Over recent years, video games have become hugely popular amongst young people. Although these games can have negative connotations in relation to behavioural problems, they also provide a significant opportunity. The world of gaming creates an environment within which many young people feel confident, secure, positive and at home.

Projects aim:
The REPLAY project seeks to leverage the popularity and immersiveness of gaming to create a tool that helps experts understand and address anti-social behaviour. We have created a 3D environment, highly playable, and involving an interactive play ‘board’ that enables the player to travel at speed through a futuristic world, against the clock. Interspersed with the ‘play elements’ are a series of embedded activities that have been developed within a sound pedagogical framework and that focus on the values and decision making of the player. Every activity has to completed before the player can continue.

Having completed the game, and all activities, the application moves into REPLAY mode. This allows the expert sitting alongside the player to discuss the specific responses the player gave to each activity and creates the opportunity for an open and honest dialogue about values and behaviours.

The game has been extensively tested in centres in Spain, Romania and the UK as well as being deployed in other sites across Europe. We are also exploring commercial opportunities with partners in Europe and the US.

During the project were involved partner institutions from the three countries mentioned above (Spain, Romania and UK):

Financial resources:
REPLAY was a project funded by the European Commission (EC) and during its final stages was chosen by EC as a good practice example  for 7th Framework Program: European Show Case.

Start date: 1 July 2008
End date: 1 December 2010

Projects’s webpage: