Gaming for Introducing Social Challenges and Responsibility to Young People

Igor Perko, Zoraida Mendiwelso-Bendek


Gaming has the potential to support the development of young people’s
capabilities in social responsibility (SR) and, at the same time, represents a threat
of developing undesired behaviour patterns. Successful integration of gaming in
the lives of young people requires a systemic approach, which, to the best of our
knowledge, hasn’t been provided in the literature. We provide insight into this
issue. In this paper, multiple methods are used. To elaborate the backgrounds on
the gaming’s effects and social behaviour, the literature is analysed. To assess the
state-of-the art of young people characteristics, their pressing social challenges
and gaming evaluation reports are analysed. The synthesis is provided and
placed in the context with social responsibility properties using system dynamics.
Gaming concepts, appropriate for education for SR, and relationships between
young people's challenges and the players in the gaming environment in SR
terms are proposed. Currently, the loop of games development is negatively
propelled by the short-term games demand. We propose effective feedback
loops, linking young people and their social environment, using a SR tool set to
provide demands to the game providers. The experience will support the games
developers to design socially constructive games, aiming to develop the desired
skills and competencies in social transformation processes of young people
toward SR. The proposed model provides merely an overview model, designed by
the literature review and state-of-the-art analysis. To fully understand the games’
effects on young people, a more detailed analysis is required.


young people, social challenges, gaming, learning, competence building, social responsibility

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