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Gaming 'the Tibby'
- Summary
- Key learnings
- Who was involved?
- Background to the council
- The problems and how we tackled them
- Outcomes and impact
- What could we have done better?
- Next steps
- Contact
- Useful links: where to find out more
Summary
Residents of Tibbington Estate in Tipton – ‘the Tibby’ – suffer multiple deprivation. Sandwell Metropolitan Borough Council is using a computer simulation to involve local young people in the regeneration of their area.
Key learnings
- An interactive simulation of a real-life space can be produced using computer gaming technology. This can be used to engage young people in regeneration.
- Local people can be empowered to deliver within their own community, reaching individuals who are not accessible to statutory bodies. This delivers ‘double empowerment’ – project delivery and decision making about the future of the estate.
- On the ground coordination and support is critical.
- Partnership between sectors is highly desirable.
- Unforeseen outcomes are valuable too. One volunteer, empowered by the project, was long-term unemployed and is now employed in youth work as a direct result of his involvement.
Who was involved?
Sandwell delivered ‘Gaming the Tibby’ in partnership with a private organisation and a charity. These were:
- Digital Native Academy (DNA) – a private sector interactive digital media company developed the game and trained facilitators in its use.
- Midlands Architecture and the Designed Environment (MADE) – the charitable regional architecture centre (West Midlands) supplied Arts Council funding and access to architecture professionals.
Sandwell supplied equipment and access to active networks on the estate.
Background to the council
The borough of Sandwell is in the ‘Black Country’ of the West Midlands. The Tibbington Estate was built by the council in the 1930s. The centre of the estate forms the second most deprived super output area (SOA) in Sandwell. Sandwell is, on average, ranked 10th most deprived local authority area in the country.
Nationally, the SOA falls within the lowest achieving one per cent for both income and education, and the lowest 10 per cent for employment and health. The community is typically disengaged and hard to reach.
The problems and how we tackled them
This project pushed the barriers of current digital technology. Using a computer simulation of a real-life environment in an interactive ‘game’ to engage young people was entirely new. It was therefore risky.
DNA used Ordnance Survey data, digital photography, original building plans and games modification software to produce a great value product. At the outset, we did not know whether this would be possible.
Sandwell trained facilitators, local residents and people already active on the estate, to use the game. Equally vitally, they were to train others in its use. This empowered the community by utilising its own networks, reaching previously inaccessible individuals and encouraging volunteering.
Outcomes and impact
The computer game comprised a realistic, 3D ‘virtual reality’ version of an open space in the centre of the estate. Young people use their gaming skills to alter the space, thus demonstrating their ideas. This information is recorded by the computer and fed into the regeneration process, steering planning.
Engaging the disengaged. Sandwell targeted a popular youth activity – computer gaming. The council enhanced its appeal with a realistic representation of the estate within the game. Community delivery ensured a ‘friendly’ approach by someone known to the hard-to-reach participants. The project was immediately recognised by young participants as something new, exciting and fun.
Coordination of delivery. The disengaged nature of facilitators and participants made communication difficult but critical. A resident volunteered to coordinate on the ground, managing the project in a ‘hands-on’ way.
Cost. The project was fully delivered for only £5,000 by maximising in-kind support.
Forty hard-to-reach young people were engaged in regeneration. Their ideas have been recorded on a DVD and will be shared with professionals planning the regeneration of the estate. This will ensure young people’s ideas affect decision making.
A network of facilitators and participants has developed enabling Sandwell to feed back information about developments. It is intended that some participants in this project will become facilitators in the future.
What could we have done better?
More time and money would have enhanced delivery, reaching more disengaged young people and increasing the scope of the project. The introduction of a volunteer to coordinate on the ground was a late decision. In future, we will ensure that someone with the required skills is available from the outset, providing training where necessary.
Next steps
Two associated future projects are planned.
We intend to use digital technology to engage young people in the regeneration of the whole of the estate and surrounding green areas. This will be used with selected professionals to deliver regeneration plans.
Local volunteers will be trained in tendering processes and selecting appropriate professionals. Through their networks they will share these skills and details of tenders, feeding back opinions and steering selection. This will happen on three council estates – one of which is Tibbington.
Contact
Jackie Bell
Sandwell Adult and Community Services Programme Manager
telephone: 0121 569 3968
email: jackie_bell@sandwell.gov.uk
Useful links: where to find out more
Gaming the 'Tibby’ – for further information on the Tibbington Estate project on the Sandwell council website.
Midlands Architecture and the Designed Environment (MADE)

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