Students, Participatory Design, and Serious Games in a Response to: 'No Algorithmization without Representation: Pilot Study on Regulatory Experiments in an Exploratory Sandbox'.

Brian Ballsun-Stanton
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Abstract

No Algorithmization without Representation tracked a cohort of 'Lithopy' crypto-government sandbox participants in a longitudinal study looking at COVID-19 contact tracing app acceptance. These survey responses extended experiences with theoretical blockchain town governance by also tracking reasons for and against compliance with contact tracing apps. They found that the expressed opinions of students were incoherent and demanded technical or policy responses outside of the students' direct experiences. In this response to that paper, I leverage the paper's (commendable) open data to suggest that the sandbox's claims of 'No Algorithmization without Representation' is a rediscovery of participatory design within the context of the serious games movement. While Role-Playing Games and War Games are excellent pedagogic tools xor planning tools-using undergraduate students' participation in them as the basis of a claim for increased representation in technology policy is a bold claim. This claim is not fully substantiated by the paper's data. Nevertheless, there is a need for better decision-making and public representation within technology design and policy-making spaces-making the claim for serious games as a meaningful public policy contribution not without merit.

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学生、参与式设计和严肃游戏对“没有代表性就没有算法:探索性沙盒中监管实验的试点研究”的回应。
在一项关于COVID-19接触者追踪应用接受度的纵向研究中,No algorithization without Representation跟踪了一组“Lithopy”加密政府沙盒参与者。这些调查结果通过跟踪支持和反对使用接触者追踪应用程序的原因,扩展了理论上的区块链城镇治理经验。他们发现,学生们表达的观点是不连贯的,需要在学生的直接经验之外做出技术或政策回应。在对这篇论文的回应中,我利用了这篇论文(值得赞扬的)的公开数据来表明,沙盒所宣称的“没有代表性就没有算法化”是在严肃游戏运动的背景下对参与式设计的重新发现。虽然角色扮演游戏和战争游戏是优秀的教学工具或规划工具,但利用本科生的参与作为声称在技术政策中增加代表性的基础是一个大胆的主张。这一说法没有得到论文数据的充分证实。尽管如此,在技术设计和政策制定领域中仍需要更好的决策和公众代表——将严肃游戏视为有意义的公共政策贡献并非毫无价值。
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