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Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion

Jan Van Looy UGent, Lizzy Bleumers, Ilse Mariën, James Stewart, Dana Schurmans and Anissa All UGent (2015) Etmaal van de Communicatiewetenschap, Abstracts.
abstract
Digital games are increasingly used in initiatives promoting personal empowerment and social inclusion (PESI) of disadvantaged groups. There is a lack of knowledge regarding best practices however. The literature on game-based learning insufficiently addresses the process and context of intervention and the diversity of contexts and intermediaries involved. This paper addresses this knowledge gap based on literature review, case studies, and expert consultation. The seven cases studied represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case’s strengths and weaknesses, allowing for a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated in two expert workshops. Results show that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability in the given use context. The particular needs of the target group and those that help implement the digital game intervention often require a case-specific approach. Projects benefit from involvement of intermediaries and target groups contributing to the game design. Furthermore, there is a need for interdisciplinary research to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organizations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counselors involved in the implementation of a game-based approach should be supported through documentation, training and structural support.
Please use this url to cite or link to this publication:
author
organization
year
type
conference
publication status
published
subject
keyword
digital games, empowerment, inclusion
in
Etmaal van de Communicatiewetenschap, Abstracts
pages
1 pages
conference name
Etmaal van de Communicatiewetenschap
conference location
Antwerp, Belgium
conference start
2015-02-02
conference end
2015-02-03
project
DGEI
language
English
UGent publication?
yes
classification
C3
copyright statement
I have retained and own the full copyright for this publication
id
5949579
handle
http://hdl.handle.net/1854/LU-5949579
date created
2015-05-05 14:16:43
date last changed
2016-12-19 15:37:35
@inproceedings{5949579,
  abstract     = {Digital games are increasingly used in initiatives promoting personal empowerment and social inclusion (PESI) of disadvantaged groups. There is a lack of knowledge regarding best practices however. The literature on game-based learning insufficiently addresses the process and context of intervention and the diversity of contexts and intermediaries involved. This paper addresses this knowledge gap based on literature review, case studies, and expert consultation.

The seven cases studied represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case{\textquoteright}s strengths and weaknesses, allowing for a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated in two expert workshops.

Results show that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability in the given use context. The particular needs of the target group and those that help implement the digital game intervention often require a case-specific approach. Projects benefit from involvement of intermediaries and target groups contributing to the game design. Furthermore, there is a need for interdisciplinary research to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organizations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counselors involved in the implementation of a game-based approach should be supported through documentation, training and structural support.},
  author       = {Van Looy, Jan and Bleumers, Lizzy and Mari{\"e}n, Ilse and Stewart, James and Schurmans, Dana and All, Anissa},
  booktitle    = {Etmaal van de Communicatiewetenschap, Abstracts},
  keyword      = {digital games,empowerment,inclusion},
  language     = {eng},
  location     = {Antwerp, Belgium},
  pages        = {1},
  title        = {Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion},
  year         = {2015},
}

Chicago
Van Looy, Jan, Lizzy Bleumers, Ilse Mariën, James Stewart, Dana Schurmans, and Anissa All. 2015. “Best Practices for Interdisciplinary Research Supporting the Development of Digital Games for Personal Empowerment and Social Inclusion.” In Etmaal Van De Communicatiewetenschap, Abstracts.
APA
Van Looy, J., Bleumers, L., Mariën, I., Stewart, J., Schurmans, D., & All, A. (2015). Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion. Etmaal van de Communicatiewetenschap, Abstracts. Presented at the Etmaal van de Communicatiewetenschap.
Vancouver
1.
Van Looy J, Bleumers L, Mariën I, Stewart J, Schurmans D, All A. Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion. Etmaal van de Communicatiewetenschap, Abstracts. 2015.
MLA
Van Looy, Jan, Lizzy Bleumers, Ilse Mariën, et al. “Best Practices for Interdisciplinary Research Supporting the Development of Digital Games for Personal Empowerment and Social Inclusion.” Etmaal Van De Communicatiewetenschap, Abstracts. 2015. Print.