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

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dc.contributor.author Gandolfi, Enrico
dc.date.accessioned 2018-01-17T21:27:53Z
dc.date.available 2018-01-17T21:27:53Z
dc.date.issued 2018-01-03
dc.identifier.issn 2079-3715
dc.identifier.uri http://dspace.epoka.edu.al/handle/1/1804
dc.description.abstract 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. en_US
dc.language.iso en_US en_US
dc.publisher Academicus International Scientific Journal en_US
dc.subject creative methods en_US
dc.subject Crusader Kings 2 en_US
dc.subject qualitative methodology en_US
dc.subject Sid Meier’s Alpha Centauri en_US
dc.subject sustainability en_US
dc.title Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation en_US
dc.type Article en_US


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