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Playing Design: A Case Study on Applying Gamification to Construct a Serious Game with Youngsters at Social Risk

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Published:23 April 2021Publication History
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This article reports on the experience of co-designing an educational video game aimed at promoting good dietary habits in youngsters and fostering Sustainable Development Goals (SDGs), such as SDG 3 (Good Health and Well-Being), SDG 10 (Reduced Inequalities), and SDG 17 (Partnerships for the Goals). To ensure the quality of the results, we developed a methodology under a social innovation paradigm that enabled the co-creation of the game. The methodology was driven by a series of three workshops, during which we adopted several different gamification strategies to support a Participatory Design (PD) process with the stakeholders, a group of local pre-teen and teen girls at social risk (N = 22). Captured requirements materialized into intermediate prototype evaluations that motivated a progressive refinement of the game.

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                  cover image Journal on Computing and Cultural Heritage
                  Journal on Computing and Cultural Heritage   Volume 14, Issue 2
                  Special Issue on Culture Games and Regular Papers
                  June 2021
                  321 pages
                  ISSN:1556-4673
                  EISSN:1556-4711
                  DOI:10.1145/3461691
                  Issue’s Table of Contents

                  Copyright © 2021 Owner/Author

                  This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike International 4.0 License.

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                  Association for Computing Machinery

                  New York, NY, United States

                  Publication History

                  • Published: 23 April 2021
                  • Accepted: 1 September 2020
                  • Revised: 1 August 2020
                  • Received: 1 March 2020
                  Published in jocch Volume 14, Issue 2

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