Serious Gaming for Behavioural Change Sample Clauses

Serious Gaming for Behavioural Change. Introduction and definition So far, collaborative ICTs have dramatically augmented the capacity of people to connect and collaborate. Yet, less impact has been achieved in terms of actual change and action, as most collaboration remain confined to an elite of highly-motivated individuals and faces the traditional limits of human attention and motivation. As illustrated in other challenges, ICT can improve data 131 xxxx://xxx.xxxxxx.xx/ collection and analysis, but if attention and motivation are not present, little impact can be achieved. This challenge deals with the closing loop of collaboration and depicts ICT solutions that enable behavioural change and action. Even when citizens and government are fully aware of necessary policy choices, they might irrationally choose short-term benefits. Simulation and serious gaming (also known as interactive learning environments) offer opportunities to impact on personal incentives to action and showing long-term and systemic effects of individual choices, thereby lowering the engagement barrier to collaborative governance and augmenting its impact. In particular, serious games have been developed for educational purposes and raising awareness on particular issues while not requiring high levels of engagement. Simulation tools enable users to see the systemic and long-term impact of their action in a very concrete and tangible form, thereby encouraging more responsible behaviour and long-term thinking. Gaming engages users through the “fun” and “social” dimension, thereby providing incentives towards action. Feedback and simulation systems include both individual and government behaviour, thereby allowing policy-makers and citizens to detect the impact of both individual and policy choices. Engagement of domain experts is a crucial issue for building reliable games and simulation tools. Toolkits and modules enable a wider audience of stakeholders to take a direct, active role in games development, thereby enabling all relevant knowledge to be elicited and captured by the simulation and gaming scenarios and models. Pre-built toolkit enables the creation directly by thematic experts and not by technology experts. Why it matters in governance Most applications of simulation and gaming are developed into the context of education and learning, while more interactive feedback producing systems have been applied to personal health and energy conservation. The specific challenges of gaming for public policy awareness and ...
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