Studio Jayne
Studio Jayne
Toronto, Ontario, Canada
Published

Game Survey Design

We’d like students to help create meaningful survey to help us better measure our educational game impact. Survey design and analysis should also align with our three (3) core product goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Admin Robin Newman
Matches 0
Category Data visualization + 1
Closed
Published

Data Storytelling and Analysis

We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes (to reach more teens and educators) but should help us better showcase our impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Admin Robin Newman
Matches 2
Category Data visualization + 3
Closed
Published

Likely Story Game HR organization

In collaboration with a non-profit organization Victim Services, our company created a product to educate teens ages 13 -24 years on prevention of sex trafficking. We’d like students to help analyze our current processes and develop core job descriptions, hiring and exit strategies and recommendations for strategic ways for growth for our product to thrive in 2023 and beyond. We hope to not only improve our processes and understanding but also gain insights that will enhance our HR strategy and company and product growth to best achieve our impact. These insights will be directly related to business outcomes and help us better recruit the right candidates for hire in 2023.

Admin Robin Newman
Matches 1
Category Training & development + 4
Closed
Published

Personalization I Likely Story Game Design

In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking using a game called Likely Story. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. We’d like students to help analyze our game, its datasets and find ways to better draw helpful insights. How might we leverage algorithms to personalize the game so that we can reach more teens and measure our impact? It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention. Personalization may include for example, serving up tailored content (i.e by age, demographic, etc) or surfacing 'smarter' resources.

Admin Robin Newman
Matches 1
Category Software development + 4
Closed
Published

Research on Sex Trafficking Prevention Education I Likely Story The Game

We are seeking research to ensure Likely Story, a digital game aimed at educating teens on prevention of sex trafficking has the impact it intends. In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. Research will help to evaluate, but is not limited to, the following questions: What is the current impact of Likely Story on teens? : i.e What do teens learn from the game about healthy relationships and human trafficking that they didn’t know before? How does it shift their perception? Are youth in post-game conversations? How can the game be improved? How might the product be improved to better educate youth and support secondary stakeholders, like teachers? What is the impact of social media marketing? Difference in situations, knowledge, attitudes and behaviors in various youth groups

Admin Robin Newman
Matches 0
Category UX design + 3
Closed
Published

Social Impact Game Data Analysis

We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes and help us better showcase and communicate our prevention impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Admin Robin Newman
Matches 1
Category Data visualization + 3
Closed
Published

Data Analysis

We’d like students to help analyze our current game datasets to draw helpful insights, while also making recommendations for strategic ways data could further improve and measure our impact. From this analysis, we hope to not only improve our processes and understanding but also gain insights that will enhance our strategy. These insights will be directly related to business outcomes (to reach more teens and educators) but should help us better showcase our impact to Inform our secondary audience made up of non profits, government and corporate stakeholders on the impact of our game and its strategy. It should also align with our three (3) core goals for teens to 1) Increase risk-perceptions of predatory behaviors on and offline 2) Motivate peer-to-peer conversations about healthy and unhealthy scenarios and increase empathy 3) Guide teens to take action to prevention and intervention.

Admin Robin Newman
Matches 0
Category Data visualization + 3
Closed
Published

Likely Story Game : Educator Mode

The digital site will help onboard and train teachers and facilitators to use Likely Story game to educate teens. In collaboration with a non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking. We must reach teens who are most at risk and all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. This site should target our secondary audience and game ambassadors. It should address short term needs for February 2023 game launch at the Victim Services youth symposium in Ontario (Capacity to reach over 12,000+ people.) and a longer term roll out strategy. This new educator site should help to answer: How might we onboard trainers to use Likely Story as a tool to talk about sex trafficking? How can Likely Story and other interactive material best support teachers to measure student outcomes? How can we best integrate their performance metrics and align with PPM 166?

Admin Robin Newman
Matches 0
Category Community engagement + 3
Closed
Published

Game Design & Cybersecurity

In collaboration with a Non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking using a digital game. We must reach teens who are most at risk BUT all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. This cyber security strategy should consider both a short term needs for the February 2023 game launch at the Victim Services youth symposium in Ontario (Capacity to reach over 12,000+ people.) and a longer term privacy and security plan for teens. The main questions we need help with are: What risks, if any, does our game and its digital infrastructure pose to users? How can we ensure a risk-free and secure environment for keeping the data and playing? How do teens currently use any open-ended fields in our game? What short and long term safety, security & privacy features should we consider for our game and its related channels? (i.e if child types phone number block with #####.)

Admin Robin Newman
Matches 1
Category Community engagement + 3
Closed
Published

Marketing Strategy Plan

The digital marketing strategy will help educate teens and grow our social impact. In collaboration with a Non-profit organization Victim Services, we educate teens ages 13 -24 years on prevention of sex trafficking. We must reach teens who are most at risk BUT all teens are our primary user. Our secondary audience is educators, parents and supporting organizations. This digital marketing strategy should consider both a short term campaign for the February 2023 game launch at the Victim Services youth symposium in Ontario (Capacity to reach over 12,000+ people.) and a longer term marketing strategy. The main questions we need help with are: How do teens and educators currently perceive our game? How do we better drive traffic to our game? What channels will most impact our primary and secondary audience? How should we best leverage these for our goals? What core messages best explain our value? How do these differ for primary and secondary audiences? What budget is appropriate for ads?

Admin Robin Newman
Matches 0
Category Community engagement + 3
Closed
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