DIGITAL LIBRARY
REAL LIFE GAME EXPERIENCE IN AN ONLINE SPACE AS A TOOL FOR SUCCESSFUL INTERNATIONAL COOPERATION
1 FH JOANNEUM, Institute of Design and Communication (AUSTRIA)
2 University of Ljubljana, Department of Ethnology and Cultural Anthropology (SLOVENIA)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 5386-5391
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.1171
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
This paper reports on transferring the usage of face-to-face ice-breaker games and game elements into the process of on-line international and interdisciplinary co-creation collaboration between students.

Using games and game elements in the field of education is not a new and undiscovered topic. Research shows that game elements are increasing motivation and inclusion, and have positive influence on experience, fun, multitasking, socialization, problem solving in group work amongst other. These positive effects encourage teachers, managers and animators to use games in a variety of contexts and for many different purposes.

In May 2020 a co-creation camp for design students of FH JOANNEUM University of Applied Sciences from Graz and students of cultural anthropology from University of Ljubljana was planned as a four-day on-site event in Ljubljana. The co-creation camp with the title Green and Fun Cities of the Future was focused on intercultural and interdisciplinary cooperation and developing people-friendly and planet-friendly sustainable gamified solutions. As a result of the Covid-19 lockdown and related restriction, the co-creation camp has been moved from the face-to-face event to the online space.

A quick switch from the planned on-site event to an online event imposed some challenges, that will be presented, analysed and discussed in this paper. One of the challenges was to build mixed teams of international students and support the development of group dynamic to allow for a quick start into the productive group work.

The selected teambuilding game was Tokyo, Nagano, Kobe. This is a real-life game, not a video game, and there was no record of playing it online. The planned face-to-face activities took place in Zoom and other online tools. Besides team building and socializing, the purpose of the game was to experience and reflect upon communication in multicultural and interdisciplinary groups, importance of understanding a language and obstacles in the language we communicate in.

The innovative aspect of the paper is the investigation of the transfer of the teambuilding game into the online space, looking specifically into questions:
Q1: How can a group game activity be successfully transferred into the online environment?
Q2: What are success factors for an on-line game ice-breaker?

Reported research is based on video material of game sessions, discussions and ethnographic observation of experiencing online international learning and interdisciplinary cooperation.

References:
[1] AGOGUÉ, M. (et al.) (2015). Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation. In: Creativity & Innovation Management. Sep2015, Vol. 24 Issue 3, p415-429. 15p.
[2] Holopainen. 2018. Design Choices Framework for Co-creation Projects. International Journal of Design 12(2): 15-31.
[3] LIEP, J. (ur.). 2001. Locating Cultural Creativity. London, Sterling: Pluto Press.
[4] ŠKERLAVAJ, M., ČERNE, M., DYSVIK, A., CARLSEN, A. 2016. Capitalizing on Creativity at Work. Fostering the implementation of creative ideas in organizations. Chaltenham, Northampton: Edward Elgar.
Keywords:
Games, ice-breaker game, online space, international cooperation.