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Playing Design: A Case Study on Applying Gamification to Construct a Serious Game with Youngsters at Social Risk

Published: 23 April 2021 Publication History

Abstract

This article reports on the experience of co-designing an educational video game aimed at promoting good dietary habits in youngsters and fostering Sustainable Development Goals (SDGs), such as SDG 3 (Good Health and Well-Being), SDG 10 (Reduced Inequalities), and SDG 17 (Partnerships for the Goals). To ensure the quality of the results, we developed a methodology under a social innovation paradigm that enabled the co-creation of the game. The methodology was driven by a series of three workshops, during which we adopted several different gamification strategies to support a Participatory Design (PD) process with the stakeholders, a group of local pre-teen and teen girls at social risk (N = 22). Captured requirements materialized into intermediate prototype evaluations that motivated a progressive refinement of the game.

Supplementary Material

a13-benito-santos-suppl.pdf (benito-santos.zip)
Supplemental movie, appendix, image and software files for, Playing Design: A Case Study on Applying Gamification to Construct a Serious Game with Youngsters at Social Risk

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Published In

cover image Journal on Computing and Cultural Heritage
Journal on Computing and Cultural Heritage   Volume 14, Issue 2
Special Issue on Culture Games and Regular Papers
June 2021
321 pages
ISSN:1556-4673
EISSN:1556-4711
DOI:10.1145/3461691
Issue’s Table of Contents
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike International 4.0 License.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 April 2021
Accepted: 01 September 2020
Revised: 01 August 2020
Received: 01 March 2020
Published in JOCCH Volume 14, Issue 2

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Author Tags

  1. Gamification
  2. citizen science
  3. digital humanities
  4. educational video games
  5. participatory design
  6. social innovation

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Cited By

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  • (2023)Digital Humanistic Crowdsourcing of Gamification Based on Interactive Digital Narrative: Taking Henan Yuediao Opera as a CaseProceedings of the Association for Information Science and Technology10.1002/pra2.91160:1(958-961)Online publication date: 22-Oct-2023
  • (2022)Automatic Code Generation of User-centered Serious Games: A Decade in ReviewProgramming and Computing Software10.1134/S036176882208018748:8(685-701)Online publication date: 1-Dec-2022
  • (2021)Evaluating a Taxonomy of Textual Uncertainty for Collaborative Visualisation in the Digital HumanitiesInformation10.3390/info1211043612:11(436)Online publication date: 21-Oct-2021
  • (2021)Introduction to the Special Issue on “Culture Games”Journal on Computing and Cultural Heritage 10.1145/345369014:2(1-3)Online publication date: 29-May-2021

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