Space‐themed videogames: an effective way to promote space

Published date01 October 2005
Pages553-566
DOIhttps://doi.org/10.1108/02640470510631272
Date01 October 2005
AuthorL. Scatteia
Subject MatterInformation & knowledge management,Library & information science
Space-themed videogames:
an effective way to promote space
L. Scatteia
Italian Aerospace Research Centre, Capua, Italy
Abstract
Purpose The aim of this paper is to describe the potential of the videogame as a mass
communication medium and to propose a videogame-based public outreach strategy for education and
inspiration to space science and space activities.
Design/methodology/approach – The objective was achieved by means of a semiotic approach to
the medium under discussion. The subject scope of the paper was further developed and supported by
an overview of existing case studies related to the topic. Based on the aforementioned analysis and on
original ideas, new concepts and strategies on the subject are proposed.
Findings The videogame medium has excellen t potential for promotion, marketing and
educational applications. Moreover, spin-off applications in the field of simulation-based research
can also be envisioned. The proposed concepts, although specifically referring to the space sector, are
applicable to many other industrial and non-industrial fields, including libraries.
Practical implications The paper hints at many possible spin-off applications for videogames in
the field of communication, marketing and simulation-based research.
Originality/value – The concepts proposed in the paper outline novel marketing and outreach
strategies (together with other spin-off applications) based on a rather underestimated medium, i.e. the
videogame, which has yet to receive proper attention from scholars.
Keywords Video games, Spacesciences, Simulation, Education
Paper type Research paper
1. Introduction
A critical aspect of the development, advancement and execution of space programmes
is represented by the sustained engagement of the public in the vision and the mission.
If related solely to practical and financial outcomes, the rationale behind the enormous
efforts and investments required for technological developments and for the execution
of exploration missions may not be well understood or supported by society. Space has
to be seen and pursued as the extreme frontier, and space exploration as the ultimate
challenge for humankind. While this was the established social perception at the
beginning of space exploration (the human lunar landing may be seen as the first
concrete realisation of this idea), the commercial exploitation of space launches and the
dramatic accident recently experienced by the flagship US space vehicle have
contributed to deprive space of its idealistic, noble aura.
A deleterious side effect of this process is represented by the declining interest of
young graduates in space science and engineering, which must be overcome in order to
provide the space industry with renewed enthusiasm and passion. Therefore, a
considerable part of future space programs should be devoted to delivering innovative
and effective outreach initiatives that continually engage the public.
The Emerald Research Register for this journal is available at The current issue and full text archive of this journal is available at
www.emeraldinsight.com/researchregister www.emeraldinsight.com/0264-0473.htm
The author wishes to thank Ivan Fulco (La Stampa, Rome), for his useful contribution to section 3
of this paper.
Space-themed
video games
553
The Electronic Library
Vol. 23 No. 5, 2005
pp. 553-566
qEmerald Group Publishing Limited
0264-0473
DOI 10.1108/02640470510631272

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