Games are increasingly seen as a way to address human needs, from the intimate work of maintaining social relationships to the pragmatic benefits of games for learning, health, and social change. If we hope to design games that address these needs, we must understand how people create meaning with, through, and around games. How do specific game design decisions impact the way players think, feel, and behave? What kinds of imaginative and social affordances can games provide players? And what kinds of problems are most appropriate to solve with games in the first place? This talk explores the complex interaction between game design, user experience, and real-world problems through the lens of game-based research projects on discrimination, smoking, and history.
Via cms.mit.edu
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Podcast: “What Games Mean (And How They Mean It)”
Filed Under: From the metaverse community, Virtual Worlds
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