Social Awareness Game

Gendrivia

🏆DDSDC 2022 Winner • Gamification • Board Game

Project Info

Time: 1 week

Team members (2):
Lavanya Arya
Preksha Gupta

Type:
Competition based

Industry

Social Awareness

Physical Game

Education

Role

UX

UI

Strategy

Tools

Figma

Illustrator


Blender

The project is based on the brief given for D’Source-DIC, BHU SDGs Design Challenge (DDSDC) to create a game - based project on UNDP SDG goals. We chose Goal 5: Gender Equality. The solution aims to educate the players in a role-playing format.

The Problem

Gender inequality exists in various areas of life like workplace, home, public spaces, etc. Most people suffer the consequence due to unawareness and normalization of such activities.


The solution focuses on educating the players ranging from all age groups to identify such situations and understand the next possible actions.

How might we collaboratively educate the youngsters and grownups about gender equality through gamification?

Who Needs to Learn?

It is commonly observed that children learn from their surroundings and most importantly by getting influenced by adults.


Almost 87% adults face gender inequality on a daily basis. A conscious decision of not taking action or unawareness is instilled within the adults. For changing such mindset both the age groups need to learn about such biases.

Youngsters

Participative: Indulge in group activities

Ready to Learn: Curiosity

Adults

Introspective: Questioning societal framing

Analytical: Analysing situations

Where's the Problem?

We scanned for images that represented the inequalities in our daily life and asked a group of students & adults, if they understood what was happening. Most participants knew what was happening however were shy in expressing or unaware of the next step to be taken.


The problem is in the absence of "role model" for teaching about gender equality. However through ambiguous group participation it became clear that collaboratively we can teach our peers.

Game Concept

Gendrivia is conceptualized to be a physical game with elements like board, pieces, dice and cards. The aim is to have a multiplayer game of varied age range in order to spark a conversation and learn about biases present around us.

Cards for learning

There are two types of cards i.e. Scenario card to understand the scenario and identify the bias and win points. And the inventory cards are to identify the personalities hidden as easter eggs amongst the scenarios.

Adding the board

Putting Together

Gendrivia game can be played together by 2-6 players along with board and cards.

Testing the Concepts

We tested with 4 users and found that Gendrivia game generated discussion amongst different generations and a user suggested to add a glossary book for referencing.

What I Learnt

From the image activity I observed that most solutions can come out of participative interaction with the users. Gamification mechanics can be applied after understanding the nature of the game play and hence targeting on every element of game.

The board has a start change position where all players begin the game and the aim is to cross the path across board to reach 'End Bias' with most points. Players take turns in a clockwise order and each dice throw decides the piece to land onto a coloured box on board.