Browsing by Author "Wanick, Vanissa"
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Item Playing for peace: understanding the conflict management through design in games and the possible insertion in the Olympic and Paralympic games = Jogando pela paz: entendendo a gestão de conflitos por meio do design de jogos e possíveis inserções nos jogos olímpicos e paralímpicos(Academia Olímpica de Portugal, 2021) Wanick, Vanissa; Xavier, Guilherme; Mataruna-Dos-Santos, Leonardo JoseGames are interactive systems that play a crucial role in teaching through scenarios that expose mechanics and dynamics promoted by the cause and consequence of an action. Games can be used to engage players in conflict resolution challenges. Considering that Olympic, Paralympic, and Educational Values seek respect, friendship, and concepts of peace in their nature, this chapter seeks to understand how games created for conflict management can be used to promote the message of peace. To do so, we sought to analyze five games: World Peace Game (WPG), PeaceMaker, Liyla and The Shadows Of War (LARSOW), This War Of Mine (TWOM), and Valiant Hearts: The Great War (VHTGW). From a systematic analysis of values and game elements, we see that the message of peace is tied to the narrative, which may or may not be flexible. There is also the possibility of creating scenarios with more players and facilitating discussion with game educators like WPG. This way, this chapter not only shows the possibility of incorporating values in games, but also presents the educational potential of these e-games, which can be applied to promote discussions about stereotypes, diversity, and inclusion. We hope this chapter will be of interest to educators, designers, and researchers in the field of Sports.Item The state of digital gaming and play post-COVID(Animus Nutus S.r.l., 2021) Wanick, Vanissa; Mataruna-Dos-Santos, Leonardo JoseWhen the world was hit by the COVID-19 pandemic, the game Animal Crossing: New Horizons became a hit. While millions of people where social distancing and working from home, games can be a way to stay connected to others. Animal Crossing is a life simulation game, where you can interact with others socially, while taking care of your surroundings, building your new home, growing plants and catching bugs in a dreamland island filled with cute little animals. As much as the interface was appealing and relaxing, it was the social interaction aspect of the game that called attention. Games provide safe spaces for people to interact (with others, with non-playing characters or just with the game world) and express themselves. This opens new opportunities for both researchers and practitioners from different disciplines to look at games through a special lens. If games can reduce loneliness, should they be prescribed by psychologists and doctors? The global pandemic also impacted the amount of money players spend in games. With more people playing digital games, the games industry is booming more than ever. This also opens the space for online broadcasting activities such as eSports. Since most sports events have been cancelled, eSports tournaments became more popular, particularly for under 35s. This also shows the potential of games in the development of online communities. However, as we approach the end of lockdown in some parts of the world, it is not clear if players will continue committed to gaming activities. Players might drop out and get back to their routines; but games have shown their significance beyond entertainment. Now games have proven that they can be a tool for resilience. Thus, game designers and developers have a lot to consider when designing a game. How might we design and sustain a game community? What can other industries learn from games? Which kind of sports can be adapted to the eSport scene? How eSport can be an attraction to motivate people for being more active physically? These are a few exciting questions to answer and more research is needed.Item Success or failure : social media campaign analysis of wethe15 movement at Tokyo 2020 Paralympic Games(Gama Assessoria Empresarial, 2021) Mataruna-Dos-Santos, Leonardo Jose; Guimaraes-Mataruna, Andressa; Milla, Asli Cazorla; Noaman, Samar Billi; Fontinele, Geane; Wanick, VanissaWethe15 is a global campaign launched at the Tokyo 2020 Paralympic Games to improve the diversity and inclusion of 15% of the World’s population who have a disability. The WHO estimates that 1.2 billion people are living with some form of disability (15%), and 2-4% are experiencing severe difficulties in functioning (WHO, 2011). Focusing on increase disability visibility, inclusion, and accessibility, the campaign aims to involve the “international organizations from the world of sport, human rights, policy, communications, business, arts and entertainment” to end discrimination (WETHE15 Website, 2021). Inclusivity is not only about acknowledging the diversity, but also acting as one cohesive society. In order to raise awareness, campaigns like Wethe15 need social media more than ever. Diversity is conceptualized as representing a multitude of individual differences and similarities that exist among people (Wellner, 2000). Disability constitutes a minority group, but with heterogeneous aspects that make up a complex discussion. There are 81 huge differences inside this group, that may affect individuals in the sense of mobility, visually impairment, intellectual disability, hearing impairment, and other categories. In this regard, information is one key element to make society aware of disabilities forms and levels and could help to extinguish prejudice and public misconceptions. News about Wethe15 was published in different media channels, however, the official sources of the campaign are the website and two social media networks: Instagram and Twitter @WeThe15. Precisely since the 2008 Beijing Olympics and Paralympics, social media emerged as a phenomenon as an alternative media for marketing and advertising (Liu, 2016). The present research aims to evaluate the content published on the website and social media of the campaign, using a qualitative content analysis approach to examine: how the campaign Wethe15 was framed and publicised during the Paralympic Games between 21st August and 27th August 2021. We aim to analyze the content on multiple platforms on a timely basis and provide scientific insights on how to reach engagement for this movement in the upcoming years. (C) Gama Assessoria Empresarial, 2021.