Arm Chair Activism: Serious Games usage by INGOs for Educational Change

A new paper (PDF) that I co-authored with Sorina Itu on the analysis of serious games usage by INGOs as a means to foster virtual activism has just been published in the International Journal of Game-Based Learning. Sorina Itu deserves significant credit for this as she embarked on gathering data on which this paper is based on.

Basically, this is about the battle between educators and entertainers specifically when it comes to gaming. This paper argues that the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social causes. These serious games are viewed to have tremendous potential for behavioral change through their interactive and persuasive aspects. This paper examines serious games deployed by certain prominent INGOs and analyzes the educative aspects of such new media platforms. What is revealed at the design, audience, and content level compel us to examine what constitutes as education through serious games. Here, education is seen as social marketing employing sensationalism, morality, and emotional capital to stimulate activism. Such games sustain the converted rather than create new understandings of complex social issues.

Hope you get a chance to check our paper out...should be an interesting read for educators, designers and activists who would like to capitalize on gaming platforms to instigate social change. 

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