Playing Design: A Case Study on Applying Gamification to Construct a Serious Game with Youngsters at Social Risk

被引:6
作者
Benito-Santos, Alejandro [1 ]
Dorn, Amelie [2 ]
Losada Gomez, Antonio G. [1 ]
Palfinger, Thomas [2 ,3 ]
Theron Sanchez, Roberto [1 ]
Wandl-Vogt, Eveline [2 ,4 ,5 ]
机构
[1] Univ Salamanca, VisUSAL GRIAL Res Grp, Res Inst Educ Sci, Paseo Canalejas 169, Salamanca 37008, Spain
[2] Austrian Acad Sci, Austrian Ctr Digital Humanities & Cultural Herita, Wohllebengasse 12-14, A-1040 Vienna, Austria
[3] Ludwig Boltzmann Gesell, Open Innovat Sci Ctr, Nussdorfer Str 64,2nd Floor, A-1090 Vienna, Austria
[4] Ars Elect Res Inst, Ars Elect Str 1, A-4040 Linz, Austria
[5] Harvard Univ, MetaLab, 42 Kirkland St, Cambridge, MA 02138 USA
来源
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE | 2021年 / 14卷 / 02期
基金
奥地利科学基金会; 爱尔兰科学基金会;
关键词
Gamification; social innovation; citizen science; digital humanities; educational video games; participatory design; USER-CENTERED DESIGN; PARTICIPATORY DESIGN; ENGAGEMENT; EDUCATION;
D O I
10.1145/3427380
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
This article reports on the experience of co-designing an educational video game aimed at promoting good dietary habits in youngsters and fostering Sustainable Development Goals (SDGs), such as SDG 3 (Good Health and Well-Being), SDG 10 (Reduced Inequalities), and SDG 17 (Partnerships for the Goals). To ensure the quality of the results, we developed a methodology under a social innovation paradigm that enabled the co-creation of the game. The methodology was driven by a series of three workshops, during whichwe adopted several different gamification strategies to support a Participatory Design (PD) process with the stakeholders, a group of local pre-teen and teen girls at social risk (N = 22). Captured requirements materialized into intermediate prototype evaluations that motivated a progressive refinement of the game.
引用
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页数:19
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