Digital Challenge Game Overview

Here's an overview of how we see the game operating. We'll be developing more detailed instructions

INTRODUCTION
The purpose of the Digital Challenge Game is to help teams who are developing bids to involve other interests, and also test their proposals against possible problems. It should help in the development of storyboards for the final submission.
The game components include cards for personas, projects, and problems, and a story-boarding sheet. The game takes about two hours, and works for any number of people working in teams of 5-6.

GAME SEQUENCE

Planning Phase
The game begins with a Planning Phase, in which teams build a programme out of a number of pre-designed cards which illustrate:

  • The target audiences for the programme. These are represented on "persona" cards giving personalised characters with histories and needs. Player must decide which audiences are targeted by their programme and prioritise cards accordingly.
  • Another set of cards indicates the technology projects and other activities that might be part of the programme. Some may involve substantial investment, other little or none. Cards have budget points. Players will build their programme (or model their existing programme) from this set of projects and activities assessing:
    • How the selected project or activity fits the needs of the target audiences
    • What are the likely cost and resource implications of adopting this project
    • How the projects fit together to form a coherent programme.
  • At the end of this Phase players present their programme to the other groups

Development Phase
Players now "run" their programme through several years. This is done by telling the story of the programme as it progresses from bid to set up to implementation. Players are encouraged to think through the pitfalls and opportunities that might occur. As this story is being recorded on a "timeline" sheet, the game facilitators will feed in "crisis and opportunity" cards representing external factors that may affect the programme. These are designed to trigger group debate. Players develop storyboards for the personas.


Scoring Phase
Each group will now be asked to score the project history they have created according to a number of factors including:

  • How well it has served the target audiences
  • How robust it has been in the face of external shocks
  • Its potential for the future
  • What real effects has it had on the Environmental, Community and Economic performance of the area it serves

 


See also: