Games as Tools for Social Change Communication

Games as Tools for Social Change Communication PDF Author: Dr. Bharat Dhiman
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
This review paper highlights that the Games have the significant and unique potential to be powerful tools for social change communication, as they allow players to engage with and explore complex social issues in a safe and immersive environment. Games can help players to empathize and understand and with people from different backgrounds, promote problem-solving skills, critical thinking and inspire real-world action. Games can also promote social change by encouraging players to take action in the real world. For example, games like "Foldit" and "EteRNA" use crowdsourcing to help players solve real-world scientific problems. Games like "Habitat the Game" encourage players to take action to protect the environment, while "Half the Sky Movement" promote gender equality and encourages players to get involved in advocacy efforts. Games can promote social change by helping players to develop critical thinking and problem solving skills. Games like "Minecraft" and "Civilization" encourage players to think creatively and strategically to solve complex issues and problems, while games like "That Dragon, Cancer" and "Depression Quest" explore mental health issues and help players develop empathy and understanding for people who are struggling. Through this review article, we have discussed some of the most significant games that have the potential for social change communication. Games can raise awareness, promote action, and inspire players to make a positive difference in the world by providing a safe and immersive environment for players to explore complex social issues.

Games as Tools for Social Change Communication

Games as Tools for Social Change Communication PDF Author: Dr. Bharat Dhiman
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Get Book Here

Book Description
This review paper highlights that the Games have the significant and unique potential to be powerful tools for social change communication, as they allow players to engage with and explore complex social issues in a safe and immersive environment. Games can help players to empathize and understand and with people from different backgrounds, promote problem-solving skills, critical thinking and inspire real-world action. Games can also promote social change by encouraging players to take action in the real world. For example, games like "Foldit" and "EteRNA" use crowdsourcing to help players solve real-world scientific problems. Games like "Habitat the Game" encourage players to take action to protect the environment, while "Half the Sky Movement" promote gender equality and encourages players to get involved in advocacy efforts. Games can promote social change by helping players to develop critical thinking and problem solving skills. Games like "Minecraft" and "Civilization" encourage players to think creatively and strategically to solve complex issues and problems, while games like "That Dragon, Cancer" and "Depression Quest" explore mental health issues and help players develop empathy and understanding for people who are struggling. Through this review article, we have discussed some of the most significant games that have the potential for social change communication. Games can raise awareness, promote action, and inspire players to make a positive difference in the world by providing a safe and immersive environment for players to explore complex social issues.

The Handbook of Applied Communication Research

The Handbook of Applied Communication Research PDF Author: H. Dan O'Hair
Publisher: John Wiley & Sons
ISBN: 1119399874
Category : Language Arts & Disciplines
Languages : en
Pages : 1100

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Book Description
An authoritative survey of different contexts, methodologies, and theories of applied communication The field of Applied Communication Research (ACR) has made substantial progress over the past five decades in studying communication problems, and in making contributions to help solve them. Changes in society, human relationships, climate and the environment, and digital media have presented myriad contexts in which to apply communication theory. The Handbook of Applied Communication Research addresses a wide array of contemporary communication issues, their research implications in various contexts, and the challenges and opportunities for using communication to manage problems. This innovative work brings together the diverse perspectives of a team of notable international scholars from across disciplines. The Handbook of Applied Communication Research includes discussion and analysis spread across two comprehensive volumes. Volume one introduces ACR, explores what is possible in the field, and examines theoretical perspectives, organizational communication, risk and crisis communication, and media, data, design, and technology. The second volume focuses on real-world communication topics such as health and education communication, legal, ethical, and policy issues, and volunteerism, social justice, and communication activism. Each chapter addresses a specific issue or concern, and discusses the choices faced by participants in the communication process. This important contribution to communication research: Explores how various communication contexts are best approached Addresses balancing scientific findings with social and cultural issues Discusses how and to what extent media can mitigate the effects of adverse events Features original findings from ongoing research programs and original communication models and frameworks Presents the best available research and insights on where current research and best practices should move in the future A major addition to the body of knowledge in the field, The Handbook of Applied Communication Research is an invaluable work for advanced undergraduate students, graduate students, and scholars.

Communication for Social Change Anthology

Communication for Social Change Anthology PDF Author: Alfonso Gumucio Dagron
Publisher: CFSC Consortium, Inc.
ISBN: 0977035794
Category : Communication in social action
Languages : en
Pages : 1409

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Book Description
Contains nearly 200 readings published between 1927 and 2005, in English or translated from other languages, on the historical roots and pioneering thinking regarding communication for social change. Covers a variety of topics, including the radio, tv and other mass communication, information and communication technology, the digital gap, the formation of an information society, national information policies, participatory decision making, communication of development, pedagogy and entertainment education, HIV/AIDS communication for prevention, etc.

The Evolution and Social Impact of Video Game Economics

The Evolution and Social Impact of Video Game Economics PDF Author: Casey B. Hart
Publisher: Lexington Books
ISBN: 1498543421
Category : Language Arts & Disciplines
Languages : en
Pages : 182

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Book Description
Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Communicating for Social Change

Communicating for Social Change PDF Author: Mohan Jyoti Dutta
Publisher: Springer
ISBN: 9811320055
Category : Political Science
Languages : en
Pages : 413

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Book Description
The book covers the trajectories and trends in social change communication, engaging the key theoretical debates on communication and social change. Attending to the concepts of communication and social change that emerge from and across the global margins, the book works toward offering theoretical and methodological lessons that de-center the dominant constructions of communication and social change. The chapters in the book delve into the interplays of academic-activist-community negotiations in communication for social change, and the ways in which these negotiations offer entry points into transformative communication processes of social change. Moreover, a number of chapters in the book attend to the ways in which Asian articulations of social change are situated at the intersections of culture, structure, and agency. Chapters in the book are extended versions of research presented at the conference on Communicating Social Change: Intersections of Theory and Praxis held at the National University of Singapore in 2016, organized under the umbrella of the Center for Culture-Centered Approach to Research and Evaluation (CARE).

Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363

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Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning

ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning PDF Author: Patrick Felicia
Publisher: Academic Conferences Limited
ISBN: 1908272694
Category : Computer simulation
Languages : en
Pages : 678

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Book Description


Serious Games

Serious Games PDF Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848912
Category : Education
Languages : en
Pages : 553

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Book Description
The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."

ECGBL2011-Proceedings of the 5th European Conference on Games Based Learning

ECGBL2011-Proceedings of the 5th European Conference on Games Based Learning PDF Author: Dimitris Gouscos
Publisher: Academic Conferences and Publishing International
ISBN: 1908272198
Category :
Languages : en
Pages : 679

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Book Description


Simulation and Gaming for Social Design

Simulation and Gaming for Social Design PDF Author: Toshiyuki Kaneda
Publisher: Springer Nature
ISBN: 9811620113
Category : Business & Economics
Languages : en
Pages : 309

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Book Description
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.