About The Game

A Visual Novel, Simulation, Role-Playing, Educational, Serious, Puzzle Game and Toolkit

Read more about serious games

This game is the evolution of a previous game called YouChooseAbuse.com, a deliberative activity created for a graduate course exploring civic engagement in a Master of Public Policy and Administration program. 

A new game concept was developed to examine higher-level objectives. Whereas the previous game put players in the shoes of a victim, players are now placed in the position of community change-maker. 

The Who

Policy Playspace: Program Prototyper is not quite a game for everyone, although efforts are being made to implement game modes for a variety of player-types. The target audience for this game are players that have an idea for a program, process, policy, or product.

The What

The game’s gimmick is a walk-through of the common elements that are requested with proposals. Assuming the players with ideas for programs, processes, policies, or products will want to pursue their idea in some capacity, there are some details that can be worked out and referenced by the end of the game.  

outputs

founder bio

lit review

mission & values

styleguide

website copy

tech & tools

intervention

evaluation

Learning Objectives

Read the Serious Game Design Document

Domestic Violence Domain Knowledge

  • Extrapolating complex dynamics of domestic violence in special contexts
  • Recognizing warning signs and patterns of abuse
  • Learning about available resources and support systems
  • Developing empathy and understanding for survivors
  • Understanding policy implications and intervention points

Policy & Program Development Processes

  • Experiment with frameworks and tools for analyses
  • Participate in consultations with stakeholders
  • Develop deliverables for proposals

Roadmap

Social Media Planner

Citation Maker

AI Prompt Generator

Data Visualization

Wishlist

Academic Repositories

AI Stakeholder Consultations

Enagage in the story and navigate the community.
Play educational mini-games.
Utilize tools and outputs.
Participate in experiential activities.
Complete tasks and collect achievements.