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A schema is a mental construct consisting of a cluster or collection of related concepts (Bartlett, 1932). There are many different types of schemata, and they all have one thing in common: schemata are a method of organizing information that allows the brain to work more efficiently. When a schema is activated, the brain makes immediate assumptions about the person or object being observed.
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The development of self in children is deeply rooted in social interactions, mainly through stages of play and structured games. These stages, outlined by sociologist George Herbert Mead, illustrate how children progressively learn to understand and adopt social roles, forming a cohesive sense of self.The Play Stage: Imitation and Simple Role-TakingIn the early years of childhood, the play stage is characterized by imitative behavior, where children engage in role-playing based on familiar...
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Prototyping 'Typical Day': Building a Gamified Experience To Reflect Immigrant Challenges.

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This study developed "Typical Day," a gamified tool to simulate immigrant challenges and foster empathy. The serious game showed positive acceptance, offering an engaging educational experience to raise awareness about immigrant experiences.

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Area of Science:

  • Human-Computer Interaction
  • Social Sciences
  • Game Design

Background:

  • Immigrant integration and public perception are significant societal challenges.
  • Serious games offer innovative platforms for empathy-building and awareness campaigns.
  • A gamified approach can effectively highlight the complexities of immigrant experiences.

Purpose of the Study:

  • To design and develop a serious game prototype simulating challenges faced by immigrants.
  • To foster empathy and improve attitudes toward immigrants among non-immigrant populations.
  • To evaluate the usability and engagement of the gamified prototype.

Main Methods:

  • User-centered design methodology.
  • Iterative prototyping and usability testing involving both immigrants and non-immigrants.
  • Development of interactive scenarios and decision-making processes within the game.

Main Results:

  • The serious game "Typical Day" demonstrated positive usability and engagement.
  • Participants found the game to be an educational tool balancing entertainment and information.
  • Positive feedback from 45 non-immigrant participants indicated its potential for raising awareness.

Conclusions:

  • The study successfully addressed a gap in gamified approaches to immigrant challenges.
  • "Typical Day" shows promise as an educational tool for promoting attitude change.
  • Further research is needed to assess the long-term impact on attitudes and behaviors.