Transcript
Associate Professor Anna Mankee-Williams So, thanks for inviting us to present here today. My name’s Anna Mankee-Williams. I’m an Associate Professor for Arts and Health at Falmouth University, and Professor Eunice Ma, who will introduce herself more fully in a moment. We’re going to share this presentation. I will introduce the project to you and Eunice will be presenting the serious game developments to you. So, the Attune Project is a 3.9 million UKRI project, surfacing the unseen and the unheard impact of adverse childhood experiences on adolescent mental health through arts-based research. We are exploring people’s – young people’s lived experiences, their thoughts and voices, captured through art, dance, music, animation, photography, film and creative writing. Through this, and alongside a framework analysis of their narratives, and a quantitative analysis of three large datasets that include OxWell, Reach and HeadStart, which is about 30,000 datapoints, the project has sought to understand not only the impact of ACEs as they are perceived by young people today, but also the mechanisms by which young people seek, are supported to hold, mitigate impact, or improve their mental health.
The final two pieces of our project are what you’re going to hear about today. Well, you’re going to hear about the serious game, so that’s the co-designing of the serious game and the co-designing of the public health and educational resource. So, we’re going to share some early insight that has informed the game development. However, before we go any further, we need to recognise that the siting of young people at the heart of this project has been really, really interesting. We have a young person as the Project Manager, working on her apprenticeship, and we also had a young person as the Comms Officer, who gained a distinction in her apprenticeship, and is now at university with an internship at Disney under her belt, and a role behind the scenes of a recent show, “The Assembly,” some of you may have seen it, about a group of neurodivergent and disabled young people who interviewed Michael Sheen. So, amongst other – an awful lot of other young person present, they are absolutely at the core of this project, and everything that we are doing is co-designed with them.
So, our research questions are, “What are the psychological and geo-socioeconomic contextual mechanisms by which ACEs unfold to affect or safeguard the mental health and lives of young people?” And “Are co-designed, youth-informed public mental health technological and clinical actions acceptable, feasible, beneficial for young people, and potentially cost effective for Commissioners and providers and communities?” So, within the project, we have six work packages. This is very academic language, I do appreciate that, and they all inform each other. And the insight that is informing the game development and the educational resource has come from work package one, which is the creative arts-based research lens, and I have led that, and work package two, which is the large dataset analysis. And we’re now fully in the depths of our work packages three, four, five and six.
So, the early insight which has been surfaced for us – just moving you again there, is that – and this is probably not a surprise to people, but it is the response of others to the young person becomes a relived trauma, repeated invalidation becomes an adverse childhood experience in and of itself. It is the first thing they talk to you about, repeatedly, prior to them telling you about physical abuse, sexual abuse or anything else.
Neurodivergence is poorly understood, and neurodivergence and mental ill health together is extremely poorly understood and overwhelmingly, not catered for in terms of support provision. Addressing mental ill health is not classness. When you’re just surviving, it is a luxury to think about your mental health, and they feel unsafe in an awful lot of places. There are some really good experiences for them that are carefully curated and framed, but actually, school does tend to feel very unsafe for some of the young people that we have been working with. Young people seem, through this project, to be intuitively seeking out nature. They are clearly saying that trusted relationships are crucial and that includes with pets. Interestingly, they’re saying that support workers close in age and/or experience are more important than professionals, and this came out extremely strongly when we were working with refugee groups and those groups who were more marginalised, for example, gypsy traveller children.
Trauma informed training is crucial, but they are very, very clear, and they have developed a policy ask that trauma informed training as an add-on is not good enough, and they want to see trauma informed training as an embedded part of any professional development and training, for example, Teachers, GPs, School Nurses, rather than it being a bit of CPD on the side. And, also, neurodiversity training is crucial amongst all practitioners who are frontline, and place may have an impact and we need to further explore it.
The following three slides are a very brief look at some of the work created by the young people. These are unfiltered, they are their choices of photographs that we have permission to show, and the narratives that they have developed with the photographs. So, for this particular creative practice, they were taught how to use an Instax camera, and they were asked to take photos that represented how they felt and what they saw as part of their daily lives. And they were then asked to put their own narrative to the photos, so that we were not putting our own translation and interpretation onto it.
Many of the pictures represent feeling trapped, isolated, invisible and afraid. These were common themes, and the exhaustion of masking and frustration and hopelessness at being not believed or invalidated on a micro or macro daily level, this was very common. So, I will put the pictures up, and then just pause slightly, so you have a chance to look at them. This young person was being sent back to the house which was the cause of her extremely adverse childhood experience and trauma [pause]. And what came out very strongly is how invisible they feel and how alone they feel and how hopeless they feel.
So, I’m now going to show you a short film, it’s 90 seconds. We worked with Aardman Animation, and so, this is the young people worked with Aardman to develop this particular film. The narrative is their narrative and they are their voices on the film. We compacted hours and months of work into these 90 seconds, please do tell me if you can’t hear it.
[Video starts] Speaker 1 I remember being like a little ninja, running around, trying not to be seen [background shouting]. I got used to saying and doing as little as possible [background shouting]. Speaker 2 Sometimes I’d try to eat so little, I hoped I would disappear. When I tried to get help, I was put on a waiting list for months, then turned away because my case wasn’t urgent enough, whatever that means.
Speaker 3 I don’t feel safe anywhere, not at home and definitely not online [buzzer]. The only place I like being is the staffroom, away from the other kids. That’s probably why I keep getting in trouble. Speaker 4 I kept getting called a ‘neek’ for covering myself up, but nobody knew what he was doing to me, and I didn’t want them to find out. Speaker 5 Our generation is experiencing adverse childhood experiences in ways that are different from before. Without help from people and services that really understand this, we can get stuck.
All We want to do more than just survive. [Video ends] Associate Professor Anna Mankee-Williams And just to balance out the findings and to bring it back into the digital space, we worked with a group of young carers in North Wall, called North Wall, in Oxford, who really wanted to make a film about how a curated app can help them. These are all young people between the ages of ten and 18. They’re all young carers, and they are all having issues at school because of their caring responsibilities affecting their mental health, and are therefore, referred into the actual voluntary community sector group to try and help them to stay in school. So, I’m just going to play this one. Again, please tell me if you can’t hear it.
[Video starts] Speaker 1 [Music] Your grades have come back and they’re not high enough. You will need to work harder or we’ll get budget cuts, and we will not be able to continue providing you with the high level of education that we currently offer. There are students that go home and revise for five hours every day. Your school grades are extremely important. Also, we have been told that we have to show you this short video.
Speaker 2 If you’ve been feeling under pressure or struggling with your mental health, please download Healthy Minds, an app to offer you support and our services. For example, setting up with new compatible friends, access to classes and clubs in your area and online therapy sessions, if wanted, and more. Speaker 3 [Music] In my room, I have a bin full of rude notes from my classmates. I’ve been struggling at school and they’re not being kind about it.
Speaker 4 [Music] In my bedroom, I can’t see the floor from all the mock exams I’ve printed out. My printer’s ran out of ink. My order for more ink is processing as I type this. Speaker 5 [Music] In my bedroom, I have piles of extra workbooks that my parents have bought me. Most of them I haven’t even had time to open, ‘cause there are so many. My parents really want me to practise for tests every second of my life, but I told them that school isn’t the only thing that I want my life to revolve around.
Speaker 6 [Music] In my bedroom, I have a set of shelves, shelf one at the top, my books and CD player on display. Shelf two is for my schoolwork, piles of paper everywhere and late homework hidden away. Shelf three is for my mum’s stuff, just pills and equipment and forms. I’ll do it in a minute, all organised in boxes and folders. Speaker 3 In my room, I have a bin full of rude notes… Speaker 4 In my bedroom… Speaker 3 …from my classmates. Speaker 4 …I can’t see the floor… Speaker 5 I have piles of… Speaker 4 My printer’s run out of ink.
[Voices merge] Speaker 5 …I haven’t had time to open because there are so many [music].
[Video ends] Associate Professor Anna Mankee-Williams Okay, so I am now going to hand over to Eunice, but I am in charge of the slides, so I will do my best, Eunice.
Professor Minhua Eunice Ma Thank you. Thank you, Anna. Good evening, everyone. My name’s Eunice Ma. I’m a Professor of Games Technology at the University of Oxford. I’m excited to share with you a serious game from our Attune Project, focusing on adolescents’ mental health. The game is entitled “Ace of Heart,” and ACE, also, is the acronym of Adverse Childhood Experience. The serious game is designed around playable, fictional narrative that depict a diversity and struggle, exploring various adverse childhood experience.
And it features a cluster of four mini-games, which are housed within a central hub, known as The Cosy Den, and the place is not only a place to relax and customised by the player, but also, serves as a launch point for all the stories. And player have the option to play music, explore the environment, import their own images or soundtrack, and dive deep into the narrative surrounding ACEs. And I look forward to delve into this how Ace of Heart leverage games technology to foster understanding and support for mental health among adolescents, and let’s have a close look at how it works.
Next slide, please. So, the game consist of – apart from Cosy Den, it’s four mini-games called Horse & Foal, which covering young carer and bereavement, Hard Time, it’s a poverty game with the element of family breakdown, Dial it Back embedded the concept of narrative exposure therapy, and Out of Shell about gender dysphoria. Next slide, please. So, in the Ace of Heart, players are introduced to a cast of characters, each dealing with their own adverse childhood experience, and this connection is deepened as players can interact with these character through text messages, empathise with their stories, and really dive into their experience, to understand the depths of their challenges. And the journey begins in The Cosy Den. It’s a safe and welcome hub, from which all adventures start, and here player receive initial text message from their friend, setting the stage for the interactive experience. And responding to these messages, player are drawn into each mini-game, they reveal a character story in each game, and upon complete those mini-games, the player return to The Cosy Den, where new items and features are unlocked, for example, new toys freshly appeared on the bookshelf, and new pages of comic books are unlocked. These are rewarding player for their progress in the game.
And resolution of those stories are also delivered to the player’s phone in The Cosy Den. That’s not their real phone. It’s the phone within the game, adding another layer of personal connection and continuity. And for those who wanted to have more content and create more depth, The Cosy Den also is a place to explore comic books, which is on the table in the room, and additional resources that provide further insight into ACEs and the broader issue that they address. And, moreover, Ace of Heart also serves as a educational purpose. It offers research resources about the issue covered in the game, allow players to learn more about the real-world implications of ACEs. And this blend of game play, narrative depths and educational content create a rich, immersive experience that not only entertains but, also, informs and educates.
Next slide, please. Now we made significant progress on our game series designed to address complex issue through engaging narratives and interactive gameplay. So far, we have completed two of our mini-games, Horse & Foal and Hard Times, while the remaining two are currently under development. The Horse & Foal is a 2D narra – [inaudible – 1900] narrative, set amongst the wilds of nature. It tells a poignant story of a young carer wrestling with the heavy burdens of responsibility, bereavement and the processing of loss. The game invites player to step into the shoes of someone facing life’s harsh reality at a young age and enhancing empathy and understanding.
Hard Times offers a completely different contrasting gameplay experience, with its 3D first person perspective, where players can freely explore a household setting, that simulates the stress of poverty, the rising cost of living, and the constant juggling of conflicting demands. The game aims to immerse player in scenario that many people face daily, encouraging a deeper understanding of these challenges. And moving forward, we are developing Dial it Back, a game that integrates gameplay elements with a narrative focused on exploring past memories and traumatic events, through the lens of narrative exposure therapy, and this approach provides insights into how we process and recover from trauma.
And lastly, Out of Shell is set to be a 2D narrative game that incorporate tower defence type of game mechanics. The game addresses challenges and pressure of gender dysphoria and coming out as a transgender. It’s designed to foster awareness and support for transgender community by providing players a glimpse into the complexity of gender identity issues. And each of these game is designed not just to entertain, but to inspire and provoke thought, reflecting our commitment to leveraging games technology as a powerful tool for young people’s mental health.
Next slide, please. And let me now give you a visual glimpse into the world that we have created, and here are some screenshots from the games we’ve completed, which will help you get a feel of the diverse and immersive environment our game offer. And each screenshot capture the unique aesthetic and mood of the pers – respective game, providing insight into how we designed this interactive experience to both engage and educate players. As you can see, we focused on ensuring that each game is not only tell an ACE story, but also, visually communicate the theme and emotions central to its narrative.
Next slide, please. In our game Hard Times, we also call it “Poverty Game,” which players step into a 3D first person simulation set in a household where every decision impact the family survival. The player takes the role of Nina, the elder daughter of a single mum with two children, navigating through a series of daily challenge in a rundown council flat in London. Over the course of three days, the player will manage finance, time and mental health, while juggling the demand of family responsibility and her own study.
The game delves into the theme of poverty, family breakdown and the pressure of the cost of living, and player experience the conflicting emotions of a family struggling to stay afloat amidst all these challenges. As Nina, the player, is tasked with competing – completing home chores with – for her mum and little brother, and making tough decisions, to ensure the family’s survival, like, paying, you know, utility bills, rent, etc. And the game is designed to not only entertain but also, educate players about the real-world issues that many facing, encouraging empathy and understanding through interactive storytelling.
Next slide, please. Dial it Back, which is the game we’re currently developing. We conceptualised a game grounded in the principle of narrative exposure therapy, or NET. For those of you who are unfamiliar with NET, NET is a treatment that helps individual construct a coherent life narrative, integrating both traumatic experience and a positive memory, to address and contextualise trauma. Narrative exposure therapy typically involve four to ten therapy session, where a patient is guided by a Therapist, chronologically organise their life events, focusing predominantly on the traumatic experience, but also, acknowledging positive moments.
And this process aid in contextualising the cognitive, affective and sensory memories associate with trauma, and patients articulate their narrative, filling in details, and develop a coherent autobiography story, which is therapeutical in itself. And the first session of narrative exposure therapy usually involve creating a lifeline, a physical representation of one’s life story, using symbols like flowers and stones, where flower symbolise positive events and the stone represent negative ones. The size, shape and colour of those flower, stone, are – symbolise the barriers, to reflect the intensity of those events, whether it’s positive or negative.
As you can see, narrative exposure therapy itself or – is already gamified, and in our game Dial it Back, the players experience a timeline of a young person, Ollie, his name is Ollie, his life over ten years period. And the player can explore Ollie’s memories, where the narrative gradually unfolds. And again, touches on themes like life after trauma, neurodiversity, social isolation and invalidation, and one of the finding Anna mentioned in the early part of our presentation, reflecting the challenge of multiple adverse childhood experiences. And through this interactive format, we aim to engage and, also, educate players, offering insights into overcoming adversity through structured narrative therapy. So, this picture on the right is a, kind of like – give you an idea of what our symbolised, kind of, lifeline is look like. Next slide.
Associate Professor Anna Mankee-Williams Just to let you know, you’ve got a couple of minutes left. Professor Minhua Eunice Ma Okay, next slide, please. So, this is a full story plan of Ollie’s memory and his lifeline, which consist a list of stones and flower memories, like – flower memories, like baking with mum when in his childhood, and traumatic experience, like the car accident and social isolation in school, invalidation. Next slides. So, to give you some example of some flower memories in Ollie’s lifeline from Dial it Back, and these are – you know, one of the memory is about a pet. You know, it’s, “I always wanted a dog. It was love at first sight. I’d just have about anything to keep the little guy smiling,” and the player can choose a name from a list of name or have their own name. And, also, a moment in Ollie’s memory, when he spent time with mum cooking chocolate-encrusted imp.
And another example is imagine that in a scene where Ollie and his best friend, Anya, are camping under a star-lit sky, in this part of the game, player not only witness this scene, moment, but also, actively participating by tracing constellation in the sky to this interaction. To – not only about recreating the stars, but also, connecting with Ollie’s happy memories, deepening the player’s understanding of his life’s positive moments, amidst the challenges.
Next slide, please. So, these are some examples of negative memories, and bear in mind these are – this game is in – still in the development stage, so that’s just a concepted design. So, one of those traumatic moments is the car accident, another one is the trying to – Ollie trying to break social bubbles, ‘cause he’s feel isolated and feel excluded in school. Trying to fit in all the – any of these bubbles. Next slide, please. We don’t have time to look at game playthroughs, but I have included some links. If you’re interested, you might have a look offline of the three games that we have – two games, including Cosy Den, we have already completed.
And my final slide, please. This is about co-design process of our game development. As Anna mentioned earlier, everything we do in Attune Project, we do together with young people. So, our game design, development process pretty much co-designed with young people as stakeholders. In Game Sprint, we run co-design workshop every six weeks. So, we present game in Attune with the iterative version of game development, and discuss and let the player have – the young people have a go with the game and their idea, suggestions, are implemented in iterative way. And these stories are informed by young people’s lived experience, and we also run experiments – experience-based co-design. So, we put a stakeholder, like healthcare providers, professionals and young people, in the same room to balance the stakeholder power dynamics in the co-design session.
Associate Professor Anna Mankee-Williams Thank you.