Abstract:
In this advanced Games for Research playshop, Betty will steer away from âgamificationâ and allow delegates to understand the use of fully immersive research games that use semiotics, avatars, linguistics, music/sound effects, consumer psychology, behavioural economics and more in order to evoke appropriate emotions/create relevant situations for the purposes of data collection and bridging the 'empathy gap'. Betty will give a list of best practices and hands-on guidance, while illustrating the future of this methodology with emerging technologies. Delegates will be shown and taught the tools to delve deeper into the use of research games and have the confidence to apply those learnings back in the office while being able to identify and overcome the methodological issues the games highlight.
