A norm-critical game culture
Reference number | |
Coordinator | Blekinge tekniska högskola - Campus Karlshamn |
Funding from Vinnova | SEK 300 000 |
Project duration | August 2014 - March 2015 |
Status | Completed |
Important results from the project
The aim is to identify norms and attitudes among future game developers, increase knowledge of the norm critical perspective in the gaming industry and experiment with the concept of games in partnership with private and public sector. Objectives: develop knowledge of game development and game industry, its needs and possible entry points for innovation. develop knowledge and techniques on how gender can be transformed from a theoretical perspective to an action in the gaming industry. organize a hackathon focusing on gender and games for change and innovation.
Expected long term effects
This project has generated short-term benefits by identifying gaps on education, gender-aggregated statistics and initiatives. But the project has also found opportunities. The hackathon experimented with norm-critical innovation processes in collaboration between academia, industry and the public sector. The effects of the project and its participatory methods can be seen in how all participants act and relate to norm-critical perspectives in the contexts where games are discussed and developed.
Approach and implementation
The work was done with a participant-driven model, Participatory Action Research (PAR), where everyone contributes with their knowledge and discuss possible approaches for a norm- critical game culture. PAR stands for the active participation of both researchers and participants. Three meetings were held with a basis in the following themes: education and research, business and industry and future uses. Finally, a one-day event (hackathon) was held where people from the private and public sectors were invited to create game concepts based on a norm-critical perspective.