Project Activities
The proposed work plan ensures a systematic progression from research and educational groundwork to the creation of an engaging, culturally sensitive, and universally accessible game experience. Each phase is designed to build upon the foundations laid in the preceding phases, culminating in a comprehensive and impactful educational gaming product. It is divided into four (4) main working phases, dedicated to five (5) WPs: Working Phase 1: Educational and Cultural Framework Outlining to lay the foundational research and educational groundwork for the game. This will be held by: 1. Integrating historical and cultural research on occupied Europe; 2. Extracting key historical events and cultural nuances from Primo Levi’s book; 3. Collaborating with educators to define educational objectives; 4. Developing a theoretical framework for integrating historical content into gameplay; Working Phase 2: Cultural and Historical Integration, to meticulously integrate cultural and historical elements from Primo Levi’s narrative into the game by: 1. Integrating cultural and historical elements from Primo Levi’s narrative; 2.Focusing on Pillars 1, 2, and 3 for weaving cultural elements into the game; 3. Ensuring historical accuracy through detailed environments and artifacts; 4. Preserving the cultural and historical integrity of Primo Levi’s work. Working Phase 3: Game Development and Design to shift focus to crafting the immersive game experience based on historical and cultural research by: 1. Creating detailed scenarios based on historical and cultural research; 2. Meticulously designing characters with background stories and cultural nuances; 3. Developing narrative, storyboarding, and integrating educational content into game mechanics; 4. Crafting digital assets, including animation and coding, for an engaging experience. Working Phase 4: Cultural Sensitivity and Inclusivity Assessment to evaluate and enhance the cultural sensitivity and inclusivity of the game by: 1. Conducting a comprehensive cultural impact assessment of the game’s content; 2. Collaborating with cultural advisors and community representatives; 3. Implementing feedback to enhance inclusivity and cultural sensitivity; 4. Developing strategies for multilingual support and localization; 5. Conducting rigorous testing and quality assurance for a universally accessible gaming experience.
More specifically:
Under the Work Package 2: Historical and Cultural Game-based Learning Framework the following activities will take place:
-The Elaboration and Incorporation of Prior Historical and Cultural Research Findings and the Cultural Education Objectives and Creative Expressions Learning Outcomes Outlining producing the Synthesis Report on Historical and Cultural Elements of 20th Century Europe. The synthesis report compiles research on occupied Europe’s historical and cultural aspects, distilling key events from Primo Levi’s book. It serves as a foundational guide for incorporating these elements into the game narrative.
– A Historical and Cultural Game-based Learning Theoretical Framework: Mission, Vision, Key Features and Mentoring Elements, as well as the relevant networking and knowledge sharing beyond the Creative and Education Sector for circulation of work producing the Game’s Theoretical Framework: Mission, Vision, Key Features, and Mentoring Elements. This framework document outlines the mission and vision of the historical and cultural game, defining unique features like gameplay mechanics and educational integration. It incorporates mentoring elements, guiding the development team to align with project objectives and educational goals.
– The Pack with Prototype Features and Digitization of Cultural Heritage Material based on cultural nuances from Primo Levi’s book for inclusion in the game especially for deaf and blind youngs, producing the Prototype Features and Cultural Digitization Manual. The manual is a crucial guide for the historical and cultural game prototype, providing detailed insights into design features and user interactions. It also offers instructions for digitizing cultural heritage material with a focus on accessibility, ensuring consistency and adherence to project standards.
Under the Work Package 3: Game Development, Operation and Launching, the following activities will take place:
– A detailed scenario creation based on historical and cultural research as well as the character design phase, including background stories and cultural nuances. Additionally, here is placed the Game Formation and Launching as an Educational Culture Residency,which will produce the Game Formation, Development and Launching. The finalized game, the result of design and development efforts, is ready for launch, offering players an immersive experience in line with educational and cultural objectives.
-The Storyboarding and Narrative Development, enabling exploration and choices, with a visual roadmap highlighting key scenes. Players uncover hidden aspects of the era, shaping personal stories based on historical events. This activity will produce the Visual Storyboard, illustrating key scenes, decision points, and the game’s overall flow. It ensures a cohesive and engaging narrative aligned with the central idea and objectives.
-The Integration of culture-based educational content into the game mechanics. Educational content integrated into game mechanics presents challenges and puzzles requiring historical and cultural engagement. Additionally, it will generate digital assets, focusing on gender balanced animation, and ensure coding is accessible to all, including individuals with disabilities. Also, it will be creating diverse digital assets that accurately represent the era, prioritizing gender representation in animations and ensuring that coding accommodates players with visual or auditory impairments, contributing to an inclusive gaming experience. These activities will produce the Culture-based Educational Content Game Manual and Playing Guidelines. The relevant result will explain how cultural and historical content will blend into game mechanics. It covers a scenario, character portfolio, and educational game mechanics. Additionally, it includes digital assets, gender-balanced animation, and an accessible coding package for an immersive and educational gaming experience.
Under the Work Package 4: Cultural Sensitivity, Inclusivity Assessment and Results’ Transferability , the following activities will take place:
– A Cultural Impact Assessment and Inclusivity Recommendations. This result includes a detailed analysis of the game’s cultural impact, examining its representation of diverse cultures. The outcome is a comprehensive report assessing cultural accuracy, accompanied by recommendations for enhancing inclusivity and cultural sensitivity within the game.
– A Multilingual Support and Game’s Localization Strategy, referring to a strategy for multilingual support in the game, will be developed, featuring a Multilingual Support Plan, a Localization Strategy Document, and translated, gender balanced versions of game content. The outcome will be a Localization Strategy for Gender-Balanced Multilingual Versions of Game Content, including a multilingual support plan outlining adaptations for text, audio, and cultural references. The package also encompasses a localization strategy document, guiding the creation of gender balanced versions in multiple languages.
-The Transferability of Results (Phase 1): Testing, Quality Assurance, and Collaboration with Experts, referring to 4 Local Testing Workshops will take place with 60 people per each one for 2 days in each Partner’s country. The result will be the Completion of Phase 1 in transferring results entailing: detailed testing protocols and reports ensuring game quality, along with quality assurance documentation outlining measures for a seamless gaming experience.
-Transferability of Results (Phase 2): Game-based Networking and Cultural Knowledge Sharing for Europe in the 20th Century. During the Phase 2 will take place:
1. Cultural Sensitivity Hackathon
2. Inclusivity in Gaming Policy Forum
3. Cultural Gaming Research Symposium .
In specific:
– A Cultural Sensitivity Hackathon will take place in Liechtenstein, including 5 youth participants per Partner for 4 days, and organized by CYA
-An Inclusivity in Gaming Policy Forum will take place in Greece, including 10 youth participants per Partner for 2 days and 30 local youth from marginalized groups from Greece for 2 day, organized by Fifty Fifty
– A Cultural Gaming Research Symposium will take place in Spain, including 5 youth actors from cultural and creative communities per Partner for 2 days, organized by ASEID.
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