DigiVillage Chronicles: A Serious Game Designed to Improve Digital Skills for Accessing Public Services

Smart villages have transformed rural areas by using innovative solutions to provide improved public services. However, citizens often struggle to access these services due to a lack of digital skills. To address this issue, we present DigiVillage Chronicles, a serious game designed for young adults aged 18 to 35 to enhance their digital skills to access public services in smart villages. The game is set in a fictional smart village where the player participates in digital activities related to public services and gains insight into navigating the platforms offering these services in real life. The activities include browsing and applying for jobs, transferring money online, and booking a doctor’s appointment. In this paper, we present a proof of concept for the game and evaluate its quality using criteria related to both the serious and game components, as well as the balance between these elements.

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Publication Details

Published
2025-01-01
DOI
https://doi.org/10.5220/0013290600003932
Primary Topic
Innovative Approaches in Technology and Social Development
Type
article
Field-Weighted Citation Impact
0.00
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article

DigiVillage Chronicles: A Serious Game Designed to Improve Digital Skills for Accessing Public Services

Ilenia Fronza, S. K. Parida, Aziya Mehboob
Innovative Approaches in Technology and Social Development
article

DigiVillage Chronicles: A Serious Game Designed to Improve Digital Skills for Accessing Public Services

Ilenia Fronza, S. K. Parida, Aziya Mehboob
article en

Abstract

Smart villages have transformed rural areas by using innovative solutions to provide improved public services. However, citizens often struggle to access these services due to a lack of digital skills. To address this issue, we present DigiVillage Chronicles, a serious game designed for young adults aged 18 to 35 to enhance their digital skills to access public services in smart villages. The game is set in a fictional smart village where the player participates in digital activities related to public services and gains insight into navigating the platforms offering these services in real life. The activities include browsing and applying for jobs, transferring money online, and booking a doctor’s appointment. In this paper, we present a proof of concept for the game and evaluate its quality using criteria related to both the serious and game components, as well as the balance between these elements.

Free University of Bozen-Bolzano (IT)
Quality Education
Openalex Percentile: Top 91%
Innovative Approaches in Technology and Social Development
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