Playful empowerment, the role of game design innovation in participatory citizenship.

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    In this talk I will address a changing perspective on design, one in which users are defined as social and economical actors who co-create products and services. We will see that the role of play in its contemporary and digital form for instance through games, apps, interactive toys is essential in this process. This talk consists of two parts. The first part focuses on our research in play and civic interaction design. I will define play in its digital form and its intrinsic qualities, such as fun, experience, creation, collaboration, and competition. I will then show that through these qualities a new digital culture has emerged in which, instead of a top-down, one-to- many vertical cascade, we find bottom-up, many-to-many, horizontal, peer-to-peer communications (Jenkins, 2009). In the second part, I will sketch the research and game designs in relation to research and education at the Amsterdam University of Applied Sciences, including further collaboration with partners in industry and research. The main focus in this talk is on the challenge of how to design for these collective opportunities, e.g. in health care, education and city planning.
    Original languageEnglish
    Title of host publicationSerious Games: Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
    EditorsT. Marsh
    Place of PublicationDordrecht
    ISBN (Electronic)978-3319458403
    ISBN (Print)331945840X
    Publication statusPublished - 3 Sept 2016
    EventJoint Conference of Serious Games - Brisbane, Australia
    Duration: 26 Sept 201627 Sept 2016


    ConferenceJoint Conference of Serious Games
    Abbreviated titleLCSG 2016
    Internet address

    Bibliographical note

    This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays.
    The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.


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