Ritec 8 Framework - RutgersGRID/DanceAutism GitHub Wiki
RITEC-8 Framework Integration
The Brain Dance Game incorporates the UNICEF Responsible Innovation in Technology for Children (RITEC-8) framework, which maps how digital experiences affect children's well-being. Although designed for users of various ages, these principles are especially important for our younger users like Jamie and provide valuable structure for all users.
Resources:
- RDT-cardsdesktop-small.pdf
- Intro to RITEC 8 Frameworkd
- Building Digital Play for Well-being Workshop
Framework Overview
The RITEC-8 framework identifies eight dimensions of well-being in digital experiences:
- Competence
- Emotions
- Creativity
- Autonomy
- Identities
- Relationships
- Diversity, Equity & Inclusion
- Safety & Security
As noted in the framework: "No single game can do everything at once for all children, just as children do not all have the same needs." While Safety and Security are mandatory and Diversity, Equity and Inclusion are fundamental, the other dimensions support different aspects of the experience.
Implementation in Brain Dance Game
1. Competence
Framework Definition: Digital play experiences contribute positively towards children's perceptions of their effectiveness, ability and skills, facilitating a sense of mastery.
Game Implementation:
- Progressive difficulty levels that build mastery
- Clear feedback on successful movements
- Achievement system that acknowledges growth
- Skills that transfer to daily movement activities
User Impact:
- Alex: Builds confidence through incremental coordination improvements
- Jamie: Experiences pride in mastered movements ("I'm proud of what I did")
- Maya: Develops competence in stress management techniques
- Dr. Taylor: Observes measurable skill development in clients
2. Emotions
Framework Definition: Digital play experiences allow children to experience and recognize a range of emotions, and provide opportunities to learn how to regulate them.
Game Implementation:
- Calming elements for anxiety reduction (breathing exercises)
- Emotional expression through movement
- Self-regulation through focused physical activity
- Balance between "the soothe" and "the groove" music elements
User Impact:
- Maya: Uses specific movements for anxiety management ("It helps me do better")
- Alex: Learns to manage frustration through persistence
- Jamie: Develops emotional awareness through embodied movement
- Dr. Taylor: Gains additional tools for emotional regulation therapy
3. Creativity
Framework Definition: Digital play experiences encourage children to engage curiously and use their imagination to build, invent and experiment.
Game Implementation:
- Varied movement expressions within structured patterns
- Multiple ways to complete activities successfully
- Personal interpretation of movement quality
- Expressive elements in gameplay
User Impact:
- Jamie: Engages with visual patterns and symbolic representation
- Maya: Appreciates creative expression without judgment
- Alex: Discovers joy in movement beyond rigid patterns
- Dr. Taylor: Observes increased creative expression in clients
4. Autonomy
Framework Definition: Children freely choose how to engage with digital play, and experience feelings of agency, choice and freedom while playing.
Game Implementation:
- Choice of activities and progression pathways
- Customizable settings for sensory preferences
- Self-paced progression through components
- Control over session length and frequency
User Impact:
- Alex: Controls sensory environment through customization
- Maya: Selects activities based on current energy and mood ("I can go to settings and just turn multiplayer off")
- Jamie: Experiences agency in digital environment
- Dr. Taylor: Can support client autonomy while maintaining therapeutic goals
5. Identities
Framework Definition: Digital play experiences provide children with opportunities to explore, construct and express facets of themselves and others.
Game Implementation:
- Self-expression through movement
- Personal growth tracking and history
- Customizable visual elements
- Recognition of individual movement style
User Impact:
- Alex: Develops identity as someone physically capable
- Jamie: Builds positive association with movement and dance
- Maya: Reconnects with her dancer identity in private space
- Dr. Taylor: Supports positive identity development in clients
6. Relationships
Framework Definition: Digital play experiences facilitate social connection with others and a sense of belonging.
Game Implementation:
- Optional multiplayer features for those ready for social interaction
- Shared achievement viewing with caregivers
- Therapeutic tool for relationship building
- Community features for willing participants
User Impact:
- Alex: Gradually attempts multiplayer with cousin - a significant social step
- Maya: Shares the experience with selected roommates
- Jamie: Uses mastery to teach siblings, building social confidence
- Dr. Taylor: Uses as bridge between individual and group therapy
7. Diversity, Equity & Inclusion
Framework Definition: Digital play experiences are designed to represent diverse children and childhoods and serve the access needs of as many different children as possible.
Game Implementation:
- Designed for diverse abilities and needs
- Culturally inclusive visual and audio elements
- Adaptable difficulty for various skill levels
- Accessible on standard technology
User Impact:
- Jamie: Experiences inclusion through visual learning supports
- Alex: Finds accessible physical activity despite coordination challenges
- Maya: Accesses therapeutic movement despite limited resources
- Dr. Taylor: Can recommend to diverse client population
8. Safety & Security
Framework Definition: Children feel safe and are kept safe while engaging in digital play.
Game Implementation:
- Private, at-home experience
- No required online connectivity
- Age-appropriate content throughout
- Clear guidance and support
User Impact:
- Alex: Practices movement without fear of judgment
- Jamie: Protected environment for sensory exploration
- Maya: "Safety blanket" for regulation when needed
- Dr. Taylor: Can confidently recommend to parents
User Feedback Alignment
Quotes from the RITEC framework resonate with our user personas:
-
Competence: "I felt really nice. Because I want to think that I put in much effort for that game, for what I built." - Aligns with Jamie's pride in mastery
-
Emotions: "Goat Simulator makes me feel happy inside. If I'm feeling angry, sometimes I just go headbutt a tree or something." - Reflects how Maya might use specific movements for emotional regulation
-
Autonomy: "It makes me feel free! Finally! I'm like Charlie dog when he's just been let out of his cage after six hours. Freedom!!" - Connects to Alex's experience of physical freedom despite coordination challenges
-
Relationships: "I can play with my school friends. If we have a plan for what we want to do at school, we play one round and while we're playing the round we'll chat about our plan." - Shows potential for Jamie's social development
Implementation Priorities
Following the RITEC framework's guidance, our implementation focuses on:
-
Primary Focus: Safety & Security and Diversity, Equity & Inclusion as foundational requirements
-
Core Experience: Competence, Emotions, and Autonomy as key dimensions for therapeutic benefit
-
Enhanced Features: Creativity, Identities, and Relationships as supportive dimensions that enrich the experience
This prioritization ensures we maintain focus on the essential therapeutic and accessibility goals while creating a rich, engaging experience.
Measurement and Evaluation
To ensure our RITEC-8 implementation is effective, we will:
- Collect feedback specifically addressing each dimension
- Monitor usage patterns across different user groups
- Evaluate therapeutic outcomes related to each dimension
- Iterate based on findings to enhance alignment
User Impact:
- Dr. Taylor: Can evaluate effectiveness through proven framework
- All Users: Experience a well-rounded approach to digital well-being