EXPLORATION ONE
The story of each
child recorded was filled with pain, confusion and a penchant for a happier
life.
Each situation
needed addressal in various steps. After listing all the possible
key problem cycles, ten problems were listed down separately as they were most
commonly occurring and their solution was mapped down. For instance in the
case of sexual abuse of Radha by her tutor,
four steps are given as depicted in the following picture-
- Radha understands that tutor takes advantage of her innocence.
- She should immediately report the incident to her mother or any adult she trusts.
- She should in no circumstance feel guilty and know that no one can touch her.
- She should alert her friends and stop going to that tutor.
The game consists
of ten situations that have been placed twice across respectively on the
board. Alongside this there are two sets of cards. 10 situation cards and 8
colored cards (2 of the same color). Each situation card is numbered. Four
different colors were selected for each panel. Two teams would compete to
solve the same situation. Each team gets four colored cards of the same
color. The facilitator has the
situation cards turned upside down with the numbers facing the players. Turn
by turn a player from each team selects a number and the situation respective
of that number is solved.
So for instance a
player from Team A picks number 3 card, the facilitator will read out the
situation and then both teams gear to solve it. They have to arrange the
colored cards in the same order ( top to bottom)and memorise the successive
points for each color and call it out. The team who is able to solve the
arrangement first and call out wins.
- In certain situation two out of the four cards, are of the same color. So for
- The other important role is that after receiving their cards and arranging it, four players from each team memorises the card and then each player has to share the information with the other team. Only when they are able to speak it correctly they are declared as winners. The opponent team will also get the chance to share the information with the other team, once the winning team finishes talking about the steps.
eg. Team A gets
situation 6 where there is two yellow, one orange and one green colored panel
and for Team B it is two blue, one orange and one green panel. So this
requires that the two competing teams try to exchange their cards for the
purpose of mutual benefit and also remember that in order to achieve anything
the teams need to co-operate as well.
The game playing
was then demonstrated to Himalini and Santayan. The strategy was considered
workable and also enjoyable.
1.MAKE IT GENERIC: However, firstly each issue
called the presenting problem had to be rephrased. The set of issues were too
specific and would cover only a limited range of situations. The actions for
each had to be the ones prescribed by the UN convention on child rights as
they are applicable to diverse situations and have been tried and tested.
2.MAKE IT SIMPLE: The actions were too
complicated to memorize, so they had to be refined and shortened into small
catchy phrases.
3.FOCUS ON
PREVENTIVE MEASURES: The game was intended to be played amongst
children who could come across these situations themselves or whose friends or
the neighbourhood children they know are facing it. Hence it would be helpful
to have it as a preventive one and thereby create awareness regarding the
shortcomings of each presenting problem.
4.HELP A FRIEND STRATEGY: Many a times, the
child in question may not realise what is happening to her/ him and therefore
it is recommended that someone whom he trusts and looks upto guides him/ her.
Therefore it was felt that children can look upto this game not for self help
but for helping their friends. Moreover when the player is himself/ herself
put as a child in question, they might feel why do I need to impersonate that
character—they might feel they are being judged.
5.ELEMENT OF WIT AND HUMOR: To enhance the
recall value of the game, humor could be included so that the game does not
feel emotionally veryheavy and the
children enjoy to play it as they learn of the preventive measures.
EXPLORATION TWO
After considering the following, it was
realized that the game had strategic play but there was no reinforcement of the
problem and their solutions. A list of requisites were further added:
- Recall value
- Impact value
- Find it helpful
- Feel empowered
- Comprehensive
9
key areas were identified based on child protection and a spreadsheet was
created that would facilitate the content to be categorized more
comprehensively.
Each
key area was grouped into:
- Feeling
- Thinking
- Short Term Preventive Plan
- Long Term Preventive Plan
Game Parts:
1. A board with the steps of long term and short term preventions for each issue mentioned on either sides.
2. PROBLEM CARDS: A set of cards having the presenting problems such as The presenting problem cards were of two kinds-one which spoke out the problem
1. A board with the steps of long term and short term preventions for each issue mentioned on either sides.
2. PROBLEM CARDS: A set of cards having the presenting problems such as The presenting problem cards were of two kinds-one which spoke out the problem
for
eg: A girl is speaking " Why does baba give brother three sets of clothes
and to me only one set for the festival?"This is a clear example of gender
discrimination, the other kind of cards mentions an emotion. For example the
word-upset.This meant the team were free to interpret the word and put it in
any of the nine key situations and thereafter play the game.
3. ACTION CARDS: Another set of cards with the preventive actions for each issue, where half the set informs about long term and half the set informs about short term.
3. ACTION CARDS: Another set of cards with the preventive actions for each issue, where half the set informs about long term and half the set informs about short term.
About the game: It was a game where four
players could play. Each team picks a card from the set of presenting problem
cards. They also get five cards from the pack of action cards.
Rules: After distributing five cards to each
team the rest of the cards are kept in a pile. The teams then pick a card from
PROBLEM CARD and identify their issue and also identify the list of actions
related to that particular issue on the board. The team that can collect all
the action cards related to that issue first wins it. The game is similar to
playing cards, where the not required card is dropped and instead a card from
the action pile is picked. Turn by turn each player drops a card and picks
another till they have all the action cards ready.
After it was game tested with people at Thoughtshop
Foundation,
- The game lacked interpersonal interaction.
- With the exception of making people learn the points on the card, it did not engage them as such.
- Moreover the teams felt restless as they had to wait a long time to get their card.
- The only activity they did was picking a card and dropping another-this made the game feel silent.
EXPLORATION THREE
Questions started surfacing as content was analyzed further. As a game designer for this project-questions for my target audience began to emerge-
"What do they expect to see in a game?"
"If I were in their place, what would I want to see in a game?"
"What would the players like or dislike in the game created for them?"
Moreover clarity in the message was not there completely. In the midst of chaos and deep thinking, Brenda Romera came as a big source of inspiration. A game designer by practice she aspires to teach people of their community through games. As games give you a chance to roleplay and virtually be a part of an experience, she took this as an opportunity to spread awareness and realise the importance of some historical movements. Jesse Schell's words started echoing when her TedTalk was being watched —"A game designer should be an advocate for the player."
And then the thought popped in...
LETS
FREE THE CHILD!
LET'S
FREE THE TRAPPED CHILD!
LET'S
FREE THE TRAPPED CHILD FROM JAIL!
LET'S
FREE THE TRAPPED CHILD FROM JAIL WITH THE HELP OF KEYS BY WHICH IT IS LOCKED!
About the game:
The
game challenges two teams to rescue their
friends who have been trapped in a jail. The team who is able to collect
all the five keys and reach across the board wins!
Game parts:
Game parts:
A board
10 pawns (two colored, with 5
of one color)
9 RISK CARDS that talk of the various risks associated with each issue.
2 jails
9 RISK CARDS that talk of the various risks associated with each issue.
2 jails
45 KEY CARDS: Each issue has five short term preventive actions that are called the key cards and are given one at a time to the team whenever a pawn lands on them.
PROBLEM CARDS: A set of cards having the presenting
problems such as The presenting problem cards were of two kinds-one which
spoke out the problem for
eg: A girl is speaking " Why does baba give brother three sets of clothes
and to me only one set for the festival?"This is a clear example of gender
discrimination, the other kind of cards mentions an emotion. For example the
word-upset.This meant the team were free to interpret the word and put it in
any of the nine key situations and thereafter play the game.
Rules:
Each
team has five pawns and they pick up a PROBLEM CARD from the set. Once they
receive it and identify the issue, they place it in the jail across the board.
The game sets to roll once both the players have identified their issue and
they place their problem cards in the jail.
Based
on the principle of checkers, the pawns move either diagonally front or back.

However
they cannot move over a pawn and they cannot move horizontally or vertically. It
is necessary for pawns to land on the risk and key card to free their friends
in the jail. Once the team collects the cards, and all the pawns of that team
reach the other side first they win. The
game enables players to role play a scenario where their friend is faced by
some threat. It is in being aware of the risks that that threat imposes and the
necessary actions to prevent it which can free their friend. Once they reach
the other side they can pull out the problem card from the jail and this gives the players a sense of achievement and
liberation. It also reaffirms their individual faith to bring about a change
and act upon it in a prescribed formula.
The
game was then played with Himalini and TF colleagues and then what could be
reflected from the game play and observations were noted down.
- STRATEGY GETTING MORE IMPORTANCE: The game was enjoyable even if the players got the key cards and could skip reading the message in that. Although it had an engaging value, it still needed the task of making the key cards and risk cards necessary to read and remember. So another plan was drawn out where possibly this game could be the last step and the keys of each issue could be held with the opponent. So when a team's pawn lands on that key card, the team has to speak out the action step one at a time for each time the team lands there. Only that will give the team a key and thereby allow him to access the other side of board where their friend is trapped.
- CLARIFY THE PRESENTING PROBLEMS: The content still looked unresolved and had to be structured.
- VISUAL ANALYSIS: Since for many issues the preventive steps and risks were the same, it would be better to use the same language and it was suggested that parallely research could be started on various illustration styles and visual icons.
EXPLORATION FOUR
What really needed
was a rationale behind the movement of pawns. And instead of merely collecting
the keys and risk cards was there any way by which the action sequence could be
memorized or selected by the players rationale. So another strategy
was tried where it questions what are the possible qualities that enable a
friend to help another and move forward and the qualities that prevent them
from stepping forward. This would build a sense of confidence in what they have
and bring awareness of what they lack and thereby work upon it.
The game consists of:
- Board
- 9 Risk Cards
- 45 Key Cards( 5 per issue)
- 10 Pawns ( 5 for each team)
- 2 jails
- 12 Presenting Problem Cards

GAME ONE
- Each team picks a presenting problem and tries to identify it with an issue.
- Once the issue is decided they place a pawn and the pawn can only move a step at a time in any given direction.
- With a toss of a coin it is decided which team will begin and then the pawns are moved in direction of the footsteps beginning with violation of right to survival and finally finishing at violation of right to protection.
- The green places enable the pawn to jump over the pawn in front of it.
- Landing on each violation of right, a violation pertaining to that issue will be discussed also a step of action will be read out to the team by the opponent.
- The team reaching the violation of right to protection will win it.
GAME TWO
Once the players have gone through the risks and plan of action they need to memorise and speak it out when they reach the next level. Here each team needs to send across their pawns to the other side in order to save their friend and free him/ her from the prison.
The pawns cannot move ahead if they land on the scared position. They can only move ahead when they land on the positive qualities, thus adding a rationale to the movement and positions.
Game One was still very unclear as it would be difficult to link presenting problem with an issue. A child if given a presenting problem say "Absent from the group," may find it difficult to point out an issue unless there is a given list from which he could select. Also it would be difficult to memorise the risks and action steps. So another method had to be drawn out. What was suggested that the presenting problems and issues be jotted down together and the player moves turn by turn and discusses how a given presenting problem can relate to the issues.
Game Two could be further refined with focus on issue and action steps. With too many elements and guidelines the children could get confused and be misled from playing the game and the purpose of communication lost.
EXPLORATION FIVE
1. Presenting Problems-Issues
Many a times the groups and counsellors do not get to know first handedly the exact problem. They are usually confronted with situations where the group gets to learn that a neighborhood child is often found wandering on the road. The child appears lost and the group then tries to involve the child and try to understand his situation. Only after sufficient evidence they conclude that it is a case of child abuse or school drop out or any other issue.
2. Issues-Preventive ActionsThis happens when a group is aware of the issue and needs to then act upon it. There are a series of steps prescribed by the UN and along with that certain other basic steps were included based on TF's interaction and experience.
3. Issues-Risks Involved
Each issue has some risks which are violation to child rights. The child in question should be made to understand the crisis he/ she is going through and what impact it could have on him/ her unless acted upon.
The game consists of:
1. A board
2. Key Cards (31)
3. Friends in need card (9)
4. Pawns (5 each of two colors)
5. 2 Lock-ups
6. A die
(Each of the games require a certain degree of facilitation)
GAME ONE
The two teams place a pawn each before presenting problem 1. After a high die, say the Team A wins, so team A rolls the die whichever number they land on they need to identify the possible issues mentioned in the inner circle. For example A lands on sixth presenting problem i.e a child wearing a sling because it has been injured. The Team A needs to attribute issues, it could suggest that:
- it is a case of child labour where it was engaged in harmful activity and thereby hurt itself,
- child physical abuse where the father came drunk and beat up the child,
- it could also be a case of child sexual abuse, where the child tried to free himself from the abuser and in process hurt his arm.
So team A gets 3 points for three issues, then team B gets a chance to reason out the same presenting problem and sight out other issues that can be responsible for child's injury. They suggest:
the child has been rescued from being trafficked and while he was trafficked he was subjected to violent treatment leading to his injured arm.
This gives team B a point and takes away a point from team A. Now it is team B's turn to roll the die and the process again happens in the same way. If they land on the same presenting problem, the die needs to be rolled again till they land on a different problem. The team with highest points wins!
GAME TWO
The two teams place each of their pawn just before issue 1. Turn by turn they roll a die, whichever issue they land on distinctively, the key cards corresponding to that issue is handed to both the teams.
The key cards have steps that need to be arranged sequentially as they pronounce the basic steps to prevent the corresponding issue. The team needs to discuss and place it in order and the team who does it first wins and gets to begin the third game.
GAME THREE
Team A had won the GAME TWO so it begins. The teams after sequentially arranging the key cards flip it over again and interchange places. So team A has team B's key cards and team B has team A's.
They now collect a friend in need card relating to the issue and that goes inside the lock up position in the opponent's place. Turn by turn they move each of their five pawns and whenever they land on a key, the team needs to speak out an action specified on a key card sequentially. Once they do so they get that key card from the opponent.
The moment they get all the key cards and reach all the five pawns across they free their friend in need from the lock up! The team first to free their friend wins.




















