The training approach will be based on the identification of user profiles and elaboration of the training needs. For this project partners had designed User Profiles, for a previous Erasmus project (the InScreenMode) based on the European Internet Research by the Nottingham Trent University. The User Profiles captured the individual characteristics of the adults which are meaningful in terms of Internet usage patterns of risk.
The potentially risky behaviours are already known from relevant research through the Safer Internet EU initiative: the partners of the GameOFF project will use these profiles as the basis to elaborate a quantitative research approach to validate the findings with the project’s target group (young people of 16-25 years old). The partners will create surveys that will be widely distributed across partner countries. These surveys will aim at validating the results with the project’s target group, and also to identify the situation in the partner countries, with a focus on France, Portugal, and Spain, that have not been represented in the previous projects.
Then, the partners who have long experience in providing high-quality training will identify with the guidance of the field expert, NTU, the training needs and requirements of the target group. Based on these all partners will design and create the content of a serious game that will be used by trainers to encourage trainees to moderate their screen time.
The second Intellectual Output is the development of a serious game. This game will materialize the project’s training approach and help trainers assist young people in their journey towards moderation of screen time. The serious game consists of an online game that will provide the whole process with gamification elements, thereby giving learners motivation. The design of the game is based on the elements of gamification that will be identified, categorized and explained in the game storyboard, i.e. limitations (limited resources, time), rewards (badges of achievement, additional resources), ownership (autonomy, choices) and luck (new opportunities and obstacles). The testing of the game in order to conclude a stable release is also involved this production. The overall concept of the game is based on characters with specific attributes that are engaged in activities, making choices, taking risks, gaining or losing something, in order to achieve a final goal, which will be related to moderating screen time. The game will be designed and developed in a way that can be parameterised for different contexts and situations.
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Project number: KA205-32FB114E-EN