TY - JOUR
T1 - Serious games as a means to promote thinking about European identity
T2 - a case study of the design and development of the RU EU? game
AU - Boyle, Elizabeth
AU - Terras, Melody
AU - Leith, Murray Stewart
AU - Sim, Duncan
AU - Jimoyiannis, Athanassios
AU - Hauge, Jannicke Baalsrud
AU - Tany, Nadera Sultana
AU - Hummel, Hans
AU - Jandric, Petar
PY - 2021/9/22
Y1 - 2021/9/22
N2 - The diversity of the EU is both a strength and a weakness, with Issues of National and European identity contributing to division, marginalization and exclusion. Many European citizens have very firmly entrenched, but frequently simplistic, views about the value of the European Union as good (pro EU) or bad (anti EU). To promote a culture of increased tolerance and inclusion, EU citizens need to develop a more mature and nuanced understanding of National and European identity that considers the validity of others’ points of view. Serious Games are increasingly recognised as active and effective methods for tackling complex social problems. Therefore, the RU EU? (are you EU?) project developed a game to increase players’ awareness of the complexity of European identity and values, to help players develop a more detailed understanding of European identity and promote critical thinking about their own views, the views of others, and the wider societal consequences. In this paper we describe the RU EU? Game as a case study explaining the thinking behind the game design. We outline the early design tasks that led to development of the multicomponent model of European identity that we used in the game, the adoption of the journalist narrative and the tools that assisted the player in his goal of compiling and publishing a set of articles about European identity. We discuss the potential of the game tools and mechanics to be used more widely to promote social understanding and inclusion.
AB - The diversity of the EU is both a strength and a weakness, with Issues of National and European identity contributing to division, marginalization and exclusion. Many European citizens have very firmly entrenched, but frequently simplistic, views about the value of the European Union as good (pro EU) or bad (anti EU). To promote a culture of increased tolerance and inclusion, EU citizens need to develop a more mature and nuanced understanding of National and European identity that considers the validity of others’ points of view. Serious Games are increasingly recognised as active and effective methods for tackling complex social problems. Therefore, the RU EU? (are you EU?) project developed a game to increase players’ awareness of the complexity of European identity and values, to help players develop a more detailed understanding of European identity and promote critical thinking about their own views, the views of others, and the wider societal consequences. In this paper we describe the RU EU? Game as a case study explaining the thinking behind the game design. We outline the early design tasks that led to development of the multicomponent model of European identity that we used in the game, the adoption of the journalist narrative and the tools that assisted the player in his goal of compiling and publishing a set of articles about European identity. We discuss the potential of the game tools and mechanics to be used more widely to promote social understanding and inclusion.
KW - serious games
KW - European identity
KW - inclusion
KW - case study
KW - journalist narrative
M3 - Article
SN - 1836-8301
VL - 13
SP - 73
EP - 93
JO - Digital Culture and Education
JF - Digital Culture and Education
IS - 2
ER -