====== Activism ====== //How can games change behavior in real life?// ... accompany the socio-ecological transformation ... nudging / nudge players to act for climate? ... provide a call for action ... give information to dig deeper into the topics outside the game ... join forces with local or global initiatives, NGOs ... gamification - game elements in a non-game context. ((Jane McGonigal, 2010: Gaming can make a better world, https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world)) ... political design (What can you do? Question consumption. Demand that politics change, e.g. go to demonstrations, petitions, demand democratic participation opportunities. Establish/support alternatives: solidarity farms, communal living or repair cafés.) //"We are only learning to speak of immeasurable qualities through videogames. It’s a slow and collective process of hacking accounting machines into expressive machines. Computer games need to learn from their non-digital counterparts to be loose interfaces between people. A new game aesthetic has to be explored: one that revels in problem-making over problem-solving, that celebrates paradoxes and ruptures, that doesn’t eschew broken and dysfunctional systems because the broken and dysfunctional systems governing our lives need to be unpacked and not idealized."// -- Paolo Pedercini((Videogames and the Spirit of Capitalism, Indiecade East 2014, https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism))