Students, Participatory Design, and Serious Games in a Response to: 'No Algorithmization without Representation: Pilot Study on Regulatory Experiments in an Exploratory Sandbox'.
Brian Ballsun-StantonPublished in: Digital society : ethics, socio-legal and governance of digital technology (2022)
No Algorithmization without Representation tracked a cohort of 'Lithopy' crypto-government sandbox participants in a longitudinal study looking at COVID-19 contact tracing app acceptance. These survey responses extended experiences with theoretical blockchain town governance by also tracking reasons for and against compliance with contact tracing apps. They found that the expressed opinions of students were incoherent and demanded technical or policy responses outside of the students' direct experiences. In this response to that paper, I leverage the paper's (commendable) open data to suggest that the sandbox's claims of 'No Algorithmization without Representation' is a rediscovery of participatory design within the context of the serious games movement. While Role-Playing Games and War Games are excellent pedagogic tools xor planning tools-using undergraduate students' participation in them as the basis of a claim for increased representation in technology policy is a bold claim. This claim is not fully substantiated by the paper's data. Nevertheless, there is a need for better decision-making and public representation within technology design and policy-making spaces-making the claim for serious games as a meaningful public policy contribution not without merit.
Keyphrases
- mental health
- healthcare
- public health
- high school
- virtual reality
- decision making
- neural network
- coronavirus disease
- electronic health record
- sars cov
- south africa
- big data
- physical activity
- minimally invasive
- cross sectional
- health insurance
- machine learning
- artificial intelligence
- deep learning
- medical students
- drug induced