Human Wrongs

Playing with sensitive matters across sandbox games and anthropomorphism

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

In this study we investigate the design of a playful digital simulation on human rights, targeting high school and university students, building on sociomateriality and simulation. Since human rights are a complex topic, emotionally and politically charged, with deep social and philosophical ramifications, we decided to recast the problem focusing on the connection between human rights and distribution of resources. The result is Human Wrongs, a sandbox game in which a single or a small group of players manages the shared resources of two populations. We wanted to avoid telling players what to think, letting them instead to uncover the dilemmas involved in securing equal access to the necessary goods, as to guarantee fundamental rights to life and freedom. As the name suggests, Human Wrongs can be used to see the effects of extreme inequality, providing the players with more opportunities for reflection, as in negative brainstorming. As it is argued that anthropomorphism in games affects players’ emotional and cognitive responses, and we wanted to avoid issues with politically correctness or conflicts, our initial prototype represented two populations of geometrical characters and food resources where visualized as spontaneously growing cupcakes. However, data from a participatory workshop conducted with a group of teenagers suggests a preference for more realistic situations and anthropomorphic characters, in which players can identify. To explore the impact of anthropomorphism on emotional responses and critical reflections we designed two new versions of our game, one with human-like characters and the other with funny-looking octopuses. Results from a qualitative evaluation with university students shows that even if the students found anthropomorphic game better suited to inspire critical reflections, they did enjoy playing the zoomorphic version and were more creative in exploring possible scenarios with it than with the human-themed version. Therefore, we propose a scenario where both versions are kept, to support more deep and nuanced reflections.

Original languageEnglish
Title of host publicationProceedings of the 13th International Conference on Game Based Learning, ECGBL 2019
EditorsLars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid
PublisherDechema e.V.
Publication dateOct 2019
Pages486-493
ISBN (Electronic)978-191276438-9
DOIs
Publication statusPublished - Oct 2019
Event13th International Conference on Game Based Learning, ECGBL 2019 - Odense, Denmark
Duration: 3. Oct 20194. Oct 2019

Conference

Conference13th International Conference on Game Based Learning, ECGBL 2019
CountryDenmark
CityOdense
Period03/10/201904/10/2019
SeriesProceedings of the European Conference on Games-based Learning
Volume2019-October
ISSN2049-0992

Fingerprint

human rights
resources
scenario
simulation
fundamental right
university
student
small group
guarantee
food
evaluation
school
Group

Keywords

  • Anthropomorphism
  • Collective good
  • Human rights
  • Identification
  • Sandbox games

Cite this

Marchetti, E., & Valente, A. (2019). Human Wrongs: Playing with sensitive matters across sandbox games and anthropomorphism. In L. Elbaek, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019 (pp. 486-493). Dechema e.V.. Proceedings of the European Conference on Games-based Learning, Vol.. 2019-October https://doi.org/10.34190/GBL.19.037
Marchetti, Emanuela ; Valente, Andrea. / Human Wrongs : Playing with sensitive matters across sandbox games and anthropomorphism. Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019. editor / Lars Elbaek ; Gunver Majgaard ; Andrea Valente ; Saifuddin Khalid. Dechema e.V., 2019. pp. 486-493 (Proceedings of the European Conference on Games-based Learning, Vol. 2019-October).
@inproceedings{4eb93659bf4f4e519fbef9d4514f4b39,
title = "Human Wrongs: Playing with sensitive matters across sandbox games and anthropomorphism",
abstract = "In this study we investigate the design of a playful digital simulation on human rights, targeting high school and university students, building on sociomateriality and simulation. Since human rights are a complex topic, emotionally and politically charged, with deep social and philosophical ramifications, we decided to recast the problem focusing on the connection between human rights and distribution of resources. The result is Human Wrongs, a sandbox game in which a single or a small group of players manages the shared resources of two populations. We wanted to avoid telling players what to think, letting them instead to uncover the dilemmas involved in securing equal access to the necessary goods, as to guarantee fundamental rights to life and freedom. As the name suggests, Human Wrongs can be used to see the effects of extreme inequality, providing the players with more opportunities for reflection, as in negative brainstorming. As it is argued that anthropomorphism in games affects players’ emotional and cognitive responses, and we wanted to avoid issues with politically correctness or conflicts, our initial prototype represented two populations of geometrical characters and food resources where visualized as spontaneously growing cupcakes. However, data from a participatory workshop conducted with a group of teenagers suggests a preference for more realistic situations and anthropomorphic characters, in which players can identify. To explore the impact of anthropomorphism on emotional responses and critical reflections we designed two new versions of our game, one with human-like characters and the other with funny-looking octopuses. Results from a qualitative evaluation with university students shows that even if the students found anthropomorphic game better suited to inspire critical reflections, they did enjoy playing the zoomorphic version and were more creative in exploring possible scenarios with it than with the human-themed version. Therefore, we propose a scenario where both versions are kept, to support more deep and nuanced reflections.",
keywords = "Anthropomorphism, Collective good, Human rights, Identification, Sandbox games",
author = "Emanuela Marchetti and Andrea Valente",
year = "2019",
month = "10",
doi = "10.34190/GBL.19.037",
language = "English",
pages = "486--493",
editor = "Lars Elbaek and Gunver Majgaard and Andrea Valente and Saifuddin Khalid",
booktitle = "Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019",
publisher = "Dechema e.V.",

}

Marchetti, E & Valente, A 2019, Human Wrongs: Playing with sensitive matters across sandbox games and anthropomorphism. in L Elbaek, G Majgaard, A Valente & S Khalid (eds), Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019. Dechema e.V., Proceedings of the European Conference on Games-based Learning, vol. 2019-October, pp. 486-493, 13th International Conference on Game Based Learning, ECGBL 2019, Odense, Denmark, 03/10/2019. https://doi.org/10.34190/GBL.19.037

Human Wrongs : Playing with sensitive matters across sandbox games and anthropomorphism. / Marchetti, Emanuela; Valente, Andrea.

Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019. ed. / Lars Elbaek; Gunver Majgaard; Andrea Valente; Saifuddin Khalid. Dechema e.V., 2019. p. 486-493 (Proceedings of the European Conference on Games-based Learning, Vol. 2019-October).

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

TY - GEN

T1 - Human Wrongs

T2 - Playing with sensitive matters across sandbox games and anthropomorphism

AU - Marchetti, Emanuela

AU - Valente, Andrea

PY - 2019/10

Y1 - 2019/10

N2 - In this study we investigate the design of a playful digital simulation on human rights, targeting high school and university students, building on sociomateriality and simulation. Since human rights are a complex topic, emotionally and politically charged, with deep social and philosophical ramifications, we decided to recast the problem focusing on the connection between human rights and distribution of resources. The result is Human Wrongs, a sandbox game in which a single or a small group of players manages the shared resources of two populations. We wanted to avoid telling players what to think, letting them instead to uncover the dilemmas involved in securing equal access to the necessary goods, as to guarantee fundamental rights to life and freedom. As the name suggests, Human Wrongs can be used to see the effects of extreme inequality, providing the players with more opportunities for reflection, as in negative brainstorming. As it is argued that anthropomorphism in games affects players’ emotional and cognitive responses, and we wanted to avoid issues with politically correctness or conflicts, our initial prototype represented two populations of geometrical characters and food resources where visualized as spontaneously growing cupcakes. However, data from a participatory workshop conducted with a group of teenagers suggests a preference for more realistic situations and anthropomorphic characters, in which players can identify. To explore the impact of anthropomorphism on emotional responses and critical reflections we designed two new versions of our game, one with human-like characters and the other with funny-looking octopuses. Results from a qualitative evaluation with university students shows that even if the students found anthropomorphic game better suited to inspire critical reflections, they did enjoy playing the zoomorphic version and were more creative in exploring possible scenarios with it than with the human-themed version. Therefore, we propose a scenario where both versions are kept, to support more deep and nuanced reflections.

AB - In this study we investigate the design of a playful digital simulation on human rights, targeting high school and university students, building on sociomateriality and simulation. Since human rights are a complex topic, emotionally and politically charged, with deep social and philosophical ramifications, we decided to recast the problem focusing on the connection between human rights and distribution of resources. The result is Human Wrongs, a sandbox game in which a single or a small group of players manages the shared resources of two populations. We wanted to avoid telling players what to think, letting them instead to uncover the dilemmas involved in securing equal access to the necessary goods, as to guarantee fundamental rights to life and freedom. As the name suggests, Human Wrongs can be used to see the effects of extreme inequality, providing the players with more opportunities for reflection, as in negative brainstorming. As it is argued that anthropomorphism in games affects players’ emotional and cognitive responses, and we wanted to avoid issues with politically correctness or conflicts, our initial prototype represented two populations of geometrical characters and food resources where visualized as spontaneously growing cupcakes. However, data from a participatory workshop conducted with a group of teenagers suggests a preference for more realistic situations and anthropomorphic characters, in which players can identify. To explore the impact of anthropomorphism on emotional responses and critical reflections we designed two new versions of our game, one with human-like characters and the other with funny-looking octopuses. Results from a qualitative evaluation with university students shows that even if the students found anthropomorphic game better suited to inspire critical reflections, they did enjoy playing the zoomorphic version and were more creative in exploring possible scenarios with it than with the human-themed version. Therefore, we propose a scenario where both versions are kept, to support more deep and nuanced reflections.

KW - Anthropomorphism

KW - Collective good

KW - Human rights

KW - Identification

KW - Sandbox games

U2 - 10.34190/GBL.19.037

DO - 10.34190/GBL.19.037

M3 - Article in proceedings

SP - 486

EP - 493

BT - Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019

A2 - Elbaek, Lars

A2 - Majgaard, Gunver

A2 - Valente, Andrea

A2 - Khalid, Saifuddin

PB - Dechema e.V.

ER -

Marchetti E, Valente A. Human Wrongs: Playing with sensitive matters across sandbox games and anthropomorphism. In Elbaek L, Majgaard G, Valente A, Khalid S, editors, Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019. Dechema e.V. 2019. p. 486-493. (Proceedings of the European Conference on Games-based Learning, Vol. 2019-October). https://doi.org/10.34190/GBL.19.037