Based on a recently
given course
serious gaming at VU/UvA,
we will explore the potential (societal) impact
of serious games.
The course included
project utopia,
which required students to reflect on
norms and values, and how serious
games could help to achieve such ideals. In addition,
a
game design workshop was held to address the problem of
civic order(s),
with a focus on
littering & loitering,
using
gamification
to cope with these issues.
With
examples,
and insights from research in
digital ground(s) and
critical play,
we will look at how
serious games
may be regarded as another form
of
social technology,
and how
action(s) in (virtual)
game space may affect (real)
behavior,
ethic(s),
moral(s), and (perhaps most importantly) induce
creative play!