The variety in people’s demographics, beliefs, experiences, and preferences (e.g., gender, ethnicity, race, religion, socio-economic situation, sexual orientation) contributes to improving many aspects of our society. The benefits of this diversity of representations, models, and heuristics include more efficient problem-solving approaches, accurate forecasts, and creative ideas; broader and deeper evaluations; and better discerning about the facts; while outperforming homogeneous teams in several situations. Despite the advantages, inclusive practices that recognize and value personal differences to the detriment of inequalities and discrimination are still an ongoing public need.
Education can and must play a significant role in tackling these systemic issues by empowering individuals with the needed knowledge, skills, and attitudes to reflect and change their own actions. Equity, Diversity, and Inclusion (EDI) education integrates both prevention and response to discrimination incidents through the mitigation of implicit biases, which raises awareness of behaviors that might have inequitable effects and emphasizes policies to investigate prejudice.
GamInclusive proposes a framework to guide professionals and enthusiasts in designing gameful EDI educational approaches that promote cognitive, behavioral, and attitudinal learning to mitigate implicit bias and empower individuals in reflecting, exercising, and upholding each others’ rights, by:
Given the priority of EDI education on both European and global scales, and the gameful approaches potential to promote psychological and behavioral change, GamInclusive will make a novel breakthrough by integrating both gameful design and EDI education research fields on theoretical, empirical, and practical levels. GamInclusive innovative aspects include:
Gaminclusive is a two-year, EU-funded research project dedicated to the study of gameful approaches for equity, diversity, and inclusion education (MSCA-IF-2020, grant agreement 101029543). The project is led by Ana Carolina Tomé Klock and supervised by Prof. Juho Hamari, head of the Gamification Group at Tampere University, Finland.