International Journal of Games and Social Impact
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Percorrer International Journal of Games and Social Impact por assunto "DESIGN"
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Item Roundtable, analogue co-design : opportunities, challenges and other nuances(Lusofona University, 2023) Brand, Inka; C., Isra; Brand, Markus; S., Shei; Sousa, Micael; Sousa, Carla; Casimiro, Cátia; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoCo-design is linked to a range of advantages, encompassing enhancements in idea generation, service or product development processes, decision-making, cooperation, creativity, as well as long-term satisfaction and loyalty among clients and users (Steen, 2013; Steen et al., 2011). Despite its widespread use as a strategic approach, co-design has received less scholarly attention, and critical discussions regarding its underlying concepts are infrequent. The occurrence of this particular circumstance can perhaps be attributed to the widespread practice of categorizing projects as co-design, which may lead to a dilution or confusion of conceptual understanding (Steen, 2013). In the field of games, especially at an academic level, the idea of co-design has been used mainly to describe processes of horizontalizing research design, aligned with participatory paradigms (Brown, 2022; Hall, 1975). Specifically, where the player no longer plays a completely passive role, but co-creates the gaming world together with the designers (De Jans et al., 2017; Loos et al., 2019; Pedersen & Buur, 2000). Or when the games (applied as a serious game) deliver a tool for ideation and the co-creation of projects and solutions to a specific problem (Sousa, 2021). Here, we have invited two of the most prominent duos of contemporary analog game designers – Isra/Shei and Inka Brand/Markus Brand – to reflect on how they complement and oppose each other in this process. Relational and gender characteristics, how they impact the creative process, and the players’ vision of the games created, among many other issues, will be reflected here.Item School as playground: discussing a play structure for higher design education(Lusofona University, 2023-01-01) Belo, Marta Guerra; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoIn this paper we intend to discuss the main elements of play – rules, order, freedom, pleasure, competition, representation, sep aration and uncertainty – as key elements of a new alternative learning structure in higher design education centered on ludic thinking. From the assumption that play is a free movement within a more rigid structure and that playful thinking is intrinsic to us, we draw on Aldo van Eyck and the City as Playground text by Merijn Oudenampsen (2011) and make an analogy between school and playground to discuss play process as learning process and study alternative pedagogies to traditional teaching which seek to foster self-learning through the work Homo ludens. School is observed as a playground where learning takes place through the transgression that results from the strong engagement with the context, the free exploration of space and matter and the ongoing dialogic interactions of the participants. This work is developed by cross-referencing data from different sociol ogists, educators, designers, and game theorists in connection with the data collected from an open talk with the author and four guests: Luís Alegre da Silva (designer, researcher, and lecturer in the field of communication design), Miguel Vieira Baptista (de signer and lecturer in the field of product design), Filipe Luz (researcher and lecturer in the field of Multimedia and Videogames) and Ana Jotta (Visual artist) – that took place in the 1st Games and Social Impact Media Research Lab Conference (Glow2021) hosted by Lusófona University as a joint initiative between the CICANT and HEI-Lab research centers.Item Why have there been no great women board game designers?(Lusofona University, 2023) Dias, Carolina Magalhães; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoBoard Games are becoming increasingly popular, and yet the Board Game designer population continues to be primarily made up of white men. This article intends to present the factors that may have held women and non-binary people back from occupying the Board Game community as intensely as men and which contribute to the homogeneity of Board Game designers today. Firstly, supported by the relevant literature, this article starts by establishing a connection between implicit stereotypes and the way we choose to spend our free time. Secondly, data from studies performed in different countries shows that, even when choosing to play Board Games, women have tendentially less free time than men to play – and, therefore, less time to develop ideas for new Board Games. Lastly, this article focuses on the women who play and how their experiences in Board Game events and conventions may prevent them from participating further in the hobby and its community, including in Board Game design.