SlideShare a Scribd company logo
1 of 19
INTRODUKTION TIL
SERIOUS GAMES
v. Rikke Toft Nørgård,
Adjunkt, Ph.d., CUDiM

Enkeltfag 2: Serious Games
Fysisk seminar 2: fredag d. 7. marts,
Klokken 10.30-11.30
Serious Games?
• Traditional games for serious purposes (COTS)
• Catgorizing educational computer games
• The rationale behind edutainment
• The instructional approach to edutainment

• The modern apporach to the educational use of computer
•
•

•
•
•

games
The educational effectiveness of video games
Political games and newsgames
Advertainment
Gamification: Plug’n’ play games for real?
Games-for-change: Revolutionaries rise
Serious Games?
• The value of it all?
• Hvad får spillere ud af at spille?
• Hvad får afsenderen ud af at bruge spil?

• Kan spilleren ’påvirkes’?
• Kan spilleren ’indlæres’ eller ’lære’?
• Kan spil gøre verden til et bedre/værre sted?
• ...i teorien kan ethvert spil være ’seriøst spil’

= en måde at analysere, anvende, anskue, afsende på
Traditional games for serious purposes
• The effectiveness of traditional games [COTS] relies

heavily on exactly how they are used in a teaching
environment
• Debriefing – the process of reflection after the game has

finished – is especially important.

• Researchers have found that students can make incorrect

assumptions based on their game experiences.
• Therefore debriefing is key, as the teacher needs to take

time to correct any mistakes, clarify misconceptions, and
expand on the game experience
Traditional games for serious purposes
• => ”Læring”
• Debriefing som næsten altid fraværende når vi skriver og

tænker over spil og læring
Categorizing educational computer games
• Edutainment: Mathblaster / apps / Pixeline
• COTS: SimCity, Civilization, Portal

• Research-based educationale video games: Oregon Trail,

Global Conflicts: Palestine
• Andre typer/former?
• => ”Læring”
The rationale behind edutainment
• Behavorist framework:
• The law of exercise says that repetition is crucial to learning
something (basic skills)
• The law of effect states that we can strengthen a response by
providing rewards
• = at få information fra spillet printet ind i hjernen
• MEN:
• It is important that you will actually need educational

relevant knowledge, skills or attitudes to succeed in the
game
• Children are unlikely to be attracted to discount games (!)
The rationale behind edutainment
• Edutainment bygger på behavorisme
• Spil som belønning for læring (noget med pyramider + backgammon)

=>
• Ydre motivation (tilfældig ’belønning’)
• Ikke-integreret (spiloplevelse >< læringsoplevelse): ser ikke
læringen men kun regelsystemet (gaming the system)
• Drill-and-practice (udenadslære >< opdagelse, udforskning,
problemløsning, erfaringsbaseret læring)
• Simpelt & kedeligt gameplay >< innovativt & komplekst
gameplay
• Ingen underviser-tilstedeværelse / debriefing (transfer)
The rationale behind edutainment
• Malone & Lepper (indre motivation & spil & læring)
• Fantasi: worldbuilding >< abstrakt (find det manglende bogstav i
ordet)
• Kontrol: hvor meget kan du vælge at gøre med hvor mange ting
(substantiver & verber) >< kun 1 ting at gøre (bogstav i ord)
• Udfordring: Flow >< for let/svært
• Nysgerrighed: en kompleks verden at udforske >< 1 skærmbillede
• => ”Læring”
The Modern approach to the educational
use of computer games
• Konstruktivisme:
• Spilleren har frihed til at udforske
• Selv at konstruere sin viden på en meningsfuld måde ud fra
spilverdenen
• Åbne spilsystemer, mikroverdener, byg sin egen verden
The Modern approach to the educational
use of computer games
• Here, the content of a video game is less significant than

its way of initiating new explorations and journeys to
knowledge. James Paul Gee:
• Semiotiske domæner hvis betydning udforskes (mentale skemaer)
• Læring & identitet: at lære gennem at gøre og identificere sig med

denne gøren
• Situeret mening og læring: læring forgår inden for det semiotiske
domæne
• At fortælle og gøre: spilsystemet fortæller spilleren hvordan
han/hun klarer sig (feedback) og lærer spilleren at gøre i verden
gennem at gøre i spillet (transfer)
• Kulturelle modeller: en spilverden repræsenterer et perspektiv på
verden der udtrykker normer og værdier
Learning versus playing
• Playing = learning = playing
• Man lærer det man spiller (med mindre debriefing)
• Interaktion >< refleksion
• Spiloplevelse >< læringsoplevelse
• Drill&practice (physics; http://www.learningcircuits.co.uk)

>< microworlds (physics; Portal)
The educational effectiveness of video
games
• Tiltro til egne evner (self-efficacy): + 20%
• Gengivelse af viden (declarative knowledge): + 11%
• Brug af viden (procedural knowledge): + 14%
• Fastholdelse af viden (retention): + 9%
• Overførsel af viden (transfer): + 5%
• General cognitive skills:
• Hånd-øje koordination
• Rumlig forståelse/evner
• Problemløsning
• => ”Læring”
Political games and newsgames
• At få folk til at forholde sig til nyheder/politik gennem at

spille computerspil
• ’persuasive games’ (Americas Army)
• Spil med en holdning (Bogost & Frasca)
• Spil der sætter en politisk dagsorden (sep. 12th)
• At få unge til at interessere sig for politik/samfundet

gennem at spille spil
• => ”Branding & markedsføring”
Advertainment
• Advertising  Entertainment
• Reklamespil:
• LEGO / Nike / Disney / Coca-Cola
• At tiltrække besøgende til hjemmesider
• Product placement i store spiltitler:
• Bilspil
• Sportsspil
• Tom Clancy’s Splinter Celle
• => ”Branding & markedsføring”
Gamification
• At tage spilmekanismerne ud af spillet og ind i verden
• ’At spille X’
• Spilprincipper: belønninger, XP, level up, flow,

udfordringer, quests, skill trees etc.
• => påvirker ’spillerens’ adfærd, viden, holdning
• At kvantificere, spore og belønne adfærd => få folk til at

handle / tænke / føle på måder de ellers ikke ville
(motiverende design)
• ”The Fun Theory”:

http://www.youtube.com/watch?v=SByymar3bds
Gamification
• Instrumentel tilgang til adfærd (børn & lommepenge)
• Behaviorisme 2.0: ”It delivers the ’how’ of behavioral

change through gaming, without worrying too much about
the ’why’. The idealist approach, on the other hand,
stresses that the gamified activity should not only show
how to get people to do things, but also provide a deeper,
more meaningful activity that answers the question, why
do it?” (Deterding)
• => ”Gamification”
Games-for-change
• Reality is Broken (Jane McGonigal)
• At bruge spilteknologi og spilmekanikker til at gøre verden

til at bedre sted
• The games-for-change movement (at skabe fred, at
stoppe oversvømmelser, at redde regnskoven)
• Alternative reality games (ARG) (at få bygget et vandværk
i afrika, at få bygget et bibliotek i Londons arbejderkvarter)
Afslutning
• Så hvad vil I skrive om?
• Spil, branding & markedsføring
• Gamification
• Spil & psykologi (farligt spil)
• Spil & læring
• Spil & leg
• Spil & games-for-change
• Hvordan adskiller ’serious games’ sig fra ’almindelige

computerspil?’
• Hvilke udfordringer/problemer er der ved at bruge spil til andre
formål end underholdning?
• Hvilke muligheder/potentialer er der ved at bruge spil til andre
formål end underholdning

More Related Content

Viewers also liked

Intergraph CADWorx & Analysis Flyer
Intergraph CADWorx & Analysis FlyerIntergraph CADWorx & Analysis Flyer
Intergraph CADWorx & Analysis FlyerNicole Brlek
 
Tyba Ambassador Program
Tyba Ambassador ProgramTyba Ambassador Program
Tyba Ambassador ProgramAshton Charles
 
What if Scrum had no Rules?
What if Scrum had no Rules?What if Scrum had no Rules?
What if Scrum had no Rules?Peter Stevens
 
Designmetode 1: Introduktion til interaktionsdesign
Designmetode 1: Introduktion til interaktionsdesignDesignmetode 1: Introduktion til interaktionsdesign
Designmetode 1: Introduktion til interaktionsdesignRikke Toft Noergaard
 
Kirillov rus
Kirillov rusKirillov rus
Kirillov rusFinBlock
 
From Value to Values: Why Management Has to Change
From Value to Values: Why Management Has to ChangeFrom Value to Values: Why Management Has to Change
From Value to Values: Why Management Has to ChangePeter Stevens
 
Kids nationalities-information
Kids nationalities-informationKids nationalities-information
Kids nationalities-informationdirectorcpmendez
 
Lavrov rus
Lavrov rusLavrov rus
Lavrov rusFinBlock
 

Viewers also liked (11)

Intergraph CADWorx & Analysis Flyer
Intergraph CADWorx & Analysis FlyerIntergraph CADWorx & Analysis Flyer
Intergraph CADWorx & Analysis Flyer
 
Tyba Ambassador Program
Tyba Ambassador ProgramTyba Ambassador Program
Tyba Ambassador Program
 
What if Scrum had no Rules?
What if Scrum had no Rules?What if Scrum had no Rules?
What if Scrum had no Rules?
 
Designmetode 1: Introduktion til interaktionsdesign
Designmetode 1: Introduktion til interaktionsdesignDesignmetode 1: Introduktion til interaktionsdesign
Designmetode 1: Introduktion til interaktionsdesign
 
Eva
EvaEva
Eva
 
Kirillov rus
Kirillov rusKirillov rus
Kirillov rus
 
From Value to Values: Why Management Has to Change
From Value to Values: Why Management Has to ChangeFrom Value to Values: Why Management Has to Change
From Value to Values: Why Management Has to Change
 
The Olympian gods
The Olympian godsThe Olympian gods
The Olympian gods
 
London tube
London tubeLondon tube
London tube
 
Kids nationalities-information
Kids nationalities-informationKids nationalities-information
Kids nationalities-information
 
Lavrov rus
Lavrov rusLavrov rus
Lavrov rus
 

More from Rikke Toft Noergaard

Teachers as learning designers: using design thinking to innovate and enhance...
Teachers as learning designers: using design thinking to innovate and enhance...Teachers as learning designers: using design thinking to innovate and enhance...
Teachers as learning designers: using design thinking to innovate and enhance...Rikke Toft Noergaard
 
Principles - Patterns - Pedagogy for Playful Education
Principles - Patterns - Pedagogy  for  Playful EducationPrinciples - Patterns - Pedagogy  for  Playful Education
Principles - Patterns - Pedagogy for Playful EducationRikke Toft Noergaard
 
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...House of Game//Play talk: Recent adventures in virtual worlds - some travelle...
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...Rikke Toft Noergaard
 
Meaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceMeaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceRikke Toft Noergaard
 
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...Rikke Toft Noergaard
 
IT-Didaktisk Design: Udvikling af online uddannelse
IT-Didaktisk Design: Udvikling af online uddannelseIT-Didaktisk Design: Udvikling af online uddannelse
IT-Didaktisk Design: Udvikling af online uddannelseRikke Toft Noergaard
 
Dun præsentation: Rikke Toft Nørgård
Dun præsentation: Rikke Toft NørgårdDun præsentation: Rikke Toft Nørgård
Dun præsentation: Rikke Toft NørgårdRikke Toft Noergaard
 
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...Rikke Toft Noergaard
 
The future university / university futures
The future university / university futuresThe future university / university futures
The future university / university futuresRikke Toft Noergaard
 
Participatory Academic Communities - connectedness, openness and academic cit...
Participatory Academic Communities - connectedness, openness and academic cit...Participatory Academic Communities - connectedness, openness and academic cit...
Participatory Academic Communities - connectedness, openness and academic cit...Rikke Toft Noergaard
 
Presentation ethnography and education
Presentation ethnography and educationPresentation ethnography and education
Presentation ethnography and educationRikke Toft Noergaard
 
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"Rikke Toft Noergaard
 
4 layers of changemaking in play and play culture
4 layers of changemaking in play and play culture4 layers of changemaking in play and play culture
4 layers of changemaking in play and play cultureRikke Toft Noergaard
 
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...Children as Global Fabricators - FabLab thinking and tinkering in experimenti...
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...Rikke Toft Noergaard
 
Computerspil: regelsystemer eller fortællesystemer
Computerspil: regelsystemer eller fortællesystemerComputerspil: regelsystemer eller fortællesystemer
Computerspil: regelsystemer eller fortællesystemerRikke Toft Noergaard
 

More from Rikke Toft Noergaard (20)

Teachers as learning designers: using design thinking to innovate and enhance...
Teachers as learning designers: using design thinking to innovate and enhance...Teachers as learning designers: using design thinking to innovate and enhance...
Teachers as learning designers: using design thinking to innovate and enhance...
 
Principles - Patterns - Pedagogy for Playful Education
Principles - Patterns - Pedagogy  for  Playful EducationPrinciples - Patterns - Pedagogy  for  Playful Education
Principles - Patterns - Pedagogy for Playful Education
 
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...House of Game//Play talk: Recent adventures in virtual worlds - some travelle...
House of Game//Play talk: Recent adventures in virtual worlds - some travelle...
 
Meaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceMeaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope Conference
 
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...
Carol Brandt & Rikke Toft Nørgård - More than shiny new spaces for tinkering:...
 
IT-Didaktisk Design: Udvikling af online uddannelse
IT-Didaktisk Design: Udvikling af online uddannelseIT-Didaktisk Design: Udvikling af online uddannelse
IT-Didaktisk Design: Udvikling af online uddannelse
 
Dun præsentation: Rikke Toft Nørgård
Dun præsentation: Rikke Toft NørgårdDun præsentation: Rikke Toft Nørgård
Dun præsentation: Rikke Toft Nørgård
 
The playful educator
The playful educatorThe playful educator
The playful educator
 
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...
Åben (Ud)Dannelse: innovativ brug af nye teknologier til at fremme det 21. år...
 
Pitch af c factory
Pitch af c factoryPitch af c factory
Pitch af c factory
 
Pitch af c factory 2.0
Pitch af c factory 2.0Pitch af c factory 2.0
Pitch af c factory 2.0
 
The future university / university futures
The future university / university futuresThe future university / university futures
The future university / university futures
 
Participatory Academic Communities - connectedness, openness and academic cit...
Participatory Academic Communities - connectedness, openness and academic cit...Participatory Academic Communities - connectedness, openness and academic cit...
Participatory Academic Communities - connectedness, openness and academic cit...
 
Presentation ethnography and education
Presentation ethnography and educationPresentation ethnography and education
Presentation ethnography and education
 
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"
Keynote@idlsh "Hvordan bruger vi elevernes it-didaktiske færdigheder i skolen?"
 
4 layers of changemaking in play and play culture
4 layers of changemaking in play and play culture4 layers of changemaking in play and play culture
4 layers of changemaking in play and play culture
 
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...Children as Global Fabricators - FabLab thinking and tinkering in experimenti...
Children as Global Fabricators - FabLab thinking and tinkering in experimenti...
 
Becoming jelly presentation 2.0
Becoming jelly presentation 2.0Becoming jelly presentation 2.0
Becoming jelly presentation 2.0
 
01. introduktion til enkeltfag 2
01. introduktion til enkeltfag 201. introduktion til enkeltfag 2
01. introduktion til enkeltfag 2
 
Computerspil: regelsystemer eller fortællesystemer
Computerspil: regelsystemer eller fortællesystemerComputerspil: regelsystemer eller fortællesystemer
Computerspil: regelsystemer eller fortællesystemer
 

02. serious games?

  • 1. INTRODUKTION TIL SERIOUS GAMES v. Rikke Toft Nørgård, Adjunkt, Ph.d., CUDiM Enkeltfag 2: Serious Games Fysisk seminar 2: fredag d. 7. marts, Klokken 10.30-11.30
  • 2. Serious Games? • Traditional games for serious purposes (COTS) • Catgorizing educational computer games • The rationale behind edutainment • The instructional approach to edutainment • The modern apporach to the educational use of computer • • • • • games The educational effectiveness of video games Political games and newsgames Advertainment Gamification: Plug’n’ play games for real? Games-for-change: Revolutionaries rise
  • 3. Serious Games? • The value of it all? • Hvad får spillere ud af at spille? • Hvad får afsenderen ud af at bruge spil? • Kan spilleren ’påvirkes’? • Kan spilleren ’indlæres’ eller ’lære’? • Kan spil gøre verden til et bedre/værre sted? • ...i teorien kan ethvert spil være ’seriøst spil’ = en måde at analysere, anvende, anskue, afsende på
  • 4. Traditional games for serious purposes • The effectiveness of traditional games [COTS] relies heavily on exactly how they are used in a teaching environment • Debriefing – the process of reflection after the game has finished – is especially important. • Researchers have found that students can make incorrect assumptions based on their game experiences. • Therefore debriefing is key, as the teacher needs to take time to correct any mistakes, clarify misconceptions, and expand on the game experience
  • 5. Traditional games for serious purposes • => ”Læring” • Debriefing som næsten altid fraværende når vi skriver og tænker over spil og læring
  • 6. Categorizing educational computer games • Edutainment: Mathblaster / apps / Pixeline • COTS: SimCity, Civilization, Portal • Research-based educationale video games: Oregon Trail, Global Conflicts: Palestine • Andre typer/former? • => ”Læring”
  • 7. The rationale behind edutainment • Behavorist framework: • The law of exercise says that repetition is crucial to learning something (basic skills) • The law of effect states that we can strengthen a response by providing rewards • = at få information fra spillet printet ind i hjernen • MEN: • It is important that you will actually need educational relevant knowledge, skills or attitudes to succeed in the game • Children are unlikely to be attracted to discount games (!)
  • 8. The rationale behind edutainment • Edutainment bygger på behavorisme • Spil som belønning for læring (noget med pyramider + backgammon) => • Ydre motivation (tilfældig ’belønning’) • Ikke-integreret (spiloplevelse >< læringsoplevelse): ser ikke læringen men kun regelsystemet (gaming the system) • Drill-and-practice (udenadslære >< opdagelse, udforskning, problemløsning, erfaringsbaseret læring) • Simpelt & kedeligt gameplay >< innovativt & komplekst gameplay • Ingen underviser-tilstedeværelse / debriefing (transfer)
  • 9. The rationale behind edutainment • Malone & Lepper (indre motivation & spil & læring) • Fantasi: worldbuilding >< abstrakt (find det manglende bogstav i ordet) • Kontrol: hvor meget kan du vælge at gøre med hvor mange ting (substantiver & verber) >< kun 1 ting at gøre (bogstav i ord) • Udfordring: Flow >< for let/svært • Nysgerrighed: en kompleks verden at udforske >< 1 skærmbillede • => ”Læring”
  • 10. The Modern approach to the educational use of computer games • Konstruktivisme: • Spilleren har frihed til at udforske • Selv at konstruere sin viden på en meningsfuld måde ud fra spilverdenen • Åbne spilsystemer, mikroverdener, byg sin egen verden
  • 11. The Modern approach to the educational use of computer games • Here, the content of a video game is less significant than its way of initiating new explorations and journeys to knowledge. James Paul Gee: • Semiotiske domæner hvis betydning udforskes (mentale skemaer) • Læring & identitet: at lære gennem at gøre og identificere sig med denne gøren • Situeret mening og læring: læring forgår inden for det semiotiske domæne • At fortælle og gøre: spilsystemet fortæller spilleren hvordan han/hun klarer sig (feedback) og lærer spilleren at gøre i verden gennem at gøre i spillet (transfer) • Kulturelle modeller: en spilverden repræsenterer et perspektiv på verden der udtrykker normer og værdier
  • 12. Learning versus playing • Playing = learning = playing • Man lærer det man spiller (med mindre debriefing) • Interaktion >< refleksion • Spiloplevelse >< læringsoplevelse • Drill&practice (physics; http://www.learningcircuits.co.uk) >< microworlds (physics; Portal)
  • 13. The educational effectiveness of video games • Tiltro til egne evner (self-efficacy): + 20% • Gengivelse af viden (declarative knowledge): + 11% • Brug af viden (procedural knowledge): + 14% • Fastholdelse af viden (retention): + 9% • Overførsel af viden (transfer): + 5% • General cognitive skills: • Hånd-øje koordination • Rumlig forståelse/evner • Problemløsning • => ”Læring”
  • 14. Political games and newsgames • At få folk til at forholde sig til nyheder/politik gennem at spille computerspil • ’persuasive games’ (Americas Army) • Spil med en holdning (Bogost & Frasca) • Spil der sætter en politisk dagsorden (sep. 12th) • At få unge til at interessere sig for politik/samfundet gennem at spille spil • => ”Branding & markedsføring”
  • 15. Advertainment • Advertising  Entertainment • Reklamespil: • LEGO / Nike / Disney / Coca-Cola • At tiltrække besøgende til hjemmesider • Product placement i store spiltitler: • Bilspil • Sportsspil • Tom Clancy’s Splinter Celle • => ”Branding & markedsføring”
  • 16. Gamification • At tage spilmekanismerne ud af spillet og ind i verden • ’At spille X’ • Spilprincipper: belønninger, XP, level up, flow, udfordringer, quests, skill trees etc. • => påvirker ’spillerens’ adfærd, viden, holdning • At kvantificere, spore og belønne adfærd => få folk til at handle / tænke / føle på måder de ellers ikke ville (motiverende design) • ”The Fun Theory”: http://www.youtube.com/watch?v=SByymar3bds
  • 17. Gamification • Instrumentel tilgang til adfærd (børn & lommepenge) • Behaviorisme 2.0: ”It delivers the ’how’ of behavioral change through gaming, without worrying too much about the ’why’. The idealist approach, on the other hand, stresses that the gamified activity should not only show how to get people to do things, but also provide a deeper, more meaningful activity that answers the question, why do it?” (Deterding) • => ”Gamification”
  • 18. Games-for-change • Reality is Broken (Jane McGonigal) • At bruge spilteknologi og spilmekanikker til at gøre verden til at bedre sted • The games-for-change movement (at skabe fred, at stoppe oversvømmelser, at redde regnskoven) • Alternative reality games (ARG) (at få bygget et vandværk i afrika, at få bygget et bibliotek i Londons arbejderkvarter)
  • 19. Afslutning • Så hvad vil I skrive om? • Spil, branding & markedsføring • Gamification • Spil & psykologi (farligt spil) • Spil & læring • Spil & leg • Spil & games-for-change • Hvordan adskiller ’serious games’ sig fra ’almindelige computerspil?’ • Hvilke udfordringer/problemer er der ved at bruge spil til andre formål end underholdning? • Hvilke muligheder/potentialer er der ved at bruge spil til andre formål end underholdning