Gamechanger Elen ventures into creating a detective video game
Gamechangers: Girls for Girls empowers girls aged 12-24 in Syunik, Lori, and Shirak to explore the world of video games.
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How would a person in the 21st century survive if transported back to the Old Stone Age? How could they secure food and protect themselves from the elements? These intriguing questions were the foundation for a unique video game project undertaken by a group of girls from Syunik. They aptly named their creation Time Machine.
"In our game, the hero encounters a completely random car, touches it, and suddenly finds himself in ancient times. His mission is to survive, much like the people of that era. For example, if there is lightning or it is cold, he must find a place to spend the night and fend for himself,"
Elen is one of the 120 girls from the Provinces of Syunik, Lori, and Shirak who participated in the Gamechangers: Girls for Girls initiative, which allowed them to develop video games. This project is a collaborative effort between UNICEF and the Enterprise Incubator Foundation (EIF), with support from the Gyumri and Vanadzor Technology Centers.
"There is evidence that girls play a significant amount of video games, although they often do so using male pseudonyms. To address the issue of girls primarily being players in a gaming industry largely dominated by men, we aimed to empower them to become creators of these games and actively participate in the STEAM field (Science, Technology, Engineering, Art, and Mathematics). Within the realm of video games, there are approximately 200 diverse professions they can pursue. Our objective is to provide them with this opportunity. Whether they ultimately choose it as a future profession is their decision; what truly matters is that they have a wide array of choices,"
Over several months, these girls engaged in a combination of online and in-person classes, progressing through key stages such as "Soft Skills and Idea Generation," "Digital Skills," and "Project Management and Implementation." Out of the initial participants, 70 successfully advanced to the finals. They were divided into 12 teams and collaboratively designed and developed their own video games.
Elen's fascination with computer games began in her childhood, and her current obsession lies with Roblox. She reflects on how she never imagined she could transition from being a player to a game creator. Initially, the prospect of game creation seemed incredibly complex and beyond reach to her. "I used to think that making a game was an immensely intricate process. In my mind, it required a multitude of people, almost a whole city coming together in one place, filled with computers and various devices, including cameras for filming. For instance, if a tree was in the game, I believed I had to draw that tree myself," she recalls. "However, now that I am familiar with Epic Games and the Unreal Engine 5 tool, I have learned I can craft the landscape, characters, and animations myself. I always thought games were exclusively the domain of highly skilled professionals, something I could not do. But now I know I can do it too," Elen explains.
In addition to acquiring the knowledge required for game creation, she emphasizes that they also gained other valuable skills. These newfound abilities are proving useful not only in their schoolwork but also in their interactions with people.
Their journey began by focusing on soft skills, including time management and emotional intelligence. Elen reflects on her initial belief that working independently and advancing her ideas was the way to go. However, she soon recognized the advantages of collaborative teamwork. She explains, "At first, I thought I would work alone and independently push forward my own ideas and projects. But I came to realize that working in a group is often the better choice. For instance, when time is limited, we can divide the workload and accomplish tasks more efficiently."
Elen is already contemplating her next game, Murder Mystery, which promises to be a thrilling detective experience. In this game, a young girl seeks the services of a detective to uncover the truth behind her sister's murder. As the player progresses, they must solve the case by identifying the criminal. The game will introduce multiple scenarios, and based on these different versions, players will be presented with a range of choices.
"The girls from Syunik exhibited remarkable motivation. I do not mean to say that the motivation of the others was lacking, but in Lori and Shirak, there may be more educational opportunities, and the children there might take it for granted. However, the attitude of the Syunik girls was distinct, reflected in their behavior and emotions. They faced the challenge of needing powerful computers to run these programs. Because their computers were less capable, they asked numerous questions about alternative lightweight software options they could download or tasks they could accomplish manually," explains Gayane Gharibyan.
The Gamechangers: Girls for Girls initiative presented a valuable opportunity for the EIF to address technological education challenges in Syunik, according to Bella Harutyunyan, head of the Gyumri Technology Center project at the EIF. "I think one of the important achievements of this collaboration is that we started looking towards Syunik. We have already signed a memorandum of cooperation with the head of the Sisian community in Syunik. Soon, we will establish a laboratory of creative technologies in the community's cultural center. Technology, art, and science converge in digital games, offering young people significant development opportunities," Harutyunyan explains.
"Stereotypes, norms, and the absence or restriction of opportunities continue to hinder girls from fully realizing their potential. STEAM education not only empowers individuals but also drives the advancement of communities, society, and the nation's economy. UNICEF remains committed to fostering opportunities that facilitate teenage girls' access to the STEAM field and empower them,"