Serious Games as Social Innovation

Case Hong Kong 2003-2017

Authors

  • Hanna Wirman Hong Kong Polytechnic University

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DOI:

10.31182/cubic.2018.1.011

Keywords:

Social Innovation, Serious Games, Hong Kong, Educational Games, China

Abstract

This article investigates existing digital games that are developed and used in Hong Kong to serve the local community and tackle various educational, social, and environmental issues. An online review and interviews of experts in the field found that 517 games were used and developed in Hong Kong. The games are mostly available online for free use. In this article, a categorisation of fourteen domains is proposed based on the games' general themes and learning goals. This article discusses some examples of the games in the review, and explores the existing potential of serious games as social innovation in Hong Kong.

How to Cite

Wirman, H. (2018). Serious Games as Social Innovation: Case Hong Kong 2003-2017. Cubic Journal, 1(1), 186–195. https://doi.org/10.31182/cubic.2018.1.011

Published

2018-04-29

Author Biography

Hanna Wirman, Hong Kong Polytechnic University

Dr. Hanna Wirman is assistant professor at the Hong Kong Polytechnic University’s School of Design where she teaches Game Design and Social Design. Her research focuses on marginal game audiences, gender and on players’ participation in game creation before and after release. Her game designs range from design for children with special needs to games for orangutans. Hanna’s current research is in Chinese gaming, Mahjong, as well as all-female eSports and game arcades in Hong Kong. Hanna served as the first President of Chinese DiGRA and currently as the Vice President of DiGRA.

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