Gaming for Introducing Social Challenges and Responsibility to Young People

Perko, Igor and Mendiwelso-Bendek, Zoraida (2018) Gaming for Introducing Social Challenges and Responsibility to Young People. Journal of Contemporary Issues In Economics and Business, 64 (4). pp. 34-47. ISSN 0547-3101

Full content URL: https://doi.org/10.2478/ngoe-2018-0021

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Gaming for Introducing Social Challenges and Responsibility to Young People
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Abstract

Background and Purpose - Gaming has the potential to support the development of young people’s capabilities in social responsibility (SR), and at the same time represents threats of developing undesired behaviour patterns. Successful integration of gaming in the life of young people requires a systemic approach, which hasn’t been provided in the literature jet. We are providing an insight to the issue.
Design/Methodology/Approach - In the paper multiple methods are used. To elaborate the backgrounds on the games effects and social behaviour, literature is analysed. To assess the state-of-the art of young people characteristics, their pressing social challenges, and gaming evaluation reports are analysed. The synthesis is provided and put in the context with social responsibility properties using system dynamics.
Results - Gaming concepts, appropriate for education for SR, and relationships between young people challenges and the players in the gaming environment in SR terms are proposed.
Conclusions – Currently, the loop of games development is negatively propelled by the short-term games demand. We propose effective feedback loops, linking young people and their social environment, using SR tool set to provide demands to the game providers.
The experience will support the games developers to design socially constructive games, aiming to develop the desired skills and competencies in social transformation processes of young people toward SR.
The proposed model provides merely an overview model, designed by the literature review and state-of-the-art analysis. To fully understand the games effects on the young people, a more detailed analysis is required.

Keywords:Young people, Social challenges, Gaming, learning, Competence building, Social responsibility
Subjects:L Social studies > L990 Social studies not elsewhere classified
Divisions:Lincoln International Business School
ID Code:35348
Deposited On:15 Apr 2019 15:32

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