IRS_4_Serious_Games.pdf

Serious Games have become popular in recent years and are being used in an increasing range of contexts, including education, business, design, corporate training, healthcare, the military, management, public services, and others. A Serious Game is defined as any game that is used for purposes other...

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Γλώσσα:English
Έκδοση: Ishara Press 2020
id oapen-20.500.12657-45769
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spelling oapen-20.500.12657-457692022-04-13T09:59:01Z Serious Games in Co-creative Facilitation Zeshan, Ulrike serious games deaf communities facilitation cross-sectoral work bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFF Social issues & processes::JFFP Social interaction Serious Games have become popular in recent years and are being used in an increasing range of contexts, including education, business, design, corporate training, healthcare, the military, management, public services, and others. A Serious Game is defined as any game that is used for purposes other than entertainment, i.e. for a serious purpose (hence the terminology). This book describes the motivation, design, and development of Serious Games for use in face-to-face, low-resource contexts. Based on experiences from various field sites, it is shown how and why the games work in order to facilitate co-creative processes with groups of participants. The effects on group communication and on creating a non-threatening, egalitarian environment are discussed. While originally designed for cross-sectoral work with deaf communities in India, the games have also been transferred to other contexts. Several case studies demonstrate how games can be embedded in complex sequences of activities, and the book ends with future perspectives on the development of Serious Games. The book includes an appendix with detailed instructions for all games, which practitioners will find useful. 2020-12-21T11:21:44Z 2020-12-21T11:21:44Z 2020 book 2754-6276  https://library.oapen.org/handle/20.500.12657/45769 eng Ishara Research Series application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International IRS_4_Serious_Games.pdf www.ishara.uk Ishara Press c82dc3dd-b337-42c0-9e26-ba010f7f28e0 4 162 open access
institution OAPEN
collection DSpace
language English
description Serious Games have become popular in recent years and are being used in an increasing range of contexts, including education, business, design, corporate training, healthcare, the military, management, public services, and others. A Serious Game is defined as any game that is used for purposes other than entertainment, i.e. for a serious purpose (hence the terminology). This book describes the motivation, design, and development of Serious Games for use in face-to-face, low-resource contexts. Based on experiences from various field sites, it is shown how and why the games work in order to facilitate co-creative processes with groups of participants. The effects on group communication and on creating a non-threatening, egalitarian environment are discussed. While originally designed for cross-sectoral work with deaf communities in India, the games have also been transferred to other contexts. Several case studies demonstrate how games can be embedded in complex sequences of activities, and the book ends with future perspectives on the development of Serious Games. The book includes an appendix with detailed instructions for all games, which practitioners will find useful.
title IRS_4_Serious_Games.pdf
spellingShingle IRS_4_Serious_Games.pdf
title_short IRS_4_Serious_Games.pdf
title_full IRS_4_Serious_Games.pdf
title_fullStr IRS_4_Serious_Games.pdf
title_full_unstemmed IRS_4_Serious_Games.pdf
title_sort irs_4_serious_games.pdf
publisher Ishara Press
publishDate 2020
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