2016
DOI: 10.1007/978-3-319-44672-1_11
|View full text |Cite
|
Sign up to set email alerts
|

Participative Game Design in the Zet Project – Engaging the Youth to Enhance Wellbeing

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2022
2022
2022
2022

Publication Types

Select...
2

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 9 publications
0
3
0
Order By: Relevance
“…Testing with our main target audience—the Finnish stakeholders in land use planners, conservation, and development—allowed us to reflect how they received our framings of the topic and to get an early user feedback on the game design (see Mildner and Mueller 2016). In addition, these sessions helped in building their ownership towards the game, which is one of the key benefits of participatory design (Ampatzidou and Gugerell 2019; Tuohimaa et al 2016). Playing with board game hobbyists, who were familiar with a variety of board games and, to some extent, game design principles, we were able to get expert feedback on playability issues of the game.…”
Section: Intervention—kompensaatiopeli Offsetting Gamementioning
confidence: 99%
See 1 more Smart Citation
“…Testing with our main target audience—the Finnish stakeholders in land use planners, conservation, and development—allowed us to reflect how they received our framings of the topic and to get an early user feedback on the game design (see Mildner and Mueller 2016). In addition, these sessions helped in building their ownership towards the game, which is one of the key benefits of participatory design (Ampatzidou and Gugerell 2019; Tuohimaa et al 2016). Playing with board game hobbyists, who were familiar with a variety of board games and, to some extent, game design principles, we were able to get expert feedback on playability issues of the game.…”
Section: Intervention—kompensaatiopeli Offsetting Gamementioning
confidence: 99%
“…To intervene in the public discussion on BDO emerging in Finland, we designed a board game on biodiversity offsetting and played it with public and private stakeholders expected to encounter and implement BDO as the policy development proceeds in Finland. The aim was to encourage players to think and discuss the topic of the game, connecting the gaming sessions to other group discussion designs with a similar aim (e.g., Marková et al 2007), such as dialogue workshops (e.g., Cuppen, 2012; Nygren et al, 2017; Tuohimaa et al, 2016). In other words, the game is designed to provide both structure and contents for a discussion among the players (Asplund et al 2019), similar to workshop discussion tasks and structures.…”
Section: Introductionmentioning
confidence: 99%
“…This information was used as the baseline information in the design of a new project funded by the European Regional Fund. In the project, the goal was to design a citizen centric framework for seamless care and pilot new wellbeing services to patch the gaps found in the path (Tuohimaa et al 2012). …”
Section: Introductionmentioning
confidence: 99%