TY - GEN
T1 - Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society
T2 - 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022
AU - Sousa, Carla
AU - Neves, José Carlos
N1 - Publisher Copyright:
© 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
PY - 2023
Y1 - 2023
N2 - Over the years, academia has had the role of leading the processes of research and development, generating evidence to inform social change. However, this same evidence does not always seem to make these processes effective, based on the premise that there is a gap between higher education institutions and the various civil society organizations. The present work aims to systematize the insights regarding a set of playful resources, originated through Participatory Action Research (PAR) experiences, developed between academia and civil society organizations. These are characterized by a multistakeholder vision of this connection, which includes professors, researchers, students, Non-Governmental Organizations (NGOs), and cultural institutions. In addition, these experiences have a specific focus on increasing access and accessibility of distinct cultural forms through interaction and playfulness. In this context, four case studies are presented, as a strategy to bridge this gap, through the operationalization of the notions of social value, tangibility, playfulness, and pedagogical value. Different types of games and an interactive installation were developed from 2015 to 2022 and emerged from concrete problems experienced in the field by the different organizations. The results from these experiences highlight how media research can simultaneously study the users’ needs and produce innovation and change, while bridging the above-discussed gap.
AB - Over the years, academia has had the role of leading the processes of research and development, generating evidence to inform social change. However, this same evidence does not always seem to make these processes effective, based on the premise that there is a gap between higher education institutions and the various civil society organizations. The present work aims to systematize the insights regarding a set of playful resources, originated through Participatory Action Research (PAR) experiences, developed between academia and civil society organizations. These are characterized by a multistakeholder vision of this connection, which includes professors, researchers, students, Non-Governmental Organizations (NGOs), and cultural institutions. In addition, these experiences have a specific focus on increasing access and accessibility of distinct cultural forms through interaction and playfulness. In this context, four case studies are presented, as a strategy to bridge this gap, through the operationalization of the notions of social value, tangibility, playfulness, and pedagogical value. Different types of games and an interactive installation were developed from 2015 to 2022 and emerged from concrete problems experienced in the field by the different organizations. The results from these experiences highlight how media research can simultaneously study the users’ needs and produce innovation and change, while bridging the above-discussed gap.
KW - Access
KW - Games
KW - Inclusion
KW - Participatory Action Research
KW - Playfulness
KW - Social Value
KW - Tangibility
UR - http://www.scopus.com/inward/record.url?scp=85152544569&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-28993-4_30
DO - 10.1007/978-3-031-28993-4_30
M3 - Conference contribution
AN - SCOPUS:85152544569
SN - 9783031289927
T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
SP - 429
EP - 444
BT - ArtsIT, Interactivity and Game Creation - 11th EAI International Conference, ArtsIT 2022, Proceedings
A2 - Brooks, Anthony L.
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 21 November 2022 through 22 November 2022
ER -