The Card Game
The initial analogue card game developed for this project is intended for use in learning situations with people who may have varying degrees of experience with differing abilities. It is intergenerational, adaptable to alternative gameplay and can be modified to be used by people with dis- and differing abilities. The game promotes, through its iterative and narrative methodology, understanding, cross-fertilization, knowledge mobility and community.
The online version of the game supports educators in facilitating creative and respectful discussions about disability. By providing a ready-to-go game, gameplay examples and assets, this resource is designed to encourage learners to consider their perspectives on disability by developing their own gameplay.
Serious Play
The intersection of inclusivity studies and serious games is a neglected arena in mainstream pedagogical practice. Our project developed, tested and promoted a card game that introduces discussions of difference into educational environments. To that end, our central research questions were: (1) How does a pedagogical approach through play and humour aid in an exploration of difference? (2) How can design methods and research-creation benefit the building and understanding of this gameplay?
These ideas had been previously workshopped in a small pilot projects. In this phase of Dobble Debate, we further developed and tested the efficacy of our game to expand people's knowledge of diversity. We engaged in iterative design to discover ways of improving upon the already developed educational material in its current analogue form as well exploring digital possibilities. We also put in place a systematic system for collecting both qualitative and quantitative data on attitudinal changes effected by the game. This exploration and analysis: challenged pre-conceived notions of what a dis- or differing ability is; allowed for a forum for discussion and debate amongst players as they learn about difference and diversity; illustrated how pedagogical practice can be opened up to innovative forms of play and tacit communication of knowledge; and engaged in research-creation, in the form of graphic communication, game design and play theory, as a means to involve and educate an audience.
Augmenting Serious Play
The refreshed landscape of augmented and virtual reality technologies (AR/VR), with its emphasis on portability, affords new opportunities for innovative interdisciplinary adventures. This phase of our project investigates knowledge creation, transfer and pedagogical practice through AR/VR technology, play, humour and games. The intersection of inclusivity, educational games and AR/VR is a potential arena for the advancement of pedagogy for the field of disability studies. The project will develop an AR/VR serious game, that takes advantage of our ability to create worlds that encourage collaborative visualization and an embodied understanding of difference for a public that is becoming more acculturated to AR/VR.
Using methodologies, such as design collaboration, co-creation and gameplay, through workshops and community consultation to stimulate communication, ideation and understanding we are bringing together a unique mix of disciplines to create an original approach to exploration and research.
This initiative proposes marrying emerging technologies with knowledge dissemination to challenge deeply ingrained societal attitudes. Using cutting-edge gaming and scientific visualization tools to expand our acceptance of difference is a contemporary solution to an age-old issue. We seek to transform technology as it impacts on us and our behaviours.