SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME
The diversity of the EU is both a strength and a weakness, with Issues of National and European identity contributing to division, marginalization and exclusion. Many European citizens have very firmly entrenched, but frequently simplistic, views about the value of the European Union as good (pro EU...
Main Authors: | , , , , , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
Digital Culture & Education (DCE)
2021-09-01
|
Series: | Digital Culture & Education |
Subjects: | |
Online Access: | https://www.digitalcultureandeducation.com/volume-132-papers/boyle-etal-2021 |
_version_ | 1827359738495500288 |
---|---|
author | Elizabeth Boyle Melody Terras Murray Stewart Leith Duncan Sim Athanassios Jimoyiannis Jannicke Baalsrud Hauge Nadera Sultana Tany Hans Hummel Petar Jandric |
author_facet | Elizabeth Boyle Melody Terras Murray Stewart Leith Duncan Sim Athanassios Jimoyiannis Jannicke Baalsrud Hauge Nadera Sultana Tany Hans Hummel Petar Jandric |
author_sort | Elizabeth Boyle |
collection | DOAJ |
description | The diversity of the EU is both a strength and a weakness, with Issues of National and European identity contributing to division, marginalization and exclusion. Many European citizens have very firmly entrenched, but frequently simplistic, views about the value of the European Union as good (pro EU) or bad (anti EU). To promote a culture of increased tolerance and inclusion, EU citizens need to develop a more mature and nuanced understanding of National and European identity that considers the validity of others’ points of view. Serious Games are increasingly recognised as active and effective methods for tackling complex social problems. Therefore, the RU EU? (are you EU?) project developed a game to increase players’ awareness of the complexity of European identity and values, to help players develop a more detailed understanding of European identity and promote critical thinking about their own views, the views of others, and the wider societal consequences. In this paper we describe the RU EU? Game as a case study explaining the thinking behind the game design. We outline the early design tasks that led to development of the multicomponent model of European identity that we used in the game, the adoption of the journalist narrative and the tools that assisted the player in his goal of compiling and publishing a set of articles about European identity. We discuss the potential of the game tools and mechanics to be used more widely to promote social understanding and inclusion. |
first_indexed | 2024-03-08T06:34:26Z |
format | Article |
id | doaj.art-91f5fda4975941819b4bfec2521907f9 |
institution | Directory Open Access Journal |
issn | 1836-8301 |
language | English |
last_indexed | 2024-03-08T06:34:26Z |
publishDate | 2021-09-01 |
publisher | Digital Culture & Education (DCE) |
record_format | Article |
series | Digital Culture & Education |
spelling | doaj.art-91f5fda4975941819b4bfec2521907f92024-02-03T10:48:03ZengDigital Culture & Education (DCE)Digital Culture & Education1836-83012021-09-011327393SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAMEElizabeth Boyle0Melody Terras1Murray Stewart Leith2Duncan Sim3Athanassios Jimoyiannis4Jannicke Baalsrud Hauge5Nadera Sultana Tany6Hans Hummel7Petar Jandric8University of West ScotlandUniversity of West ScotlandUniversity of West ScotlandUniversity of West ScotlandUniversity of PeloponneseBremer Institut für Produktion und LogistikBremer Institut für Produktion und LogistikOpen University of the NetherlandsUniversity of Applied Sciences in ZagrebThe diversity of the EU is both a strength and a weakness, with Issues of National and European identity contributing to division, marginalization and exclusion. Many European citizens have very firmly entrenched, but frequently simplistic, views about the value of the European Union as good (pro EU) or bad (anti EU). To promote a culture of increased tolerance and inclusion, EU citizens need to develop a more mature and nuanced understanding of National and European identity that considers the validity of others’ points of view. Serious Games are increasingly recognised as active and effective methods for tackling complex social problems. Therefore, the RU EU? (are you EU?) project developed a game to increase players’ awareness of the complexity of European identity and values, to help players develop a more detailed understanding of European identity and promote critical thinking about their own views, the views of others, and the wider societal consequences. In this paper we describe the RU EU? Game as a case study explaining the thinking behind the game design. We outline the early design tasks that led to development of the multicomponent model of European identity that we used in the game, the adoption of the journalist narrative and the tools that assisted the player in his goal of compiling and publishing a set of articles about European identity. We discuss the potential of the game tools and mechanics to be used more widely to promote social understanding and inclusion.https://www.digitalcultureandeducation.com/volume-132-papers/boyle-etal-2021serious gameseuropean identityinclusioncase studyjournalist narrative |
spellingShingle | Elizabeth Boyle Melody Terras Murray Stewart Leith Duncan Sim Athanassios Jimoyiannis Jannicke Baalsrud Hauge Nadera Sultana Tany Hans Hummel Petar Jandric SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME Digital Culture & Education serious games european identity inclusion case study journalist narrative |
title | SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME |
title_full | SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME |
title_fullStr | SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME |
title_full_unstemmed | SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME |
title_short | SERIOUS GAMES AS A MEANS TO PROMOTE THINKING ABOUT EUROPEAN IDENTITY: A CASE STUDY OF THE DESIGN AND DEVELOPMENT OF THE RU EU? GAME |
title_sort | serious games as a means to promote thinking about european identity a case study of the design and development of the ru eu game |
topic | serious games european identity inclusion case study journalist narrative |
url | https://www.digitalcultureandeducation.com/volume-132-papers/boyle-etal-2021 |
work_keys_str_mv | AT elizabethboyle seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT melodyterras seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT murraystewartleith seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT duncansim seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT athanassiosjimoyiannis seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT jannickebaalsrudhauge seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT naderasultanatany seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT hanshummel seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame AT petarjandric seriousgamesasameanstopromotethinkingabouteuropeanidentityacasestudyofthedesignanddevelopmentoftherueugame |