699 research outputs found

    State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases

    Get PDF
    This report presents the 'state of play' of knowledge of how digital games can work as empowerment tools to support social inclusion processes and policy. The report brings together for the first time a review of theoretical and empirical research in a variety of disciplines, especially from learning, social inclusion, e-inclusion and innovation studies to build a framework to help understanding of the potential of games for inclusion and empowerment. It uses this framework to analyse seven well-documented case studies from across the spectrum of digital games for empowerment and inclusion to understand between the factors contributing to their success or failure. It draws conclusions as to the principal challenges, identifies knowledge gaps, and recommends potential action by stakeholders to address these challenges.JRC.J.3-Information Societ

    Tools and methods in participatory modeling: Selecting the right tool for the job

    Get PDF
    © 2018 Elsevier Ltd Various tools and methods are used in participatory modelling, at different stages of the process and for different purposes. The diversity of tools and methods can create challenges for stakeholders and modelers when selecting the ones most appropriate for their projects. We offer a systematic overview, assessment, and categorization of methods to assist modelers and stakeholders with their choices and decisions. Most available literature provides little justification or information on the reasons for the use of particular methods or tools in a given study. In most of the cases, it seems that the prior experience and skills of the modelers had a dominant effect on the selection of the methods used. While we have not found any real evidence of this approach being wrong, we do think that putting more thought into the method selection process and choosing the most appropriate method for the project can produce better results. Based on expert opinion and a survey of modelers engaged in participatory processes, we offer practical guidelines to improve decisions about method selection at different stages of the participatory modeling process

    The Playful Citizen

    Get PDF
    This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies

    Persuasive Gaming in Context

    Get PDF
    The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies

    The Playful Citizen

    Get PDF
    This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies
    • …
    corecore