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Digital Altruism embedded in musical videogames; a new social tool for younger generations

Young people know what global issues they care about, however, they do not have the tools to be part of the solution. This presentation will discuss how a journey from Academic Research to Social Entrepreneurship can help to close this gap combining video-gaming with digital philanthropy.

Keep•It•Human is a Social Venture spin-out from University of Manchester, building new ways to give back. It provides NGOs and charitable foundations with a new space in the digital, to renew their donors’ age and maximise their non-digital practices. It also facilitates a new generation of people with the ownership of social challenges through videogaming.

The event is finished.

Date

Mar 05 2022
Expired!

Time

5:00 pm - 6:30 pm
Category

Speaker

  • Ricardo Climent
    Ricardo Climent

    Ricardo Climent works at the intersections of Physical and Digital creativity. He builds interactive worlds that people can play along, placing sound and music at the core of the experience. He is currently spun-out his research from University of Manchester via “Keep•It•Human”, a Digital Game Ecosystem for Collaborative Altruism, looking at novel ways of engagement between gamers and the ownership of solutions to problems. His research focuses on the understanding of the relationships between digital technologies and the Self, to unlock new forms of storytelling. He works around concepts of Co-presence, Corporeality, Spatiality and Interactivity with technology, to perceiving and experiencing our mutual belonging. His research interests include Noh Theatre in Japan to learn how Time is mastered during (game) play and how the Mask can transcend the perception of the Self and reveal new aspects of human identity.

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EASTN-DC, European Art-Science-Technology Network for Digital Creativity, is a network dedicated to the time-based digital arts: musical arts, visual arts, performing and interactive arts.  It is gathering 16 partners in 13 different countries from Europe to the Americas. They will host and exchange about 70 creators in the frame of a 16 international events tour spread over 4 years. These privileged moments, in direct contact with the audience, will frame a new and systemic approach, binding the Knowing “Disseminate”, the Learning “Inseminate”, the Making “Collect”, a digital creativity factory leading to a creative citizen.

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