Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation

The article focuses on an empirical procedure aimed to harness digital games in exploring sensible issues in social research. By merging qualitative and creative methods and taking into account suggestions from Sociology, Media Studies, and Game Studies, the suggested approach combines single interv...

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Autor principal: Enrico Gandolfi
Formato: article
Lenguaje:EN
Publicado: Academicus 2018
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Acceso en línea:https://doaj.org/article/cc84152912f845f6a8bcd62775554d3b
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spelling oai:doaj.org-article:cc84152912f845f6a8bcd62775554d3b2021-12-02T15:00:03ZTaking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation2079-37152309-108810.7336/academicus.2018.17.05https://doaj.org/article/cc84152912f845f6a8bcd62775554d3b2018-01-01T00:00:00Z http://www.academicus.edu.al/nr17/Academicus-MMXVIII-17-062-081.pdf https://doaj.org/toc/2079-3715https://doaj.org/toc/2309-1088The article focuses on an empirical procedure aimed to harness digital games in exploring sensible issues in social research. By merging qualitative and creative methods and taking into account suggestions from Sociology, Media Studies, and Game Studies, the suggested approach combines single interviews, focus groups and participative design exercises according to a creative learning path. In order to put its effectiveness to the test, four groups of players (N: 20) with different attitudes toward play were recruited for addressing the theme of sustainability. The digital games Crusader Kings 2 and Sid Meier’s Alpha Centauri were selected as facilitating tools due to the related pertinence. Results show an increment of consciousness and awareness about the topic and a noteworthy potential in engaging subjects and stimulating their feedback in empirical investigations. In turn, some limits emerged to the extent that further interventions are required to stress and relativize the proposal.Enrico GandolfiAcademicusarticlecreative methods; crusader kings 2; qualitative methodology; sid meier’s alpha centauri; sustainabilitySocial SciencesHEconomics as a scienceHB71-74ENAcademicus International Scientific Journal, Vol MMXVIII, Iss 17, Pp 62-81 (2018)
institution DOAJ
collection DOAJ
language EN
topic creative methods; crusader kings 2; qualitative methodology; sid meier’s alpha centauri; sustainability
Social Sciences
H
Economics as a science
HB71-74
spellingShingle creative methods; crusader kings 2; qualitative methodology; sid meier’s alpha centauri; sustainability
Social Sciences
H
Economics as a science
HB71-74
Enrico Gandolfi
Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
description The article focuses on an empirical procedure aimed to harness digital games in exploring sensible issues in social research. By merging qualitative and creative methods and taking into account suggestions from Sociology, Media Studies, and Game Studies, the suggested approach combines single interviews, focus groups and participative design exercises according to a creative learning path. In order to put its effectiveness to the test, four groups of players (N: 20) with different attitudes toward play were recruited for addressing the theme of sustainability. The digital games Crusader Kings 2 and Sid Meier’s Alpha Centauri were selected as facilitating tools due to the related pertinence. Results show an increment of consciousness and awareness about the topic and a noteworthy potential in engaging subjects and stimulating their feedback in empirical investigations. In turn, some limits emerged to the extent that further interventions are required to stress and relativize the proposal.
format article
author Enrico Gandolfi
author_facet Enrico Gandolfi
author_sort Enrico Gandolfi
title Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
title_short Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
title_full Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
title_fullStr Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
title_full_unstemmed Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
title_sort taking a stand through digital games - an empirical procedure among consciousness, learning and participation
publisher Academicus
publishDate 2018
url https://doaj.org/article/cc84152912f845f6a8bcd62775554d3b
work_keys_str_mv AT enricogandolfi takingastandthroughdigitalgamesanempiricalprocedureamongconsciousnesslearningandparticipation
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