All social media should have a sticker saying 'Don't Jump for the Tool!' While it is tempting 'to use Twitter', the choice of a medium like Twitter cannot be seen in isolation of strategic goals, instruments and expected results, i.e. a communication strategy. We designed a board game, called the Media Strategy Game, which makes professionals aware of the choices and opportunities involved in developing a communication strategy. By playing the game, assumptions about objectives and results are made explicit and awareness is created for the activities needed to achieve objectives. The game therefore serves to stimulate discussions, provides insights for the development of an efficient media policy, and helps to create consensus. While designed for professionals who need to communicate a message inside or outside of an organization, it has also proved very valuable in trainings and in higher education. Recently a workbook has been added to the board game that helps professionals to formulate their communication strategy by providing 16 hands-on models for business strategy, business modelling, leveraging tools and formulating indicators to measure impact.
Mensen met autisme redden het vaker niet dan wel op school en op de arbeidsmarkt. Niet kunnen omgaan met stress, bijvoorbeeld door veranderingen in het werk, is de belangrijkste oorzaak. Het zelf kunnen herkennen van stress en nadenken over de oorzaken daarvan is weinig mensen met ASS gegeven, en ook voor mensen in de omgeving (coaches, docenten, collega’s) wordt het vaak pas duidelijk als het te laat is. Vroegtijdige signalering van stress om uitval te voorkomen is derhalve wenselijk. Doel van dit project is het ontwikkelen van een digitale stress duidings- en coachingstool, waarbij zowel het perspectief van begeleiders/coaches als dat van de persoon met autisme zelf wordt ondersteund. Daarbij maken we gebruik van de wetenschappelijk voldoende bewezen technologie van huidweerstand-analyse. Zoals bij alle technologieën die ontwikkeld worden voor stresssignalering geldt ook hier dat menselijke duiding nodig blijft. Centraal in deze aanvraag staan technologische ontwikkelingen die in gang gezet zijn binnen Fontys Hogeschool ICT en Game Solutions Lab om stress-indicatoren te meten en te communiceren, gecombineerd met de domeinkennis van Leo Kanner, Leermakers Zorggroep, de Nederlandse Vereniging voor Autisme (NVA) en Student+. De innovatie kracht van dit project ligt in de combinatie van menselijke kracht én technologische ondersteuning in lijn met het probleemgebied Enabling Adaptation binnen de Roadmap Design for Change. Deze combinatie maakt het mogelijk om op grond van objectieve data sneller en effectiever stressoren in kaart te brengen en zelfduiding te stimuleren op het juiste moment. Hiermee worden niet alleen actuele risico’s beperkt, maar zal ook voor de lange termijn leiden tot betere zelfkennis en meer zelfregie. Hierdoor kan de doelgroep door juiste aanpassingen wel duurzaam onderwijs volgen of aan het werk blijven.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.