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Games as Mediating Platforms in an Open and Digital World

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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 (GranDGamesBR 2020, GranDGamesBR 2021)

Abstract

The complexity of social interactions has been pointed out as challenges in studies on social development, education, cultural diversity, behavior change, and innovation. The COVID-19 pandemics highlighted important issues of our modern society, especially regarding emotional and psychological issues: humans as artificial beings disconnected from the planet, anxious for socialization, mainly through virtual worlds. Stress, anxiety, hopelessness and depression are sources of concern, while pleasure - a fundamental aspect for human life - loses space. We argue that our society needs to recover the pleasure which relies on the learning aspects of life situations as well as to rebuild the way we interact for social or work purposes. In this chapter, we propose as a challenge for the games research community, to face the sophistication that encompasses how to conceptualize, model, design, evaluate, and play games which can turn our actions in the world more playful. We primarily approach games as enablers and agents for work relations, social change and innovation in organizations, with a special look to the Brazilian context.

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Notes

  1. 1.

    http://www.gamesforchange.org/.

  2. 2.

    http://www.halftheskymovement.org/.

  3. 3.

    https://journals.sagepub.com/home/sag.

  4. 4.

    Análise das trilhas nos sites dos anos anteriores - https://www.sbgames.org/.

  5. 5.

    https://acesso.gov.br/.

  6. 6.

    http://www.tjrj.jus.br/web/guest/institucional/mediacao/cejusc.

  7. 7.

    http://www.planalto.gov.br/ccivil_03/_ato2011-2014/2011/lei/l12527.htm.

  8. 8.

    VAPBr: https://ciberdem.mack.com.br/wp-content/uploads/2020/03/VAPBr-Cartas-e-Regras-Ciberdem-1.pdf.

  9. 9.

    Brazilian Federal Constitution: http://www.planalto.gov.br.

  10. 10.

    Federal Government’s Digital Governance Strategy: https://www.gov.br/.

  11. 11.

    PYP-VBr: https://ciberdem.mack.com.br/index.php/metodos/.

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Acknowledgements

This work was partially supported by the Brazilian National Research Council (CNPq), under the grant number #313210/2019-5, and by the MackPesquisa support fund. Additionally, this work was supported by the State of Rio de Janeiro Research Support Foundation (FAPERJ) under the grant number E-26/010.002459/2019.

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de Classe, T.M., de Araujo, R.M. (2023). Games as Mediating Platforms in an Open and Digital World. In: Santos, R.P.d., Hounsell, M.d.S. (eds) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. GranDGamesBR GranDGamesBR 2020 2021. Communications in Computer and Information Science, vol 1702. Springer, Cham. https://doi.org/10.1007/978-3-031-27639-2_4

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