We are delighted to announce that the Council of Europe’s Video Game Culture Working Group, within the framework of the Digital Citizenship Education project, will contribute to our conference with a panel on Video Game Culture and Creativity organized by the DCE’s Video Game Culture Working Group. More specifically the panel will discuss and address the possibilities in terms of creativity that Video Games can offer in everyday and educational contexts.
November 22, 2022 | Eva Senses hotel, Av. da República 1, Faro, Portugal
Video Game Culture and Creativity
A digital citizen is someone who uses technology safely, ethically and responsibly and who has the ability to engage positively, critically and competently in the digital environment. One who often draws on skills of effective communication and creativity and responsible use of technology, to practice forms of social participation that are respectful of human rights and dignity, through. Being a digital citizen, in other words, means creating, working, sharing, socializing, investigating, playing, communicating and learning with competence and positive engagement in today’s society. It means being able to benefit wisely from the different forms of entertainment that technologies allow by properly balancing one’s own “media diet”.
Video games are among the most popular entertainment industries in the world. It is possible to play games almost everywhere, at almost any time, on almost any kind of device: sitting on the couch with a home console plugged into a television, riding the bus or metro with a portable console, sitting in the back of a classroom toggling on a smartphone, or even while falling asleep in bed with a tablet. They are fun, engaging and designed to capture players’ attention. These factors bring both opportunities but also challenges to the lives of children and young people.
The Council of Europe considers Digital Citizenship Education a key element to nurture a positive, inclusive and effective video game culture for tomorrow’s citizens. The more aware future generations are of the economic models, structures, languages, risks and opportunities within video games, the more it will be possible to build a society that is open and ready to recognise the beauty of this medium, and benefit from it, build better games, and minimise the dangers that video games, as well as other media, can inevitably have.
Promoting a positive video game culture means generating pedagogical reflection around video games: thinking about it as a cultural tool able to foster many facets not only hedonism but also to cognition, learning and development of a person. It also means considering video games worthy of study and accurate and careful analysis of its characteristics, mechanics, and languages.
The panel addresses the possibilities and the potentials that video games can offer in terms of creativity by proposing different points of view. Creativity as a means to foster culture and education for cultural awareness; game tools to foster creativity among players; creativity and self-expression in game cultures outside of games themselves; incentivizing creativity outside of games through games design; creativity in video games for healthcare, rehabilitation and wellbeing; and creativity to address hate speech in video game cultures.
BIO: Dr. Lobna Hassan, PhD, is Associate Professor of Sociotechnical Transitions in Services at Lappeenranta University of Technology, Finland. She leads SIA Lab, where research is conducted on the Sustainability, Inclusivity and Accessibility of technology. She received her PhD from Hanken School of Economics, Finland and her BSc and MSc from the German University in Cairo, Egypt with high honours. She has published in internationally recognized venues, including User Modeling and User-Adapted Interaction, Government Information Quarterly, Simulation & Gaming and Information and Software Technology. Dr Hassan also works in collaboration with several societal and business actors internationally within her interests around inclusion, accessibility, gamification, storification, and civic engagement. Her work and publications can be found at https://lobnahassan.com
CONTRIBUTION: Incentivizing creativity through game design
SYNOPSIS: One of the most discussed cases where games were not only used as a tool to foster creativity but also to advance science and improve mankind is the case of Foldit. When scientists were faced with a complex data analysis problem that could only be figured out through human intelligence, they launched Foldit; a game where science-uninitiated players engaged with complex DNA structures and solved the case – Curtis 2015. The question has then become, how do we replicate this remarkable case? Indeed games can foster creativity, but how? The answer is complex. Games or gamification can provide tools but how we utilize those tools is highly subjective and depends on a host of factors (Landers et al., 2018). Much research has been conducted on this topic indicating that perhaps collaborative, social design, where purpose and meaning are highly emphasized could be the way to go (Hassan et al., 2019) but we are along way from fully figuring out the creativity puzzle.
LINKS:
https://lobnahassan.com
https://accessible-games.com
· Curtis, Vickie (2015). Motivation to Participate in an Online Citizen Science Game: A Study of Foldit. Science Communication 37.6: 723–46.
· Hassan, L., Deterding, S., Harviainen, J. T., & Hamari, J. (2019). Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation. Storyworlds, 11(11), 51–78.
· Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification Science, Its History and Future: Definitions and a Research Agenda. Simulation & Gaming, 49(3), 315–337. https://doi.org/10.1177/