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      Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation

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          Abstract

          The article focuses on an empirical procedure aimed to harness digital games in exploring sensible issues in social research. By merging qualitative and creative methods and taking into account suggestions from Sociology, Media Studies, and Game Studies, the suggested approach combines single interviews, focus groups and participative design exercises according to a creative learning path. In order to put its effectiveness to the test, four groups of players (N: 20) with different attitudes toward play were recruited for addressing the theme of sustainability. The digital games Crusader Kings 2 and Sid Meier’s Alpha Centauri were selected as facilitating tools due to the related pertinence. Results show an increment of consciousness and awareness about the topic and a noteworthy potential in engaging subjects and stimulating their feedback in empirical investigations. In turn, some limits emerged to the extent that further interventions are required to stress and relativize the proposal.

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          Author and article information

          Journal
          Academicus : International Scientific Journal
          Academicus Journal
          01 March 2018
          : MMXVIII
          : 17
          : 62-81
          Article
          cc84152912f845f6a8bcd62775554d3b
          10.7336/academicus.2018.17.05

          Distributed under the terms of the https://creativecommons.org/licenses/by-nc-nd/4.0/, which permits noncommercial use and distribution in any medium, provided the original author(s) and source are credited, and the original work is not modified.

          Product
          Categories
          Social Sciences
          H
          Economics as a science
          HB71-74

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