Difference between revisions of "Why Gamification?"

From Beyond Social
 
(14 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Authors: Bruno Setola and Levien Nordeman
+
{{Article
 +
|Subtitle=A very short introduction
 +
|Image=Cards.jpg
 +
|Caption=A typical prototype
 +
|Summary=<small>by Bruno Setola and Levien Nordeman</small>
  
'''Gamification is one of the four specialisations of Social Practices at the WdKA. With Gamification we seek to empower (underprivileged) audiences to understand, challenge and change the rules that govern their lives and society through play. We encourage our stakeholders to adopt a playful attitude in order to get back in touch with what intrinsically motivates them in life.'''
+
Gamification is one of the four specialisations of Social Practices at the WdKA. With Gamification we seek to empower (underprivileged) audiences to understand, challenge and change the rules that govern their lives and society through play. We encourage our stakeholders to adopt a playful attitude in order to get back in touch with what intrinsically motivates them in life.
 +
|Article=[[File:Classroom.jpg]]
  
== The sky is the limit ==
+
It is through the creation of this space – whether it's called a game, an experience or an experiment – that the designer reframes reality; by redefining the rules and dynamics through a change in meta-communications, the designer creates a play space to experiment with new rules and their implications. 'Game mechanics' and 'game thinking' are still design tools we love to use. Our broad expertise in all aspects of games and play, social psychology and applied philosophy are integrated in the curriculum. We use these tools to achieve something that transcends them: a playful mindset.
The minor project ‘The Sky is the Limit’ is an example of our approach. Students were asked to create a tool that helps youth from Cape Town, South Africa recognise the risks of being involved in criminal activities. After conducting research on cultural differences and psychology, the students created mini-games that offered new experiences to the youth as well as the NGOs that are stakeholders in this problem. It is precisely the ‘experience’ and, most importantly, the reflection on this experience that is at the heart of our approach. This enables a change in mindset, awareness and stakeholder behaviour.
 
  
== Play space ==
+
[[Category:Gamification]]
It is through the creation of this space – whether it’s called a game, an experience or an experiment – that the designer reframes reality; by redefining the rules and dynamics through a change in meta-communications, the designer creates a play space to experiment with new rules and their implications. ‘Game mechanics’ and ‘game thinking’ are still design tools we love to use. Our broad expertise in all aspects of games and play, social psychology and applied philosophy are integrated in the curriculum. We use these tools to achieve something that transcends them: a playful mindset.
+
}}
 
+
{{Category selector
 
+
|Category=Gamification
 
+
}}
 
+
{{Articles more}}
[[Category:Issue_2]]
 
[[Category:Discourse]]
 
[[Category:03_Proof_Me]]
 

Latest revision as of 13:20, 25 October 2017


A very short introduction
by Bruno Setola and Levien Nordeman Gamification is one of the four specialisations of Social Practices at the WdKA. With Gamification we seek to empower (underprivileged) audiences to understand, challenge and change the rules that govern their lives and society through play. We encourage our stakeholders to adopt a playful attitude in order to get back in touch with what intrinsically motivates them in life.

Classroom.jpg

It is through the creation of this space – whether it's called a game, an experience or an experiment – that the designer reframes reality; by redefining the rules and dynamics through a change in meta-communications, the designer creates a play space to experiment with new rules and their implications. 'Game mechanics' and 'game thinking' are still design tools we love to use. Our broad expertise in all aspects of games and play, social psychology and applied philosophy are integrated in the curriculum. We use these tools to achieve something that transcends them: a playful mindset.

Links



Recent articles


None.png
Last modified at 16 December 2022 18:40:39 by User:Ron Merkle


Directory.jpeg
Last modified at 7 April 2022 15:29:04 by User:Sumiaj


Chat output.jpg
Last modified at 3 June 2021 14:26:37 by User:Angeliki


Sustainism.jpeg
Last modified at 3 June 2021 14:19:52 by User:Angeliki


Ukraine-parliament-fighti-012.jpg
Last modified at 3 June 2021 13:43:32 by User:Angeliki


The Vantage Body - Theory Program 2020-2021.jpg
Last modified at 20 February 2021 17:39:27 by User:Clarabalaguer


Radio chat.jpeg
Last modified at 19 February 2021 01:08:22 by User:Clarabalaguer


Minimalism.jpg.png
Last modified at 3 February 2021 23:12:20 by User:Clarabalaguer



→ show all articles

CONTRIBUTE

Feel free to contribute to Beyond Social.

 

There are four ways to contribute:

Create a new article. Beyond Social is written and edited by its community. Contribute to this online publishing platform with an article (text, photo-essay, video, audio and so on) about your project, theory, event or initiative in the field of Social Art & Design.
Edit this page, or any of the other ones. If there is any missing information or spelling mistakes in this article, please don't hesitate to change it. Other complementing work, such as including media files (images/video's/audio) is also very much appreciated.
Talk with the contributers and others by taking part in one of the discussions on the TALK-page of an article. These pages are the semi-hidden backside of articles, hence ideal for discussions about an article without changing the initial text.
PROPOSE a new editorial. Beyond Social invites guest editor(s) to emphasize a certain issue, topic or theme. Guest editors write an editorial, invite others to create articles by an open call and/or add existing articles.