Roleplaying, acting out the part of a character other than yourself, is a very popular pasttime. There exist a wide range of possible experiences from friendgroups playing Dungeons & Dragons around a kitchen table, to players going on weekend trips where they don costumes and act out being elves and wizards with like-minded people, and many steps in between. It is possible for a player's emotions while playing to affect them outside of the game as well, and the other way around too. This phenomenon is called bleed, and is the subject of much discussion in roleplaying design circles, with creators actively designing their games with bleed in mind. A game might intentionally seek to invoke bleed, which can create powerful emotional experiences, or seek to mitigate its effects by using a variety of common safety tools and good design practices. This talk will introduce Raymond Vermeulen's Professional Doctorate research project, which studies the mechanisms of bleed in analogue roleplaying games, the emotional design of this genre of game, and how this can be applied to the creation of digital narrative games as well.
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We read the invited review on sustainable medicines use in clinicalpractice by Adeyeye et al.1and would like to congratulate the authorswith the captivating way in which they used scientific facts combinedwith very practical solutions to convey their call to action. This call isprimarily addressed to the NHS, which the authors suspect will reso-nate with other health systems. While we fully agree with necessityof this top-down approach, we additionally believe that there is muchto be gained by making future prescribers more knowledgeable andaware about the impact they have on planetary health. The articleremains very brief about next generation of healthcare professionalsby quoting the General Medical Council's statement that“newly quali-fied doctors must be able to apply the principles, methods and knowl-edge of population health and the improvement of health andsustainable healthcare to medical practice.”2However, the underlyingquestion—how we effectively train future healthcare professionals inthese attitudes underpinned by knowledge—is not addressed...........
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Introducing the start of a new research project as part of the 2024 Professional Doctorate symposium.
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This reports is about content and language integrated learning (CLIL) in multilingual primary classrooms. While in theory CLIL offers many opportunities for inclusive education in multilingual settings, questions remain as to how integrated language teaching can be realised, and what teacher knowledge is required for this. This research used a CLIL Teaching Wall activity and interviews with UK and Dutch primary school teachers to capture teacher knowledge underlying decision-making in actual multilingual classrooms. The report presents a framework of CLIL teacher knowledge that emerged from this work.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.
This curriculum on social mentoring is the result of a collaboration of a diverse group of academics, practitioners and students from around the world and was developed and facilitated as part of the Erasmus Plus Project “Mentoring for Social Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU). It was implemented for the first time in Europe as a cross-organisational effort with a transdisciplinary approach as a blended intensive program with 30 participants from the partner countries joined by a further 220 students, practitioners and academics from NHL Stenden and the Netherlands for plenary sessions. The intended group of learners for this course are students, lecturers, researchers, academics and practitioners (mentors and program managers/coordinators of mentoring programs) interested in learning about mentoring for social inclusion and who are active in the fields of social work, youth work, sociology, health care, community work, management and organization, and related fields of practice and study programs. The weight of the program is 5 ECTS. This curriculum was developed as part of the Erasmus Plus Cooperation Partnership in Higher Educatoin “Mentoring for Social Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU), as part of WP3_A2 Training Capacity in higher education institutions, project number 2023-1-AT01-KA220-HED-000158214
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