How serious gaming can make a better world
The assignment is about 400 words mainly about Gamification writing
project. Moreover in the fourth point you can discuss the subject game will
be about Darfur is dying Game. In the JPG attachment you will find the
outline. Please follow it
Also, I need you to put references in APA style and the links.
Solution
Introduction
The rise of conflicts and challenges that require intelligence in handling are a growing
concern with all nationalities, both young and old trying to find permanent solutions for the
problems. The advent of gamification can be associated with political, economic and social
background since all these sectors utilize it in different ways. Special games have been used to
fight political wars as well as other types of wars, making the conflict look simpler than it was
originally. Players of these games end up finding lasting solutions and strategies of solving
current and future problems. The purpose of this project is to explain the general view of
gamification in relation to its importance as well as its problem solving aspect.
Definition of gamification and examples of its application
Gamification, according to Deterding, et al, (2011, p. 9-15) refers to the application of
game elements, techniques and ideas in the contexts of real life situations so as to come up with
solutions for various conditions. Education utilizes the aspects of gamification in research studies
as new concepts can be learned and applied to establish better and more reliable results. An
industry applies the concept of gamification in designing proper practices to be followed by all
characters in the industry. Businesses can use gamification in creating innovative brands using
features of games in the activities involved in production, (Huotari, and Hamari, 2012, p. 18)
Explain how serious gaming can make a better world
According to McGonigal, (2010), gaming inspires players to solve real world problems
through the online games played. Previous experiences and techniques of other people can be
learnt by gamers who will in turn utilize the lessons to tackle obstacles that arise.
GAMIFICATION WRITING PROJECT 3
Social issue represented in the chosen game, information and statistics about the problem
in the world today
The specific game in this case is “Darfur is dying”, with the major issue addressed being
humanitarian crisis faced by refugees in Western Sudan. The refugees face challenges such as
insecurity, lack of clean water, food and shelter. The game, tries to equip players with knowledge
to solve this problem by giving them chances of trials in case one fails at some points. The
problem of homeless refugees is a worldwide crisis especially in African countries mainly
caused by political conflicts between different parties or ethnic battles. Research shows that
about 2.5 million people were left homeless due to the Darfur genocide and in other countries
such as Rwanda and Kenya in (2007).
Discuss the causes, effects and solutions of the problem
The humanitarian crisis is majorly caused by civil war, (Sikainga, 2009), which can be
caused by ethnic, religious or political background. Effects are seen in many forms such as
economic instability, many people being left homeless and insecurity levels increasing. To solve
this problem, governments should improve the security levels of their countries and preach peace
so as to prevent political and social wars.
Conclusion/ opinion showing how gamification creates awareness of social issues and how
successful gamification can be in changing the world
Gamification brings to the knowledge of people internationally that some issues exist as
it is an online application or tool. For example, people were aware of the Darfur refugee camp
and how to assist the refugees to finally rebuild their homes through making players to
participate in the step-by-step process of eradicating social problems. The information offered by
GAMIFICATION WRITING PROJECT 4
this game can be used to help other nations to avoid the occurrence of such events. Preparing
individuals in getting the knowledge and skills to counter such disasters as hunger and crime is
an important lesson learnt through gamification which can make the world better especially in
the changing times.
GAMIFICATION WRITING PROJECT 5
References
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design
elements to gamefulness: defining gamification. In Proceedings of the 15th international
academic MindTrek conference: Envisioning future media environments (pp. 9-15).
ACM.
<http://www.hubscher.org/roland/courses/hf765/readings/Deterding_2011.pdf>
Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing
perspective. In Proceeding of the 16th International Academic MindTrek
Conference (p. 17-22). ACM.
<http://www.rolandhubscher.org/courses/hf765/readings/p17-huotari.pdf>
McGonigal, J, (2010): Gaming can make a better world.
<https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?languag
e=en#>
Sikainga, A. (2009). ‘The World’s Worst Humanitarian Crisis’: Understanding the Darfur
Conflict.
<http://origins.osu.edu/article/worlds-worst-humanitarian-crisis-understanding-darfur-
conflict>
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