社会学(再)搜索游戏:在社会科学、博物馆工作人员和公众之间玩和传递文化知识

Pedro Andrade
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引用次数: 0

摘要

为什么我们需要社会学(Re)搜索游戏?欧盟地平线2020-27是一项新的欧洲研究资助计划[1]。作为其核心战略理念之一,它建立了对数字媒体项目的投资,与其他领域的工具和资源相结合,以开发知识生产和转移的创新方法。目前,游戏是数字产业和服务中增长最快的部分。严肃游戏是一种有效的知识分享方式,作为一种能够教授或训练各种活动或技能的类型[2]。例如,保健技能;营销或政治运动;以及艺术博物馆或画廊的专业人员和公众的文化遗产资格。这个项目最初的想法是证明数字游戏,特别是严肃游戏,可以作为最具操作性的研究方法工具之一,在任何类型的知识中,无论是科学,技术,艺术还是其他。正如我们将在下文所述,这方面的文献和游戏开发缺乏,特别是在社会科学领域。因此,我们的主要目的是开发(a)对严肃游戏的社会学反思和(b)严肃游戏的实用工具,例如社会学(重新)搜索游戏对社会和文化过程的教育和培训。具体而言,目标包括与博物馆或画廊等文化机构保持伙伴关系的大学和公司,以便在它们之间以及它们与文化公众等其他社会行动者之间发展知识转移和分享。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sociological (Re)search Games: Play and transfer cultural knowledge among social sciences, museum staff and publics
Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.
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