Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR

Anchored in a research-creation project, this paper first distinguishes sensitization effects (related to affect and immersion) and conscientization effects (related to analysing and reflexivity). Confronting theoretical categories to a particular and practical design process shows that these effect...

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Bibliographic Details
Main Author: Hélène Sellier
Format: Article
Language:fra
Published: Laboratoire Experice 2023-07-01
Series:Sciences du Jeu
Subjects:
Online Access:http://journals.openedition.org/sdj/5286
Description
Summary:Anchored in a research-creation project, this paper first distinguishes sensitization effects (related to affect and immersion) and conscientization effects (related to analysing and reflexivity). Confronting theoretical categories to a particular and practical design process shows that these effects can be profoundly intertwined in a specific game. The formalist analysis of RecovR allows to formulate a more general design idea for games for social change: favouring a chaotic design focusing on tensions between different effects could be a way to increase player’s awareness of social issues and to engage in prosocial behavior.
ISSN:2269-2657