Games and Learning Alliance - 12th International Conference, GALA 2023, Dublin, Ireland, November 29 - December 1, 2023, Proceedings

Games and Learning Alliance - 12th International Conference, GALA 2023, Dublin, Ireland, November 29 - December 1, 2023, Proceedings
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游戏与学习联盟 - 第十二届国际会议,GALA 2023,爱尔兰都柏林,2023 年 11 月 29 日至 12 月 1 日,会议记录

DOI:
10.1007/978-3-031-49065-1_13
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发表时间:
2024
期刊:
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影响因子:
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通讯作者:
Wanick V
Wanick V
中科院分区:
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文献类型:
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作者:
Wanick V

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本文描述和总结了一个棋盘游戏的设计过程,让来自英格兰沿海社区的年轻人参与和讨论他们未来的观点。这款棋盘游戏是围绕着想象可能的未来而创作的,旨在为玩家提供场景,让他们考虑社会、经济和健康的不平等来决定自己的未来。本文展示了一种探索性的方法,该方法基于与利益相关者(14-17岁的年轻人)和专家的共同设计会议,同时使用真实世界的场景和游戏设计平衡技术来确定游戏设计元素。本文的贡献是双重的:1)它描述了通过利益相关者参与,游戏设计系统和游戏平衡来制作棋盘游戏的过程; 2)它提供了一种通过设计进行研究的方法,其中游戏的设计反映了年轻人生活的内在系统,并提出了克服这些系统所建立的障碍的方法。本文最后对未来的研究提出了建议,例如在参与式设计会议、指导课程中使用游戏,以及作为讨论中出现的严肃游戏的初始框架(例如,教授生活技能、创业能力等)。
This paper describes and summarises the design process of making a board game for young people from coastal communities in England to engage and discuss perspectives about their futures. The board game was created around imagining plausible futures and aimed at providing scenarios for players to make decisions about their futures considering social, economic and health inequalities. The paper showcases an exploratory approach of identifying game design elements based on co-design sessions with stakeholders (young people between the ages of 14–17) and experts, while using real-world scenarios and game design balancing techniques. The contributions of the paper are twofold: 1) it describes the process of making the board game via stakeholder participation, game design systems and game balancing; and 2) it provides a research-through-design method in which the design of the game reflects the intrinsic system in which young people live and suggests ways to overcome barriers established by these systems. The paper concludes with suggestions for future research such as the use of the game in participatory design sessions, mentoring classes and as an initial framework for serious games that can emerge from the discussions (e.g., teaching life skills, entrepreneurship competencies, etc.).