Project Space

In Living

In Living
In Living

Case study

The InLiving mobile phone game has been developed as an accessible and engaging way to help young people think about the challenges of independent living. A unique trans-media collaboration between a games developer and a housing association, InLiving allows its players to manage their own virtual home and learn about personal finance, education and employment in a fun and engaging way.

Many young people have an unrealistic idea of what it’s like to live independently; they may not fully understand what is required to take care of their own home and what services are available to help them. When young people have not been successful in managing their own home and finances, they fall into arrears and their tenancies fail. Over one third of young people’s tenancies do not end in a positive way.

Up to now, conventional methods of raising awareness such as training and workshops have been attempted, but they generated little interest with young people and attendance was poor. The project partners recognised the opportunity to harness technology as a learning medium. Many young people already own a mobile phone; therefore mobile phone technology presented an excellent platform on which to build an innovative learning tool.

InLiving is a joint partnership between social enterprise Creative North and housing association Kirklees Neighbourhood Housing. Both organisations have been involved in the process from conception to delivery, with each investing 50% of the development cost of the project. InLiving was developed using user-centred design methods. Focus groups of young people in the Huddersfield area were used at all stages of the development process.

Since the concept was launched, it has received considerable attention from press and policymakers alike. For example, Inside Housing has featured InLiving in their ‘What Works’ section. It has been covered by the local press, as well as the Times and the Guardian. Clive Betts MP invited the InLiving team to present the project at a House of Commons Select Committee meeting in September 2008.

From autumn 2008, the game is being used in several local schools as a learning tool for Personal, Social and Health Education (PSHE). Several housing organisations nationwide are also using the game, including Tri-Star Homes, Rotherham 2010, Pennine Housing, Nottingham City Homes and A1 Housing.

Further evaluation is required to ensure that the game is refined and appropriate for deployment nationwide. If successful, the idea could also be tailored to satisfy other issues, such as crime and consequences, teenage pregnancy and financial management.

Innovation Exchange is offering consultancy support to Creative North focused on product development and sales and from this relationship hopes to learn about the potential of existing technology to support third sector innovation.

Case study

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