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Case Example: KIKATOPIA Game—A Simulation Game on Diversity and Living Together with Children as Co-designers

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Gaming as a Cultural Commons

Part of the book series: Translational Systems Sciences ((TSS,volume 28))

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Abstract

In this chapter, we illustrate some of the basic concepts of gaming simulation (see Chap. 1 for terminology and fundamentals). We also use a case example to provide context for subsequent chapters on the use of games for education. Our case focuses on a game for players aged 10–14 years, which a team of children co-designed with us. The game was concerned with how to coexist peacefully in a modern society (Germany) that is becoming increasingly complex and diverse. We also discuss how the design process and content of the game are associated with ethical challenges. We believe that this case example can shed light on some of the risks, challenges, and opportunities associated with the use of games as cultural commodities. In addition, we show that co-designing games offers opportunities for improving education, knowledge, and skills of children, by developing their values and attitudes and improving their self-concept.

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Correspondence to Willy Christian Kriz .

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Kriz, W.C., Eberle, T. (2022). Case Example: KIKATOPIA Game—A Simulation Game on Diversity and Living Together with Children as Co-designers. In: Kikkawa, T., Kriz, W.C., Sugiura, J. (eds) Gaming as a Cultural Commons. Translational Systems Sciences, vol 28. Springer, Singapore. https://doi.org/10.1007/978-981-19-0348-9_6

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