Taking a Stand through Digital Games Cover Image

Taking a Stand through Digital Games
Taking a Stand through Digital Games

An empirical procedure among consciousness, learning and participation

Author(s): Enrico Gandolfi
Subject(s): Social Sciences, Education
Published by: Academicus
Keywords: creative methods; Crusader Kings 2; qualitative methodology; Sid Meier’s Alpha Centauri; sustainability.

Summary/Abstract: The article focuses on an empirical procedure aimed to harness digital games inexploring sensible issues in social research. By merging qualitative and creativemethods and taking into account suggestions from Sociology, Media Studies, andGame Studies, the suggested approach combines single interviews, focus groups andparticipative design exercises according to a creative learning path. In order to put itseffectiveness to the test, four groups of players (N: 20) with different attitudes towardplay were recruited for addressing the theme of sustainability. The digital gamesCrusader Kings 2 and Sid Meier’s Alpha Centauri were selected as facilitating tools dueto the related pertinence. Results show an increment of consciousness and awarenessabout the topic and a noteworthy potential in engaging subjects and stimulating theirfeedback in empirical investigations. In turn, some limits emerged to the extent thatfurther interventions are required to stress and relativize the proposal

  • Issue Year: IX/2018
  • Issue No: 17
  • Page Range: 62-81
  • Page Count: 20
  • Language: English