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Good practice Imported

Ravalgames

Spain · Barcelona · Local · See the Spain profile · See the Barcelona profile

Evidence: Descriptive / self-reported Top 62% 56/100 · Ask Evidence Copilot about this practice

The basic aim was to improve the social skills, self-confidence, and autonomy of the participants, by stimulating intercultural dialogue with the different agents contributing to the project. The youths involved carry out interviews and social interaction with other local agents

25 people
Young participants involved (2007–2010)

Details

Maturity
Discontinued
Promoter
Fundació Joves TEB — website
Type
Policy
Status
Ended
Target groups
Migrants, Marginalised young people and children
People reached
25
People targeted
25
Period
2007-12-31 – 2010-12-30
Region (NUTS)
ES51
Keywords
youth, community, media, web2.0, videogame, social skills, self-confidence, autonomy, participative workshops

Context

Ravalgames was a videogame project developed by 25 young people in the Raval neighbourhood of Barcelona, an interdisciplinary initiative working across different groups, community settings and media (radio, video, graphic design, web 2.0, videogame design) and cultural practices such as music, hip-hop, maps and interviews.

Objectives

The project aimed to improve the social skills, self-confidence and autonomy of participants by stimulating intercultural dialogue with the different agents contributing to the project.

Activities

Youths carried out interviews and social interaction with local agents and places in the neighbourhood. The videogame's design and development was based on participatory workshops covering mapping social actors and issues, developing dialogues and characters, composing music and video, and presenting the work. The game was set in the 'Rambla del Raval' and followed Patel, a young Indian woman looking for a job and a better life, who had to interact with different characters to transform her life over five years. Three community centres collaborated to add new characters, images, posters, videos and dialogues.

Results

The participatory process was structured into workshops where decisions were discussed and negotiated with the youths and the group involved, all as part of a digital and social literacy process (dialogue, brainstorming, final presentations and evaluations). Project weblogs served as an external, reflexive tool, and professionals were consulted for group evaluations.

Conclusions

The deep involvement of youth in decision-making, including democratic frameworks such as general assemblies, was identified as a positive factor for their social inclusion and engagement. The model has since been replicated in other places with similar characteristics, including Berlin and Rio de Janeiro.

Implementation

Indicative cost
Low (< €50k) — Not quantified in the source material; delivered through participatory workshops with no reported operational staff count.
Time to results
Medium (1–3 years) — Ran from 2007 to 2010; the participatory model has since been replicated in Berlin and Rio de Janeiro.
Staffing & skills
teachers and educational actors, community professionals and social workers, youth workers across three collaborating community centres

Conditions for success

  • genuine youth participation in decision-making (e.g. general assemblies)
  • multi-agency collaboration between community centres, social workers and educators
  • space for creative and cultural expression tied to participants' own neighbourhood identity

Common failure modes

  • small scale (25 participants) limits generalisability
  • no independent outcome evaluation beyond weblogs and professional group discussion

Where it fits

Governance type
community/NGO-led (Fundació Joves TEB) with multi-agency partners
Scale
local (single neighbourhood)
Income level
high-income

Commonly funded by

National / regional programmes

Indicative funding routes for practices of this type — always check each programme's current calls and eligibility rules.

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Data sources

Where this practice's information was retrieved from, and when.

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