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

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)...

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Bibliographic Details
Authors: Benito Santos, Alejandro, Losada Gómez, Antonio G., Palfinger, Thomas, Therón Sánchez, Roberto, Wandl-Vogt, Eveline
Format: article
Publication Date:2021
Country:España
Institution:Universidad Nacional de Educación a Distancia
Repository:e-spacio. Repositorio Institucional de la UNED
Language:Spanish
OAI Identifier:oai:e-spacio.uned.es:20.500.14468/31779
Online Access:https://hdl.handle.net/20.500.14468/31779
Access Level:Open access
Keyword:1203.17 Informática
ODS 3 - Salud y bienestar
ODS 10 - Reducción de las desigualdades
ODS 17 - Alianzas para lograr los objetivos
Description
Summary: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.