Hacking Kuwaitscapes
by Alexandra Gomes, Sharifa Alshalfan, Asseel Al-Ragam & Tanushree AgarwalGames can be great tools for promoting learning and behaviour change through their ability to engage interest, motivate effort, encourage task persistence and problem-based learning opportunities. These types of games are known as ‘serious games’. One example is ‘Kuwaitscapes’, a card game created with the goal of raising awareness about the potential of Kuwait’s public space use and encouraging players to reflect on different user experiences. However, initial feedback from players revealed that the game fell short of this goal, as it was seen as more of a fun, competitive game rather than a tool for learning and reflection. This was important feedback provided by players from en.v, a women-led, culturally diverse and interdisciplinary organisation working in Kuwait.
| Item Type | ['eprint_typename_blog_post' not defined] |
|---|---|
| Departments | LSE |
| Date Deposited | 06 Mar 2023 16:57 |
| URI | https://researchonline.lse.ac.uk/id/eprint/118323 |
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