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Serious game changer

Can a game make you choose healthier food or make you avoid air pollution? Let’s discuss how serious games can be serious game changers and explore how they can change not only what people know, but what they think and how they behave.

Neurological and psychological research shows that games can be utilised to facilitate learning and improve our memory. Further evidence shows that games can change how we think or feel around a topic. Science games are increasingly popular as learning tools. Especially in areas of science with a behavioural message, such as health or the environment, we may also want to influence people’s attitudes or even what they do.

After a short introduction to some of the underlying background and psychological theories, we will explore case studies of games promoting healthy food or asthma education. We will talk about the practical challenges of developing a serious science game and how to evaluate their effect.

Facilitator

Kate Kneale
Director HKD (Design studio UK)
HKD
United Kingdom

Session speakers

Head of Global Health Group and Community Engagement
Queen Mary University of London
I am interested in how we can best develop games that convey a behavioural message. In my position as Outreach and Learning Manager for the School-based Asthma Project at Queen Mary University of London I am using games to influence the attitude and behaviour of young people regarding asthma. In my presentation I will focus on the lessons I learnt when working closely both with Health Psychologists, as well as Communicators to develop effective content. I will talk about the shift in focus when developing content for attitude and behavioural change, compared to learning content. I want to discuss some examples with the audience and get them immersed in the thought process of serious games development.
Senior Experience Designer
Novelab
Paris
France
Live Action Role Playing games (LARP) has been used as an entertainment since the 80s and like video games, it has known lots of evolutions and ‘trends’ since. But during the last years it has become a powerful tool to diffuse content and to sensibilized audience to specific problematics as gender inequality, climate change, war refugees, etc. Audience being part of this social activity not only enjoy an immersive and unforgettable time but also generate discussions and awareness on specific topics. LARPs will be analyzed and examples will be discussed to explain how to use them as a powerful human scale social activity for opening minds.
Research Associate
University of Bath
Bath
United Kingdom
Daniela is a postdoctoral researcher in HCI and cultural heritage at the University of Bath. She has worked as a web, graphic and interaction designer with museums in the USA, Italy and UK. As part of her research she is investigating how playing and making games can impact museums and their public. For example, she is investigating how games can have a social and behavioural effect, but also how to effectively evaluate this impact. At the end of the panel session, she will discuss which tools and methods can be used to collect data from games and players. She will present a series of case studies including game jams, surveys and analytics services.
Nicolas Godinot
Head of content
Vevey
Switzerland
Food ? Game on! In 2013 the Alimentarium, the first Food museum, decided instead of building an extension to expand with a digital outreach programme as to share its knowledge with as many as possible. Wanting to nevertheless provide its various audiences with sensory experiences, comprehensible information and in-depth knowledge the Alimentarium opted for a transmedia approach to content creation and dissemination. Since 2015, it has progressively published 18 digital games, some online some onsite. This presentation proposes to show context, why, how and for what our games on food are used to convey knowledge. We will also talk about the issues we faced during the process as a museum and novice in the digital world.