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Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0000-0001-5617-9984
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0000-0001-8325-5890
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0009-0001-4343-3362
2021 (English)In: Media and Communication, E-ISSN 2183-2439, Vol. 9, no 1, p. 17-27Article in journal (Refereed) Published
Abstract [en]

While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model foundin Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.

Place, publisher, year, edition, pages
Lissabon, Portugal: Cogitatio , 2021. Vol. 9, no 1, p. 17-27
Keywords [en]
Activity theory, mixed media, online risk awareness, serious game, zone of experience
National Category
Engineering and Technology Human Computer Interaction
Research subject
Media, Technology and Culture (MTEC)
Identifiers
URN: urn:nbn:se:his:diva-19371DOI: 10.17645/mac.v9i1.3203ISI: 000606397900003Scopus ID: 2-s2.0-85099860881OAI: oai:DiVA.org:his-19371DiVA, id: diva2:1514742
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KidCog2
Note

CC BY 4.0

The project was carried in two parts, as a joint venture between the University of Skövde, the non-profit organisation The Change Attitude Foundation, and the game company IUS Innovation. The first project was financed by the Sten A Olsson Foundation for Research and Culture. The second project was financed by the World Childhood Foundation and the University of Skövde. The research team includes the following people at the University of Skövde: Prof. Per Backlund, Assoc. Prof. Ulf Wilhelmsson, PhD student Marcus Toftedahl, Research Engineer Mikael Lebram, Dr. Niklas Torstensson, and Dr. Tarja Susi. We would also like to thank our anonymous reviewers for valuable and constructive comments.

Available from: 2021-01-07 Created: 2021-01-07 Last updated: 2024-09-12Bibliographically approved

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Wilhelmsson, UlfSusi, TarjaTorstensson, Niklas

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