Jump to the next level
Gamification and service design as supporting issues of young people’s participation
Keywords:
palvelumuotoilu, pelillisyyys, hyvinvointioppiminen, henkilökohtainen hyvinvointi, osallisuusAbstract
Gamified methods and service design methods have been tested and developed for supporting the participation of the young people in South-Eastern Finland University of Applied Sciences in cooperation with the Sotek foundation and the Social psychiatric association of Southeast Finland. This article shows the developing process of one game and the service safari carried out by the young people. The methods and games as such are not enough. An analysis is needed to show how methods and games as a part of the services offered to the young people are supporting them in their life course and helping them to jump to the, by using a game expression, “next level”. The next level or step can mean the improvement of the young people’s personal well-being, or the taking control of their own life in general. Furthermore, the measures of the developing and context are linked in this article to the theory of the life course by Elder (1994; 1998), in which case the participation in the service design process or in game development can be seen as a significant event to the young people.