The scrabble of language for real-time crisis communication:Serious Game Design for Journalism, Social Media and Public Relations

Cate Dowd

    Research output: ThesisDoctoral Thesis

    612 Downloads (Pure)

    Abstract

    The scrabble of language for real-time crisis communication: Serious Game Design for Journalism, Social Media and Public RelationsThis research introduces a new design method and explores domain knowledge for design possibilities for online Serious Games about crisis communication. The techniques include iterative participatory workshops with professionals at the intersecting domains of journalism, social media and public relations. The method assists the elicitation of vocabulary, domain concepts and visual representations of crisis situations. Select diagrams, cards, free-hand drawing and grids used in the participatory workshops contribute to: 1) the articulation of logic in professional process 2) understanding of transitions that lead to crisis situations and 3) knowledge of emotion states for new synthetic player design concepts. The techniques combined with a semi-formal ontology approach are intended to assist Serious Game design and knowledge engineering for future Semantic Web and ubiquitous applications associated with crisis communication. Data from the workshops is applied by the researcher for design possibilities for Serious Games. This includes a ubiquitous, context-aware, real-time system for learning via team clusters using personal and device contexts in a cellular alert system and two finite state machine (FSMs) diagrams for Synthetic Players (SP). The latter is for a robotic journalist with a press release and a robotic Alerts Manager for the PR domain with contextualised emotion inputs as potential transition states for the Synthetic Players.
    Original languageEnglish
    QualificationDoctor of Philosophy
    Awarding Institution
    • Charles Sturt University
    Place of PublicationAustralia
    Publisher
    Publication statusPublished - 2011

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