Friday June 21st, 2024 ARCO

Games for social change

cambiamento sociale social change giochi games gamification ricerca comportamentale behavioural insights

To foster social change, it is first necessary to imagine new solutions and understand their consequences within a social context.  Traditional methods of generating social change often rely on poorly explained or superficial regulatory interventions, which can lead to resistance to novelty. On the other hand, behavioral research, seeks to trigger a change by enhancing individual knowledge and responsibility towards issues of collective interest.

Certain activities are more effective in influencing the attitudes and behaviour of a population, such as games, as they are based on naturally enjoyable practices. These activities reduce the effort required for change and increase awareness of is benefits.

Playing games is an activity that crosses cultures, transcends geographical or age boundaries, driven by the participants’ enjoyment and the apparent absence of concrete purpose. Despite this, games channel the players’ motivation and emotions, sustain their commitment and facilitate improvement as they become familiar with the rules. Indeed, the balance between understanding the rules and the enjoyment of play evolves behaviour weather around a table, behind a screen or outdoors.

Games can be applied to numerous fields, serving as a transformative tool that begins  with the individual player, gently introducing  individuals to new perspectives. By analysing how the game mechanics interact with players’ strategies and actions during a game it is possible to understand which behaviours are influenced and reinforced through practice.

  • The potential of already existing games can be exploited to gain lateral knowledge or raise awareness on a topic related to their main objective;
  • Creating a new game from scratch allows to design its rules in a way that specifically encourages players to envisage or imprint change towards the main theme of the game itself
  • ‘Gamification’ – i.e. the transformation of challenging and uncomfortable activities into enjoyable and immersive practices through the inclusion of elements drawn from the game itself –  exploits the properties of playing in reverse manners that is within non-ludic frames. 

Tools for
Social change

  • Promote awareness of civic engagement issues (such as blood donation or the fight against poverty);
  • Promote ecological behaviour (such as reducing water consumption or separate waste collection);
  • Facilitate learning of scholastic or notional knowledge through game-based learning processes (from the use of texts and exercises with playful components to apps for learning languages);
  • Facilitate the adoption of correct lifestyles (such as regular physical activity, through fitness apps, to knowledge of the nutritional principles of a correct diet).

Games
can

Gaming has become increasingly pervasive in work, digital and entertainment environments. Because it is based on entertainment, it is often forgotten that this medium requires expert design and an effective application to become a prompt for a change. Proper use of games  need the analyses of players’ behavior to identify mechanics that can foster change, employing accurate game design procedures, to create effective and engaging games, and scientifically assessing the effects of these change over time and on the entire community.

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