Abstract
Playful narratives create game spaces, ludofiction worlds or real worlds that can generate a good interaction and experience for the user. Taken to the political, artistic and social fields, it helps to generate motivation and awareness of some current issues. The aim of this work is to observe the role of playful or gameable narratives as a user experience for social change, through a methodology qualitative analysis of cases with semi-estructured interview.
| Original language | English |
|---|---|
| Pages (from-to) | 57-70 |
| Number of pages | 14 |
| Journal | CEUR Workshop Proceedings |
| Volume | 2747 |
| State | Published - 2020 |
| Event | 6th Iberoamerican Conference of Computer Human Interaction, HCI 2020 - Arequipa, Peru Duration: 16 Sep 2020 → 18 Sep 2020 |
Keywords
- Gamification
- Ludoficcional
- Play-narratives
- Possible worlds
- Social change
- User Experience
- Video games
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