2020
DOI: 10.1177/0163443720914030
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Digital games, developing democracies, and civic engagement: a study of games in Kenya and Nigeria

Abstract: The use of serious games for civic learning and engagement is an area of growing interest. However, research to date has predominately examined such games in established democratic contexts and has primarily focused on the potential of in-game content and game mechanics for achieving learning and behavior change outcomes. This study used in-depth interviews with key developmental stakeholders for two civic-focused games, Haki2 in Kenya and Your Excellency in Nigeria, to further our understanding in two importa… Show more

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Cited by 14 publications
(4 citation statements)
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“…For example, in the field of health and medicine, the use of educational games is gaining momentum. Fisher ( 2020 ) recently explored the potential of an educational game to facilitate civic learning in the context of Nigeria. Fisher’s study examined how game approaches provide opportunities for civic engagement through participatory learning in a developing country.…”
Section: Background and Theoretical Frameworkmentioning
confidence: 99%
“…For example, in the field of health and medicine, the use of educational games is gaining momentum. Fisher ( 2020 ) recently explored the potential of an educational game to facilitate civic learning in the context of Nigeria. Fisher’s study examined how game approaches provide opportunities for civic engagement through participatory learning in a developing country.…”
Section: Background and Theoretical Frameworkmentioning
confidence: 99%
“…Firstly, it is doubtful that the serious games research program wishes to include games that aim at authoritarian persuasion. Current studies focus on progressive political serious games (Fisher, 2020). Secondly, authoritarian states are not likely to make propagames in the form of serious games.…”
Section: Distinguishing Propagames From Other Video Games With Politi...mentioning
confidence: 99%
“…Video games are a medium that has a strong potential for social change when designed in prosocial ways (Fisher, 2020;Flanagan, 2006;Keating, 2016;Klimmt, 2009). Our study addresses two main issues around these discussions: (1) the types of characters and roles that players can embody in games (e.g., the Proteus effect, avatars, representations, cultural priming, etc.)…”
Section: Discussionmentioning
confidence: 99%