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Abstract
There are huge opportunities to use commercial, artistic video games as educational tools. This talks about one example where a commercial artistic/entertainment video game was created that also addressed content with both societal and educational impact. The game ‘Fragments of Him’ touches on topics of gay/bisexual relationships, love, family, intergenerational conflict, mourning, and more. It has been used as a teaching tool for both the content and the processes of creation, and has been released commercially on multiple gaming platforms. It proves that, with sufficient investment and quality in the interface, art, and interaction design, commercial video games can have significant pro-social and educational applications.
Original language | English |
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Publication status | Published - 10 Jun 2021 |
Event | Remix Play 4. - Online event, United Kingdom Duration: 1 Jun 2021 → 30 Jun 2021 https://gchangers.org/event/remix-play-4/ |
Conference
Conference | Remix Play 4. |
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Country/Territory | United Kingdom |
Period | 1/06/21 → 30/06/21 |
Internet address |
Keywords
- diversity
- applied games
- serious games
- LGBTQ+
- inclusion
- video games
- games
- education
- design
- impact
- commercial
- artistic
- creativity
- pro-social
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Diversity and Inclusion in Video Games
Haggis-Burridge, M. (PI) & Buijtenweg, T. (CoI)
2/04/15 → …
Project: Research