Play to Save the World – Triggering Social Change through Games

Abstract

While games have been usually associated with pure fun for the sake of it, social isolation, procrastination and the lack of a greater purpose anchored in reality, lately they have shed partly these attributes through demonstrating their potential association with hard work, harnessing the power of communities and as sources for generating social value. However, although playing games does not, yet, enable individuals to save the world, a growing number of them still offer the opportunity to change the life of a limited group of people. Changing the way people relate to each other and the actions they choose to take when addressing matters such as racism, poverty or environment issues has proven rather difficult. Ways of triggering the transition from awareness to actual involvement for a growing number of individuals involve CSR campaigns and actions of social enterprises that focus on a clear, specific goal, team work, competition, emphasizing each individual’s agency, and presenting a selected figure or group of people to create a visual representation of the target. This paper analyzes the means through which social change is generated through the employment of these aspects as elements that stand at the core of games in general, and video games in particular. Further on, it aims at categorizing the unique features belonging to social change dedicated video games based on their determined ability to enable a higher degree of participation both in terms of intensity and in terms of scope, when addressing social causes, and determine the actual nature of their impact. Last, but not least, the paper ends with a discussion regarding the ways in which the experience created by games could be integrated by social actors to generate the impact desired.

Authors and Affiliations

Alexandra Ioana Pascu

Keywords

Related Articles

Simulation Business Games in the Research of Marketing Managers’ Decision Making Process

Simulation business games might be suitable research tool to develop knowledge of how marketing managers make their decisions, the area of research still underdeveloped in marketing. The quality of these decisions is sin...

Financial and Non-Financial Measures for Measuring Marketing Perfor-mance: A Theoritical Review

The purpose of this paper is to explore the concept of marketing performance and discuss its different perspectives, researchers trying to review existing literature of the measurement of marketing performance in accorda...

Recognition of Future Trends on time with the Right Evaluation for the Software Industry

Today through the digitization as well as the technologisation the world changes in an increasing measure which affects also the economic principles. The “Long-Tail-Principle” has replaced the “Pareto Principle”. Nowaday...

New Marketing Research Models: The Potentials of The Social Network Analysis Applied to Social Media.

This work adresses the issue of the relationship between marketing research and the opportunities provided by Internet. In particular, we focus on the recent developments arising from digital tools such as social media a...

Polish Tourists’ Perceptions of Service Quality Offered by Summer Resort Hotels in Romania

The paper presents the results of a secondary data analysis examining Polish tourists’ perceptions of service quality offered by summer resort hotels in Romania. The researchers examined tourists’ comments regarding thei...

Download PDF file
  • EP ID EP269833
  • DOI -
  • Views 128
  • Downloads 0

How To Cite

Alexandra Ioana Pascu (2016). Play to Save the World – Triggering Social Change through Games. International Conference on Marketing and Business Development, 0(1), 72-81. https://www.europub.co.uk/articles/-A-269833