Desire, Rush, Ecstasy – Learning by ludic action
What are the design rules for an applied game, which aims at changing interest, motivation and behaviour of young people with respect to social issues?
We usually are not consciously aware of our feet. If we perceive them at all, we see them as part of the world, as anthropologist Nigel Barley said. With social issues it is similar, since they are strongly influenced by personal behaviour, and therefore need a change of perspective if they are to be considered critically. Supported by literature from psychology, educational sciences and sociology as well as exploratory and empirical research, the Master’s thesis “Desire, Rush, Ecstasy” discusses changing patterns of perception, awareness and experience. The resulting design strategies for applied games were used to design the board game “Kratos”, which considers the ecological impact of the food industry, to influence interest, motivation and behaviour of young people.
Dr. Mela Kocher, René Bauer, Beat Suter