We are experienced in using technology as game design, augmented reality, VR and working in a participatory manner with people. Immersive experiences have shown to work at least in generating empathy and influencing behaviour, addressing social norms. We use exploratory research and design and develop tools, also together with adolescents, specifically based on their experiences. We can also build training tools, collaborate with the community and experts.
VR Stranded is a fantasy Virtual Reality (VR) game about climate change and the negative effects of the Anthropocene era. The game’s player finds themselves in a simulated urban post-climate change landscape that has been devastated by the effects of an ecological catastrophe. The goal of the player is to take initiative in reshaping the surroundings, erase problems created by humankind, and participate in creating a more conscious way of living. The prototype has been tested with middle-school kids at Annantalo Art Centre in Helsinki. Currently, the contents of the game are being developed based on the tests and VR Stranded is scheduled for a release in the middle of 2020.
Project duration: Aug 2017 – Ongoing
Gautam Viswanath in collaboration with : Andrei Rodriguez (3D modelling and Visual Design), Gabriela Juganaru (Audio Design), Essi Aittamaa (Narrative Design and Production), Vera Anttila (Visual Design and Pedagogy)
Step into the Labyrinth
An adventure game with film elements based on the conflict in Israel-Palestine. This is an interactive VR experience about crossing military checkpoints. It is loosely based on Israeli checkpoints in Palestine that frequently restrict freedom of movement between different parts of the region.
Created by : Rabia Salfiti and Gautam Vishwanath
Thanks to : Mamoun Matar, Nadia Habash, Rashid Masharawi, Shrikar Marur, Viplov Singh, Gita Upmale, Siddharth Gautam, Sami Abu Salim
In Iceland, around 90% of the elderly population believe in the existence of elves. One often encounters rocks within cities and towns that are not demolished because people believe in the presence of elves existing inside these rocks. However, the younger generation are slowly losing their connection to these stories and myths. During the CIRRUS workshop, our group came up with the idea of mapping all the rocks in Reykjavik and the stories of elves centered around them. We converted this concept into a game in which a player could walk around the city with their phone and trace elves in augmented reality. Once a player scans a rock using the game’s app, an elf pops up on screen and narrates his/her story. Within the game, the elf may need to be fed or require other items in order to continue the story. The player can collect these items by contacting other players who are playing the same game. They may also visit other spots to find these items. Eventually, Huldufolk aims to connect folklore to a younger generation of Icelanders through the application of an entertaining location based augmented reality game.
Project duration: Feb 4th – 8th 2019
In collaboration with : Rebekka Ashley Egilsdóttir (Concept Design and inputs on Icelandic mythology) and Augustas Savickas (Visual Design)
More Serious Games*
SIFA-Skills Initiative for Africa
SIFA is an initiative of the African Union Commission (AUC) supported by the German Government to strengthen occupational prospects of young people in Africa.
To begin with eight countries have been selected as pilot countries – Cameroon, Ethiopia, Ghana, Kenya, Nigeria, South Africa, Togo and Tunisia.
SIFA finances skills development projects in several African countries. Projects should contribute to employment-oriented skills development for young people.
The Internet Platform is also the entrance to the application and data base SmartMe for applicants use to apply for funding.
Website here https://skillsafrica.org
Please connect to Social Media from the website.
Photography and Design 2018/19 Sabina von Kessel
2. Multimedia and Communication Strategy: SOCIAL SECURITY FOR UNORGANISED WORKERS
Design of a multi-media and communication strategy to achieve behaviour change with participants/stakeholders, considering the semiotic system and creating a response and reward system.
The complete campaign was conceptualised, photographed and designed between 2012 and 2015 by Sabina von Kessel for GIZ, Deutsche Gesellschaft für Internationale Zusammenarbeit and the Ministry of Labour, Bangalore, India.