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Utilising games to generate awareness regarding gender inequality in parliament

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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Utilising games to generate awareness regarding gender inequality in parliament. / Christou, Elisavet; Blaney, Adam; Dunn, Nick.
2015.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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@conference{906f51c0352447a7b8756d8a351857c0,
title = "Utilising games to generate awareness regarding gender inequality in parliament",
abstract = "The paper highlights gender inequality within the context of the European parliament using a wicked problems approach. Gender parity in parliament engages with issues of ethics, human rights and democracy, such issues benefit from raising awareness and instigating discussion techniques. Our study proposes the application of games and the use of game mechanics, dynamics and rhetorics as a medium to initiate engagement and understanding towards gender parity in parliament. Specific focus is given to the justification of the game{\textquoteright}s type, design and development as an appropriate tool for addressing gender inequality issues. This is presented through the empirical analysis of prototypes and engaging with current research (gamification, gameful design,procedural rhetoric). Utilising games as a medium to induce an emotional response within an artificial environment enables the user to engage with feelings of unfairness and frustration. We suggest an indirect method that enables a user-centered physical experience within an artificial environment to address the volatile issue of inequality, informed by multiple perspectives. Our aim is to develop a digital game that enables players to experience the unequal state of women{\textquoteright}s representation in parliament today and that encourages collaboration to overcome inequality as a win condition.",
keywords = "exertion games, women{\textquoteright}s representation, gamification, gameful design",
author = "Elisavet Christou and Adam Blaney and Nick Dunn",
year = "2015",
month = mar,
day = "25",
language = "English",

}

RIS

TY - CONF

T1 - Utilising games to generate awareness regarding gender inequality in parliament

AU - Christou, Elisavet

AU - Blaney, Adam

AU - Dunn, Nick

PY - 2015/3/25

Y1 - 2015/3/25

N2 - The paper highlights gender inequality within the context of the European parliament using a wicked problems approach. Gender parity in parliament engages with issues of ethics, human rights and democracy, such issues benefit from raising awareness and instigating discussion techniques. Our study proposes the application of games and the use of game mechanics, dynamics and rhetorics as a medium to initiate engagement and understanding towards gender parity in parliament. Specific focus is given to the justification of the game’s type, design and development as an appropriate tool for addressing gender inequality issues. This is presented through the empirical analysis of prototypes and engaging with current research (gamification, gameful design,procedural rhetoric). Utilising games as a medium to induce an emotional response within an artificial environment enables the user to engage with feelings of unfairness and frustration. We suggest an indirect method that enables a user-centered physical experience within an artificial environment to address the volatile issue of inequality, informed by multiple perspectives. Our aim is to develop a digital game that enables players to experience the unequal state of women’s representation in parliament today and that encourages collaboration to overcome inequality as a win condition.

AB - The paper highlights gender inequality within the context of the European parliament using a wicked problems approach. Gender parity in parliament engages with issues of ethics, human rights and democracy, such issues benefit from raising awareness and instigating discussion techniques. Our study proposes the application of games and the use of game mechanics, dynamics and rhetorics as a medium to initiate engagement and understanding towards gender parity in parliament. Specific focus is given to the justification of the game’s type, design and development as an appropriate tool for addressing gender inequality issues. This is presented through the empirical analysis of prototypes and engaging with current research (gamification, gameful design,procedural rhetoric). Utilising games as a medium to induce an emotional response within an artificial environment enables the user to engage with feelings of unfairness and frustration. We suggest an indirect method that enables a user-centered physical experience within an artificial environment to address the volatile issue of inequality, informed by multiple perspectives. Our aim is to develop a digital game that enables players to experience the unequal state of women’s representation in parliament today and that encourages collaboration to overcome inequality as a win condition.

KW - exertion games

KW - women’s representation

KW - gamification

KW - gameful design

M3 - Conference paper

ER -