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Exploring Automated Futures through Game-making
Halmstad University, School of Information Technology.ORCID iD: 0000-0003-2349-347x
Halmstad University, School of Information Technology.ORCID iD: 0000-0002-5130-9230
Jönköping University, Jönköping, Sweden.
Halmstad University, School of Information Technology.ORCID iD: 0000-0002-8529-0072
2024 (English)In: The De Gruyter Handbook of Automated Futures: Imaginaries, Interactions and Impact / [ed] Fors, Vaike; Berg, Martin; Brodersen, Meike, Berlin: Walter de Gruyter, 2024, p. 359-378Chapter in book (Refereed)
Abstract [en]

The design of more humane and inclusive automated futures is a wicked design problem. Design disciplines have long addressed wicked problems as socially constructed problems and this chapter explores the critical use of reflective game-playing and generative game-making as a thirdspace approach to produce more socially informed solutions for automated futures. Two cases describing critical tabletop gamemaking for exploring future-oriented ethical issues from two projects are presented: the first case details the design process of a card game created to enable mobility companies to explore how they conceptualise and frame their role as technology innovators in relation to environmental sustainability; the second case details the design process and prototyping of a card game meant to explore privacy issues and the consequences of data sharing behaviours on the internet. Engaging in a co-creative, structured, and reflective process of group prototyping through game-making generates two distinct important learning outcomes that help unravel complex, wicked problems. On one hand, the game-makers directly work to unpack, formalise, and produce an experience that simulates a specific wicked problem, increasing their own awareness and understanding of it. On the other hand, the process produces a concrete artifact in the form of a game that can be later played by unrelated parties ensuring that longer-term knowledge generation can happen. © 2024 Walter de Gruyter GmbH, Berlin/Boston.

Place, publisher, year, edition, pages
Berlin: Walter de Gruyter, 2024. p. 359-378
Series
De Gruyter Handbooks of Digital Transformation, ISSN 2940-7249, E-ISSN 2940-7257 ; 2
Keywords [en]
Game-making, design games, complexity, wicked problems, automated futures
National Category
Media and Communications
Research subject
Smart Cities and Communities, REBEL
Identifiers
URN: urn:nbn:se:hh:diva-55523DOI: 10.1515/9783110792256-022ISBN: 978-3-11-079224-9 (print)OAI: oai:DiVA.org:hh-55523DiVA, id: diva2:1939830
Available from: 2025-02-24 Created: 2025-02-24 Last updated: 2025-12-05Bibliographically approved

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fulltext(3360 kB)470 downloads
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Resmini, AndreaGkouskos, DimitriosHylving, Lena

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CiteExportLink to record
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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
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Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf