She focuses on games that challenge players to explore civic, social, political, moral or ethical issues, encouraging an alteration of entrenched attitudes and sometimes even behaviours. Her research – theoretical and practical – mainly addresses the meaningful negative experiences certain games create to activate reflection and change. PhD in Design at Politecnico di Milano, Ilaria designs, investigates and lectures in games for social change as systems for communication and social innovation. Ilaria Mariani, Design Department, Politecnico di Milano She contributes to international research through papers, intervention in books, participation at conferences she is co-author of "Game Design" (Pearson, 2014). She supervises PhD and Msc thesis on Game Studies and Game Design, working with students on many different declinations related with the relationship between play and humans, looking for games able to improve the quality of life for different categories of people on a variety of topics, such as oldage, social rules, communication, ethnical diversities, multiculturality, environmental sustainability. Her research focuses on Game Studies, with a particular interest on ludic activity as vehicle for communication, learning and best practices. She teaches Computer Graphics and Game Design (School of Design, Politecnico di Milano), dealing with 2D and 3D animation, stereoscopy, interactive VE, interactive systems and games, focusing on theoretical and practical aspects of the design process,leading students to real games prototypes. Maresa Bertolo is Assistant Professor at Design Department, Politecnico di Milano, member of ImagisLab group. Maresa Bertolo, Design Department, Politecnico di Milano The analysis reveals that players were involved in processes of moving, uncomfortable identification that lessened existing prejudices, increasing the comprehension of certain immigrants’ conditions and fragility, with relevant outcomes in terms of persisting transformative learning. The enquiry is an action research conducted via pre- and post-experience qualitative questionnaires, short interviews and focus groups. The game intends to immerse players into awkward situations to problematise and modify their former mindset, prejudices and biases towards migrants, fostering effective learning outcomes able to affect behaviours and increase empathy. It poses a specific focus on the play activity as a means to address cultural integration, presenting the analysis and research outcomes gleaned enquiring the persuasive urban game AHW (full name removed for blind peer review) and its application to a group of adolescents who manifested hostile feelings towards foreigners. This contribution looks at the game as a technology for communicating, sharing and learning.
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