Digital Games and the Hero's Journey in Change and Innovation Management Workshops

被引:0
|
作者
Busch, Carsten [1 ]
Conrad, Florian [1 ]
Steinicke, Martin [1 ]
机构
[1] Gameslab Univ Appl Sci HTW Berlin, Berlin, Germany
关键词
blended game-based learning; physically interactive digital games; hero's journey; innovation and change management training;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called "Heldenprinzip (R)". The project's goal is not to simply teach the stages of the Monomyth as mere facts but rather to enable the participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods -like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions in general and their pros and cons for our use-case. The first option for treatment is providing the participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed by using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions. Furthermore, these scenarios are compared and specific techniques (e. g. knowledge transfer by storytelling) and boundary conditions, like varying levels in gaming experience among participants, are highlighted.
引用
收藏
页码:72 / 81
页数:10
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