Programme Session Details 2024

GREAT Dilemma Based Play to address climate change.

Corresponding Author: Paul Hollins

All authors: Simon Egenfeldt-Nielsen SGI , Paul Watson University of Bolton

Length: 60 minutes
Location: Gallery Room 1

Description:

As part of the Games Realising Effective and Affective Transformation (GREAT) EU funded Horizon project https://www.greatproject.gg/ a bespoke Dilemma Based Learning (DIBL) game will be developed by GREAT project partners Serious Games Interactive (SGI) https://www.seriousgames.net/en/ and piloted at the Playful Learning Association (PLA) Conference.

The GREAT Project aim is to demonstrate that games have a positive impact on social engagement and create new forms of dialogue between citizens and policy stakeholders. By exploring the innovative potential of a games, citizens ware able to express their preferences and attitudes on policy issues. We use DiBL as the starting point.

The game will Provide players/delegates with opportunity to play and contribute to the development potential of the game. The game is designed to provide input to and impact on policy development priorities for addressing climate change.

In this fast-paced session players will first be introduced to the DIBL concept and then, independently, play the digital game for thirty to fifty minutes. This will be followed by a short de-brief, discussion, critique and review of the activity and of the player experience.

The DIBL game can be accessed via personal smart phone, tablet or other mobile device, is easy and fun to play.

In the game players are presented with a series of interactive digital dilemmas (challenges and questions) and their personal choice of response to these (digital) dilemmas will serve to shape their ongoing playful activity. The PLA conference game will be specifically designed to provide input, via collated data from the session in the PLA conference into the GREAT research project and ultimately to establishing climate change policy priorities for government.

With their informed consent players activity will be analysed to inform future development. Using analytic tools to examine their interactions and their personal and group dialogue using discourse analysis methods as part of the GREAT research project.

Players will be introduced the DIBL concept which can be applied to other educational settings and those who express an interest will be invited to engage further with the project and wider EU Games and Culture cluster.

References, web links and other resources:

https://www.greatproject.gg/
https://www.seriousgames.net/en/