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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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
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author Hélène Sellier
author_facet Hélène Sellier
author_sort Hélène Sellier
collection DOAJ
description 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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spelling doaj.art-24fa2819591a4cf293242fc7b1d659bc2023-09-05T08:07:46ZfraLaboratoire ExpericeSciences du Jeu2269-26572023-07-011910.4000/sdj.5286Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovRHélène SellierAnchored 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.http://journals.openedition.org/sdj/5286conscientisationnarrative designexpressive gamesnarratologyresearch-creation
spellingShingle Hélène Sellier
Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
Sciences du Jeu
conscientisation
narrative design
expressive games
narratology
research-creation
title Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
title_full Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
title_fullStr Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
title_full_unstemmed Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
title_short Quel design pour (re)mettre la pensée en mouvement ? Conjuguer les effets de sensibilisation et de conscientisation dans RecovR
title_sort quel design pour re mettre la pensee en mouvement conjuguer les effets de sensibilisation et de conscientisation dans recovr
topic conscientisation
narrative design
expressive games
narratology
research-creation
url http://journals.openedition.org/sdj/5286
work_keys_str_mv AT helenesellier queldesignpourremettrelapenseeenmouvementconjuguerleseffetsdesensibilisationetdeconscientisationdansrecovr