souvenirs, others use it as a toilet. They also pollute. There is erosion due to frequent storms. More than two thirds destroyed or damaged. Reckless industrial expansion, desertification (no trees within 60 miles of the wall so as to see the enemies), forest converted to farmland, desert spreading, devouring grassland = sand dunes swallow parts of the wall, strong desert winds damage its top, floods gouge out the wall’s base and cause upper levels to collapse. Construction of factories around it has damaged part of the wall. Great commercialization, mercantile activities. Only 28% of the Chinese population thinks it needs to be protected! Illegal mining for copper and iron (=miners dig holes). Farmers using it for pathways.
Action: ideas to bury the wall, plant vegetation to prevent further erosion

Sources:

5.      The Acropolis, Greece
Pollution due to heavy traffic around the city center, erosion due to rain, rain makes the foundations subside
Action: some marbles moved to museums, laser technology to clean the surface
Sources:

6.      Machu Picchu, Peru. 2000 visitors a day!
Threatened by earthquakes and heavy tourist traffic, rubbish, deforestation, unorganized urban development, landslides, heavy rain causing erosion, forest fires around it that are hard to detect, hikers litter, hiking trail being eroded due to many hikers, people using “natural toilets” = the smell deters wildlife
Sources:

7.      Colosseum, Italy
Environmental threats: increased temperature fluctuations cause such materials to dangerously expand and contract, causing fractures and breakage. Monument neglect due to a lack of funds (it takes millions to preserve monuments). Global warming causes heavy rain and thus erosion of the marble foundations.
Sources:

8.      Golden Pavilion Temple, Japan
 No apparent threats, Japanese government heavily invests in preservation and protection

9.      Easter Islands Heads
Fungus on the statues (=lichens), conflict in the area between indigenous people and Chilean colonizers, insufficient funding by Chile
Sources:

10.  Stonehenge, UK
Heavy traffic around the monument, thus pollution, many tourists,
Sources:


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