Playable problems: game-design thinking for civic problem-solving

Eric Gordon
{"title":"Playable problems: game-design thinking for civic problem-solving","authors":"Eric Gordon","doi":"10.4337/9781786439376.00026","DOIUrl":null,"url":null,"abstract":"As interest grows in involving stakeholders in problem-solving around resilience strategies, the biggest hurdle is creating mechanisms through which people can meaningfully contribute. Organizations big and small are calling for increased participation and greater public engagement, but too often the response to this call is another community forum or online poll. While design thinking methods are becoming popular, and can provide useful strategies for simplifying complexity and focusing on outcomes, they often gloss over nuance of culture, power and experience. In this chapter, I advocate for the use of game design as a method of group ideation and problem-solving in the context of social resilience. Specifically, this approach asks participants to identify the ‘playable problem’, or the goal of the game whereby rules and mechanics can be designed to guide players through an experience. In transforming large wicked problems, like lack of community connectedness, into smaller ‘playable problems’, such as not having informal gathering spaces in the community, participants can imagine a balanced system where a player is seeking to forge connections with neighbors and comes up against obstacles in such a way that forces him or her to imagine new paths or tactics. I do not suggest that problems should be solved through game play; rather, through game-design thinking, participants can reframe civic issues around the experience of a player moving through a system. This chapter details the game-design thinking process and provides examples of its use in a youth advocacy project in India.","PeriodicalId":245948,"journal":{"name":"Handbook on Resilience of Socio-Technical Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook on Resilience of Socio-Technical Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4337/9781786439376.00026","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

As interest grows in involving stakeholders in problem-solving around resilience strategies, the biggest hurdle is creating mechanisms through which people can meaningfully contribute. Organizations big and small are calling for increased participation and greater public engagement, but too often the response to this call is another community forum or online poll. While design thinking methods are becoming popular, and can provide useful strategies for simplifying complexity and focusing on outcomes, they often gloss over nuance of culture, power and experience. In this chapter, I advocate for the use of game design as a method of group ideation and problem-solving in the context of social resilience. Specifically, this approach asks participants to identify the ‘playable problem’, or the goal of the game whereby rules and mechanics can be designed to guide players through an experience. In transforming large wicked problems, like lack of community connectedness, into smaller ‘playable problems’, such as not having informal gathering spaces in the community, participants can imagine a balanced system where a player is seeking to forge connections with neighbors and comes up against obstacles in such a way that forces him or her to imagine new paths or tactics. I do not suggest that problems should be solved through game play; rather, through game-design thinking, participants can reframe civic issues around the experience of a player moving through a system. This chapter details the game-design thinking process and provides examples of its use in a youth advocacy project in India.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
可玩性问题:解决公民问题的游戏设计思维
随着利益相关者参与解决弹性战略问题的兴趣日益浓厚,最大的障碍是建立机制,让人们能够做出有意义的贡献。大大小小的组织都在呼吁更多的参与和更多的公众参与,但对这一呼吁的回应往往是另一个社区论坛或在线投票。虽然设计思维方法正变得越来越流行,并且可以为简化复杂性和专注于结果提供有用的策略,但它们往往掩盖了文化、权力和经验的细微差别。在这一章中,我主张将游戏设计作为一种团队构思和解决社会弹性问题的方法。具体来说,这种方法要求参与者确定“可玩问题”,或游戏目标,从而设计规则和机制来引导玩家完成体验。在将大问题(如缺乏社区联系)转化为较小的“可玩问题”(如社区中没有非正式的聚会空间)时,参与者可以想象一个平衡的系统,在这个系统中,玩家寻求与邻居建立联系,并以这种方式遇到障碍,迫使他或她想象新的路径或策略。我并不建议通过游戏玩法来解决问题;相反,通过游戏设计思维,参与者可以围绕玩家在系统中移动的体验重新构建公民问题。这一章详细介绍了游戏设计思维过程,并提供了其在印度青年倡导项目中的应用实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Estimating the cost-effectiveness of resilience to disasters: survey instrument design and refinement of primary data Towards a responsible resilience The metaphorical processes in the history of the resilience notion and the rise of the ecosystem resilience theory Analyzing the resilience of a transition: an indicator-based approach for socio-technical systems Regime shifts in social-ecological systems
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1