LEADER 02331nam 2200361 450 001 9910477038803321 005 20230223210311.0 035 $a(CKB)5470000000567554 035 $a(NjHacI)995470000000567554 035 $a(EXLCZ)995470000000567554 100 $a20230223d2020 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSerious Games in Co-creative Facilitation $eExperiences from Cross-Sectoral work with Deaf Communities /$fUlrike Zeshan 210 1$a[Place of publication not identified] :$cIshara Press,$d2020. 210 4$dİ2020 215 $a1 online resource (162 pages) 320 $aIncludes bibliographical references and index. 330 $aSerious Games have become popular in recent years and are being used in an increasing range of contexts, including education, business, design, corporate training, healthcare, the military, management, public services, and others. A Serious Game is defined as any game that is used for purposes other than entertainment, i.e. for a serious purpose (hence the terminology). This book describes the motivation, design, and development of Serious Games for use in face-to-face, low-resource contexts. Based on experiences from various field sites, it is shown how and why the games work in order to facilitate co-creative processes with groups of participants. The effects on group communication and on creating a non-threatening, egalitarian environment are discussed. While originally designed for cross-sectoral work with deaf communities in India, the games have also been transferred to other contexts. Several case studies demonstrate how games can be embedded in complex sequences of activities, and the book ends with future perspectives on the development of Serious Games. The book includes an appendix with detailed instructions for all games, which practitioners will find useful. 517 $aSerious Games in Co-creative Facilitation 606 $aSocial interaction 615 0$aSocial interaction. 676 $a302 700 $aZeshan$b Ulrike$0865952 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910477038803321 996 $aSerious Games in Co-creative Facilitation$93015872 997 $aUNINA