
handle: 10366/147778
Los videojuegos se han erigido en un universo de gran eficacia para la creaci?n de productos culturales contempor?neos y para el fomento de sinergias entre disciplinas como el arte, el audiovisual, la ciencia o la divulgaci?n. En este art?culo se presentan los resultados del Living Lab Planeta Debug, impulsado por un equipo interdisciplinar, cuyo desaf?o es innovar los procesos de investigaci?n que abordan el reto del cambio clim?tico y la sostenibilidad global a trav?s de los videojuegos y la gamificaci?n. El objetivo de este estudio es demostrar la eficiencia de los innovadores modelos de cocreaci?n cient?fica y art?stica en el ?mbito de los videojuegos para la transferencia de conocimiento y la generaci?n de nuevas narrativas sobre el cambio clim?tico. Para ello, se emplea una metodolog?a que incluye t?cnicas de observaci?n participante, cuestionarios y focus group. Los resultados del trabajo muestran que los videojuegos representan una herramienta de enorme potencial para experimentar en la imbricaci?n entre arte, ciencia y sostenibilidad a trav?s de la implementaci?n de procesos de cocreaci?n con la finalidad de transmitir conocimientos vinculados al calentamiento global a la ciudadan?a a trav?s de nuevas din?micas, interactivas y l?dicas, m?s eficientes por su car?cter participativo.
Videogames have become a highly effective tool for the creation of contemporary cultural products and for the promotion of synergies between disciplines such as art, audiovisual and scientific dissemination. This article presents the outcomes from the Living Lab Planeta Debug, backed by an interdisciplinary team, with the purpose of innovating the research processes that address the challenge of climate change and global sustainability through video games and gamification. More precisely, the objective of this study is to measure the efficiency of innovative scientific and artistic co-creation models in the field of video games. This study is an opportunity to promote new narratives on climate change. In order to achieve this goal, a methodology has been implemented that includes participant observation techniques, questionnaires and focus groups. The research showcases that video games represent a tool of enormous potential to experiment with art, science and sustainability through the implementation of co-creation processes. It offers an exceptional opportunity to transmit knowledge related to global warming to citizens through new, interactive and playful dynamics, more efficiently due to their participatory nature.
Ciencia, Gamificaci?n, Science, Videogames, Cocreaci?n, Gamification, Gamificación, Cambio clim?tico, Videojuegos, Cocreation, Cambio climático, Climate change, Arte, Cocreación, Art
Ciencia, Gamificaci?n, Science, Videogames, Cocreaci?n, Gamification, Gamificación, Cambio clim?tico, Videojuegos, Cocreation, Cambio climático, Climate change, Arte, Cocreación, Art
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
