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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Format: | Article |
Language: | fra |
Published: |
Laboratoire Experice
2023-07-01
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Series: | Sciences du Jeu |
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Online Access: | http://journals.openedition.org/sdj/5286 |
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. |
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ISSN: | 2269-2657 |