Streets of my town

An action-adventure game that improves mental health resilience in teens

How can you get help if you don’t know where to find it?

Streets of My Town connects young people to support services in their local community. Through interactive story-telling in a hand-painted virtual world, players learn about local services in a gameful way.

 

Improving mental health resilience in teenagers

Playing Streets of My Town introduces local support services and practices help-seeking behaviours. This reduces the barriers of seeking help when needed.

Meeting young people where they're at: online!

Nearly all young people play video games, and they play a lot. It’s where they are comfortable. Streets of my town uses the tools that young people are familiar with.

Linked to Australian Curriculum

Streets of My Town links directly to the requirements of the Australian Curriculum for Years 7 and 8. It is ideally suited for classroom delivery.

Security, confidentiality and privacy

Streets of My Town does not collect any personal information or identifiable details about the players.

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Reducing stigma associated with mental health

Seeking help when you’re not feeling well is seen by teenagers as ‘not cool’. Streets of My Town explores the benefits of seeking help early, and normalises help seeking behaviours.

A game about the quintessential Aussie suburb

A big concept, done locally. We customise the game for each Local Government Area, making the playable world recognisable. The local learning  is completely relevant to the player.

Want to roll out Streets of My Town in your local area?

There are four steps to create your very own Streets of My Town, completely customised to your local community.

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Select the topics you’d like to address

Every community is unique, so your Streets of My Town should be completely relevant to your community.

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Gather relevant information about the local organisations that can provide support to young people.

We’ll help you translate complicated information into youth friendly, easy to understand language.

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Select some local landmarks you’d like to see in the game

We’ll draw them up and include them. We will also customise the map to reflect your area.

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Provide us with any other local information that will reflect your community’s identity.

Let’s be creative and think outside the box!

It all starts with this message

8 + 1 =

ABOUT SOCIAL IMPACT GAMES

We believe that engaging young people into interactive, playful environments can produce great social outcomes. We’re a team of experienced youth workers and game designers that love using game technologies to achieve social impact.

Playful exploration

In Streets of My Town the player explores their local community in a playful and gameful way. We create fun and surprising moments that introduce different aspects of their community. This catalyses curiosity and a desire to explore further.

Immediate feedback loops

By using smart technology we can provide a customised learning experience. Every player will have a unique experience and given immediate feedback on the decisions they make in game.

Hand painted and custom designed

We’ve created a quintessential Australian game with a real Aussie vibe. We believe that is important to strengthen the connection between the online experience and the real-world information that is given.

Creative problem solving

Through clever game design the player engages with real world information about the local services and organisations. Instead of looking at powerpoint presentations, young people get to engage in a fun game, optimised to support their learning. 

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OUR LOGIC MODEL

Streets of My Town is a collaboration between youth work specialists, mental health specialists, game designers and artists. A comprehensive logic model was developed to ensure our impact can be measured and our product can be continuously improved.

The situation we seek to address

Young people experience mental health and related issues in adolescence. They are however unaware of the local services and programs that can support them and experience barriers to accessing these services due to unfamiliarity, stigma and embarrassment.

Aim and Objectives

Improve mental health and associated wellbeing of young people by connecting them to local supports and reducing barriers of access using a custom designed virtual learning environment

Target Cohort

Young people aged 10 to 15 years old.

Outcomes

  • Young people improve their mental health literacy
  • Young people improve their knowledge of help / local supports available and when to access them.
  • Reduced stigma associated with help seeking among young people
  • Young people begin to access help services when they need it
  • Increased mental health resilience among young people, including help seeking behaviours.