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IGF 2024 WS #177 G-SIMPLE

    Organizer 1: Reyansh Gupta, OpenGrowth.com
    Organizer 2: Rohan Sinha, OpenGrowth

    Speaker 1: Dr.Rajendra Pratap Gupta, Civil Society, Intergovernmental Organization
    Speaker 2: Reyansh Gupta, Private Sector, Asia-Pacific Group
    Speaker 3: Gunjan Sinha, Civil Society, Asia-Pacific Group

    Moderator

    Reyansh Gupta, Private Sector, Asia-Pacific Group

    Online Moderator

    Rohan Sinha, Civil Society, Asia-Pacific Group

    Rapporteur

    Rohan Sinha, Civil Society, Asia-Pacific Group

    Format

    Roundtable
    Duration (minutes): 90
    Format description: A 90 Minute roundtable will ensure engagement and facilitate discussion on our workshop agenda:
    1. Introduction (10 minutes): Overview of the transformative potential of gaming for societal benefits.
    2. Panel Discussion (45 minutes): Featuring speakers from various sectors (healthcare, education, environmental advocacy) sharing case studies and insights.
    3. Q&A and Interactive Engagement (25 minutes): An interactive segment allowing both onsite and online participants to engage with speakers and share ideas.
    4. Wrap-Up and Call to Action (10 minutes): Summary of discussions and encouragement for participants to explore gaming for social impact in their domains.

    Policy Question(s)

    1. How can policymakers support the development and implementation of purpose-driven games while ensuring ethical considerations are met?
    2. In what ways can the gaming industry collaborate with educational and healthcare institutions to design games that promote learning and well-being?
    3. What frameworks can be established to evaluate the impact of gamification on societal outcomes?

    What will participants gain from attending this session? Participants of the G-SIMPLE workshop at IGF 2024 will gain a multifaceted understanding of how gaming and gamification can be leveraged for social impact, education, and societal progress. They will explore the transformative potential of games in fields like healthcare, education, and environmental advocacy. The session provides an opportunity to learn from case studies showcasing successful integration of gaming in these sectors. Attendees will engage in critical dialogues on ethical considerations and collaborate on ideas to develop purpose-driven gaming initiatives. Moreover, the workshop will offer interactive engagement through live polls and Q&A sessions, ensuring that participants can interact directly with experts and peers, thus enriching their experience and expanding their professional networks. This hands-on approach will enable attendees to grasp practical insights into how gaming can address global challenges and enhance digital literacy.

    Description:

    This workshop aims to explore the transformative potential of gaming and gamification as
    powerful tools for social and behavioural change, education, and engagement. Despite the
    recognition of gaming as a mental disorder by the WHO in 2019, the recent FDA approval of
    gaming to enhance focus in children with ADHD signifies a turning tide in the perception and
    utilization of gaming. By examining innovative applications in healthcare, education, and
    environmental advocacy, this session will delve into how gaming can transcend traditional
    entertainment paradigms to foster global progress and societal benefits.

    Expected Outcomes

    1. Actionable Insights: Participants will gain practical strategies for incorporating gamification in education, healthcare, and environmental sectors, emphasizing ethical usage and effective implementation.
    2. Collaborative Frameworks: The session will help establish collaborative frameworks among policymakers, educators, and technologists to support the creation of inclusive and beneficial gamified applications.
    3. Policy Recommendations: A set of policy recommendations will be developed, focusing on balancing innovation with regulation in gamification to address societal challenges effectively.
    4. Report Publication: A comprehensive report will be produced, summarizing discussions, insights, and policy recommendations. This report will serve as a key document for stakeholders to reference and build upon in future initiatives and discussions, further influencing the field of gamification in public policy.

    Hybrid Format: To ensure seamless interaction between onsite and online participants at the G-SIMPLE session, we will employ a hybrid format with synchronized moderation to facilitate equal participation. Key strategies include:
    1. Utilizing platforms like Zoom or Microsoft Teams, featuring breakout rooms, live polling, and real-time chat to engage attendees actively.
    2. Interactive Tools: Tools like Slido for live polling and interactive Q&A sessions will allow attendees to submit and upvote questions, enhancing the discussion dynamically.
    3. Pre-session Engagement: Encouraging attendees to submit topics and questions beforehand via an event app, shaping the session's focus and ensuring relevance.
    4. Accessibility: Implementing closed captioning and sign language interpretation to accommodate all participants.