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Presentation of issues and findings from the IPTS-IBBT study of Digital Games for Empowerment and Inclusion (DGEI)
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Joint Research Centre
The European Commission’s in-house science service
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Digital Games for Empowerment & Inclusion (DGEI)
DGEI Stakeholder Workshop, 16th September 2012, Brussels
Challenges and Opportunities
James StewartJRC-IPTS, Information Society Unit
Jan Van Looy IBBT
The views expressed by the author are not necessarily those of the EC
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Introduction to DGEI
1.Social Exclusion2.Practice3.Theorical Framework4.Supply industry and markets5.Opportunties and Challanges for DGEI6.Potential Actions
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Social Exclusion: a Key Concept in European Policy
• 23% of the EU’s population is considered to be at risk of poverty or social exclusion (EUROPE 2020 TARGETS) >110m
• Poverty risk for the unemployed is particularly high at 45.2%
• Social Exclusion is process that “is very expensive, economically counterproductive and lays a heavy social and political burden on society” Bianchi et al. (2006, p.23)
• Complex and Multi-factor process: lack of basic competences, poverty, discrimination, unemployment, poor health, disability, poor access to basic services such as child-care and housing and life long learning etc
“Isolated [..], individuals feel powerless and unable to take control over the decisions that affect their day to day lives.” (EU Council 2004)
“Isolated [..], individuals feel powerless and unable to take control over the decisions that affect their day to day lives.” (EU Council 2004)
Empowerment & Social Inclusion
Personal Empowerment
Attitudes and Motivation
Self-efficacy and Self Confidence
Social Support – community and
family
Social participation: social
network, social capital.
Context and personal relevance –
identity reinforcement
Skills and Knowledge: core skills,
transferable skills and specific
skills
Wellness and personal coping
Social InclusionAccess to essential servicesEducationGood HousingHealth servicesCivic ParticipationEquitySecurity EmploymentIncomeConsumption
504/12/23
“Enabling people to do what is important to them, to grow as competent subjects who have control over their lives and surroundings” (Makinen, 2006, p.381).
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Social Inclusion PolicyKey priorities in social inclusion policies include health, education, skills, security, housing,
employment, community development, equitable participation, and mobility
Active inclusion polices enrol multiple social inclusion actors or intermediaries to empower individuals and communities by addressing special and complex support needs
• Public sector: health professionals, teachers, social workers, etc working in health, educational, employment and social services;
• Third Sector, social entertprise and community: community workers, carers, family, sports and cultural associations etc
• Employers (e.g. incentives and obligations to recruit and train)
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Examples: Exclusion from the labour market Some people are unattractive to employers (e.g. low or unnneeded
skills), have difficulties with self-employment, or are unable to work due to other responsibilities -=>unemployed, precariously employed
Which can lead to: • Dis-empowerment: loss of self-confidence and efficacy, loss of
social capital, loss of identity as independent citizen.
• Social exclusion low income (in some countries) material poverty, isolation, poor health, low participation in civil society
Often: lowering of housing quality, homelessness, reduced access to health care, education
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People with specific sets of problems School Dropouts and NEETs: disengaged from education, low
attainment, often due to multiple factors related to poverty and deprivation of community and family, but also mental health. Complicated with crime, drug abuse, pregnancy etc. Nothing to offer employers, cannot get into education Young people with ADHD: problems holding down a job.
Young people with autism: problems with integration into workplace.
Older people with chronic illness: unable to manage health (little support), unable to work and lose skills.
Carers struggling to balance care and work: give up workMigrants: lack of local language skills, understanding of culture,
local social capital makes finding a regular job hard.Older women wanting to re-entering the workforce : formal
skills out of date, lack of confidence
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Actions to support inclusion and empowermentNeed to address:
Personal empowerment and participation• Personal motivation, attitudes• Skills (basic, soft, digital and general) and specific knowledge• Particular cognitive or health difficulties• Individual Participation and social capitalSocial context• Family deprivation and lack of support• Community conditions and lack of support• Employers resources and attitudes• Cultural attitudes and practicesServices and Infrastructure• Infrastructures (housing, transport, telecoms)• Quality and quantity of support from Public Services and Third Sector
(health, education, housing etc)What can Digital Games do to support these
processes?
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Actions to support inclusion and empowermentPersonal empowerment and participation• Personal motivation, attitudes• Skills (soft, basic and general) and specific knowledge• Particular cognitive or health difficulty• Individual Participation and social capitalSocial context• Family deprivation and lack of support• Community conditions and lack of support• Employers resources and attitudes• Cultural attitudes and practicesServices and Infrastructure• Infrastructures (housing, transport, telecoms)• Quality and quantity of support from Public Services and Third
Sector (health, education, housing etc)Plenty!
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DefinitionsDigital games: games played using any kind of
digital device but also digital play, simulations and virtual worlds building on game platforms and approaches,
Game-based approaches: ways of using digital games to support instrumental outcomes
1. Commercial entertainment games from leisure market (COTS)
2. Special-purpose games: games not primarily for entertainment but for
other instrumental purposes, e.g. training, learning, raising awareness… Gamification: using game elements (e.g. challenge, competition,
progress) in other activities
3. Game Making: game making by target individuals and groups (media
education, and skills development)Game Based Practices: the way that digital games
approaches are integrated into broader practice and context of social inclusion interventions by social inclusion actors
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Practice: Examples
Based on an Extensive review of games working in practice (examples beyond research)
7 game-focused cases5 initiative or policy focused cases
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DGEI applications domains in E&I (Based on empirical evidence)
1. Skills, Knowledge through learning: disengaged and disadvantaged learners, improve employability and integration into societye.g. job applications, tenancy, computer skills
2. Health & well-being: prevention and treatment of illness, promote healthier livinge.g. healthy eating, brushing teeth, safe sex
3. Civic participation: raise awareness, build communitiese.g. poverty, democracy, cultural understanding 13
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Issue: Youth Homelessness, Housing quality
Inliving Who: Kirklees Neighbourhood
Housing, 2008Aim: Raise awareness of
dangers of independent living among young tenants to support inclusion, to reduce tenancy failure and save money for housing association
Intervention: F2F course on independent living – Including a Free mobile phone game to engage young people and support learning.
Outcomes: successful tenancies have increased by 10%; supports reengagement of NEETs
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Challenge: Support Disadvantaged learners
Gamestar Mechanic
Who: MacArthur Foundation, 2010
Aim: support education through digital literacy to raising educational success
Intervention: Browser-based game-design platform to be used in class or at home.
Community platform, detailed qualitative and quantitative feedback on games by peers
Outcomes: Improves digital and game design literacy
Impact: ??
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Challenge: Raise awareness of poverty and civic engagement among European youth
Poverty is Not a Game (PING)
Who King Baudouin Foundation, 2010
Intermediaries: TeachersAim: sensitise young people to
issues of povertyIntervention: Classroom and home
support to young people using free-to-user online browser role playing game & manual, five languages
Use: 40k online players, 5k downloads
Extended research on impact.
Outcomes: high perceived learning
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Challenge: Suicide risk and poor mental health of young peopleAt-Risk
Who: Mental Health Association of New York City, 2009
Intermediaries: professors, universities
Aim: improve ability of University staff to identify mental distress, prevent suicide,
Intervention: training for University staff (and other educational professionals supported by commercial browser-based role playing training game
Outcomes: Research shows attitudinal and behavioral changes in staff and students
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Challenge: Combat Extreme beliefs and social exclusion
Choices and Voices Intermediaries: Schools,
West Midlands Police Department, 2008
Aims: Enhance understanding among teenagers of various belief systems, social exclusion
Intervention: Computer role-playing game for use in schools
600 schools in Birmingham area adopted, 60k users
Outcomes: high engagement
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Challenge: Improve educational outcomesConsolariumWho: Scottish EducationIntermediaries: Teachers and heads Aim: raise levels of educational outcomes through engaging teaching techniques
Approach: Support teachers and heads to mainstream digital game use in classroom education
Intervention: Programme since 2006 to support teachers and supply COTS games and game equipment in over 170 schools in Scotland, engaging children with products familiar from home environment
Outcomes: e.g. increased scores on maths among primary school children in deprived areas, particular those with low achievement scores
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Challenge: NEETs and deprived communitiesIntermediary: LearnPlay
Intervention 1: enhancing employability training through alternative education approach using game making
Outcomes: 100% retention over 1 year of 175 students, building confidence and motivation,
Intervention 2: Community regeneration though game making (600 people reached)
Intervention 3: Apprenticeships in Game development (200 apprenticeships in game technology firm)
Practice: analysis
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Individual Outcomes of using DGEIs
Personal empowerment – Change behaviour, raise self-esteem, coping
Increase participation, citizenship, community building
Develop knowledge and Core transferable & specialised skills
Increase awareness of social exclusion among general and specific populations 22
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Observations regarding case studies
Broad variety in:• Goals: learning, raising awareness, community
building, empowerment
• Strategies: experiencing, role-playing, training, connecting, competing, creating
• Platforms: web, mobile, offline, 2D, 3D, single-, multi-player
• Project sizes: small local to international multi-stakeholder initiatives
BUTSocially innovative yet often isolated, temporary
initiativesSketchy information, figures regarding effectiveness,
impact
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Strengths and weaknesses of 3 main approachesSpecial-purpose games
+ control: targeted content, learning strategies+ possibility to involve stakeholders in design process- cost- distribution and sustainability
Commercial off-the-shelf games+ high production value at low cost+ less stigmatizing- lack of control in terms of content, learning strategies- stakeholder reserve
Co-creation of games+ creative+ social, participatory- work intensive, less scalable- need for expectation management
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Inclusion Intermediaries play a key roleEducational institutions, community police,
unemployment offices, social housing firms, neighborhood and community centers, poverty organizations,…
Can function as• Initiators of projects• Domain experts, inform projects• Gatekeepers, able to mobilize groups at risk• Implementers: introduce, facilitate & guide use of
DGEIs, incorporating games in their practice
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Theory: Games for learning and participation
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Why do digital games support EI? (1/2)
Using digital games can be…
Engaging, intrinsically motivating learning, participation without external rewards
Experiential, interactive hands-on, user takes perspective, makes decisions
Social competition, cooperation, peer support, online communities
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Why do digital games support EI? (2/2)Using digital games can be…
Creative role-play, co-creation, engagement in game community
Personalized content adapts to level, preferences user
Safe allows to experiment without suffering the consequences due to virtual nature, anonymity 28
Summary: Supporting game-based practice
2904/12/23
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Attempt to support with diverse practices
B. Inclusion
Intermediaries
(individuals and
organisations)
AIndividuals, Groups and Communities at risk
Digital Game-based Practices
supporting learning and participation
Goal
Empowerment and social
inclusion outcomes
D Institutions:Régulations, Public Policy
Public service professions etc
Contribute Frameworks and institutional support and leadership or barriers
Contribute to products ,service, expertise, research andpractices
C Digital game
industry, distribution, research and
expertise
Actors in DGEI
Broader SocietySocial
inclusion research
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Production of and market in products and services for DGEI
• ‘Videogame’ industry
• ‘Serious’ game industry
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Video Games Industry and MarketGlobal Video games industry is worth
$56bn/year->85bn (2015) (PWC)• European markets make up 30% of world market• Major players e.g. EA have revenues of over 4bn USD• 5% of Europe Software industry; 20% of UK Interactive Media
industry workforce (depending on classification)• But facing crisis and change, and European industry competing
against heavily supported foreign producers. 21st C. digital game culture familiar to much of
the population• NewZoo 2012 33m active gamers in UK; 21m paying gamers
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s• Valuable market is Younger men• High growth in older players, driven by casual gaming• Casual & mobile 50% growth in EU 2011 (NewZoo)• US data puts female players at 47% of total game players
3304/12/23
Consoles and conventional handhelds100s millions
1. Hardware2. Major publishers3. Many small developers
Linear value chain selling products
Consoles and conventional handhelds100s millions
1. Hardware2. Major publishers3. Many small developers
Linear value chain selling products
Mobile:New Handheld
1.Casual 2.Location-games3.Media integrationetc
Mobile:New Handheld
1.Casual 2.Location-games3.Media integrationetc
PC now moving online:1. MMOG – real-time service2. Casual, Browser and Social Network
PC now moving online:1. MMOG – real-time service2. Casual, Browser and Social Network
343404/12/23
Consoles and conventional handhelds100s millions
1. Hardware2. Major publishers3. Many small developers
Linear value chain selling products
Consoles and conventional handhelds100s millions
1. Hardware2. Major publishers3. Many small developers
Linear value chain selling products
Mobile:New Handheld
1.Casual 2.Location-games3.Media integrationetc
Mobile:New Handheld
1.Casual 2.Location-games3.Media integrationetc
PC now moving online:1. MMOG – real-time service2. Casual, Browser and Social Network
PC now moving online:1. MMOG – real-time service2. Casual, Browser and Social Network
FreemiumApp storesSocial layerIn-game monetisationVirtual goodsDAU/MAUGamificationBadges etc
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Videogame industry relevance to DGEIIn general, Industry and existing professionals not interested
in ‘serious’ uses: Return on investment seen as too low v.v entertainment markets.
DGEI applications not seen important to innovation and growth
Indirect contribution: Audiences, Platforms, Games, delivery systems, genres, and business models.
Direct contribution?1. Some consumer markets: demonstrated by Nintendo
2. SMEs have potential to diversity into less risky business in non-leisure markets
3. Image of industry very important. ‘Serious’ games and DGEI could help can improve this.
Potential contribution: e.g. Enter non-leisure markets building on existing skills and platforms, provide tools and platforms to SG developers, provide and support skills development, leadership, CSR
Challenge: get video game industry (developers, publishers, technology providers etc) engaged
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Non-Leisure market and a ‘Serious Games’ Industry
Does a market and industry even exist?
Constituencies of ideas and action (research, business, conferences, journals etc)
• Digital Game based learning• Meaningful Play• Gamification• Accessible Gaming• Games for Good/Change• “Serious Games”
• Over 10 years of research and business development
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SG Market sectors
Commercial MarketsDefence SectorStrong market (US Dept of Defense $50million 5 year programme of game development for recruit training in 2010 ) Leading edge
Information and communications sector : Advertising. Policy and political communication. Established in the Youth market Youth and business
Corporate Training Sector: 2.2m EUR exergame for Macdonald's employees on Nintendo DS) Gamification mainstreaming
Emerging marketsEducation Sector: Oldest but "low budget, low tech, poor cousins of the computer game industry. “ ENGAGE project.Education policy approach fragmented, but v.big
Health and Wellness Sector:Professional market, Clinical trials, Consumers: Braintraining, Aging
Activism and Games for change:Community building and attitude and behaviour change.
Cultural sectorinc Tourism (cf videogames are culture)
Science: citizen science innovative
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IDATE market estimates
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What could the ‘serious game’ industry and research community do for DGEI?• An ecosystem of supply and support in
associated markets– Products
– Services (training, customisation etc)
– Tools
– Research and Development
• A scientific approach to games that produce instrumental outcomes
• Business Models• Increased pool of skilled professionals
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Important differences SG vv entertainment videogames
Publishing, Distribution and Platforms Privacy, security more important than videogames Distribution often via private or public procurement
processesTechnology
Video games bring new technology platforms to SG Opportunities for new technology implementation in
entertainment games based base don SG research (AI, interfaces etc)
Industry, skills and employment Game designs requires specific skills, not widely available
outside video game industry (in house development) Challenge to involve game designers and business in
‘serious’ application Challenges to train people in game design to apply this in
non-game situations (e.g. gamification)
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Role for Policy in ‘Serious’ Games marketSome domains with potential for impact (positive
demonstrators) are not developing use, and sustainable markets are not appearing
Why?
• Customers in DGEI fields often have few financial resources
• Public customers face multiple barriers to develop use (standards, procurement, support etc)
Public policy can address both these factors
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Challenge:What could DGEI offer mainstream games and ‘serious games’ industry?
i.e. how to get these business interested in DGEI users, for profit, research or CSR
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Summary of Opportunities
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Summary of Opportunities• Capitalise on culture: widespread uptake of digital
games• Exploit Dynamic and innovative videogame sector• DGs have multiple strengths supporting learning
and participation• Positive empowerment and inclusion outcomes
from digital game-based approaches• Digital Game practices empower the gatekeeper
intermediaries• A nascent ‘Serious Games’ sector is growing and
developing knowledge and viability in some markets
• But Evidence for these claims still anecdotal and fragmented. Effectiveness and cost-effectiveness at scale not clear.
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General opportunities for policy
The social cohesion and individual and community empowerment outcomes of the availability and use of through of appropriate digital game-based practices and products;
The contributions from digital gaming to the effective provision of public services meeting public policy goals, such as education, health and social welfare.
Employment and growth derived from attracting, rewarding and sustaining innovation in the digital gaming industry in general, and ‘serious game’ industry in particular.
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Challenges for DGEI innovation and use
Inter-dependent Challenges
47April 12, 2023
Challenge to Develop production and distribution capacity
Challenge to Develop production and distribution capacity
Barriers to Empowerment of intermediaries
Barriers to Empowerment of intermediaries
Low awareness and Negative Stereotypes
Low awareness and Negative Stereotypes
Low quality and sustainability of DGEI projects
Low quality and sustainability of DGEI projects
Lack of Evaluation and Impact Assessment tools
Lack of Evaluation and Impact Assessment tools
Knowledge and gaps and best practice
Knowledge and gaps and best practice
Lack of skillsLack of skills
Need for joined up action to promote innovation, social learning and sustainability
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Challenges to develop a supply sector
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Challenges to Challenge Example Potential actions
Reshaping the game-play for non-leisure applications
Simplify, using models from casual games designUser-centred design with professionals from application domain.
Supply and integration of skills designers and technology specialists
Build multi-disciplinary teamsTrain games design professions for serious game development
Automating the production processes
Integration and customisation of conventional game design tools
Persuading reluctant users Provide convincing evidence and demonstrationsConvince SME to investInvest in R&DBuild structured local business environments as part of smart specialisation policy
Shaping Procurement Address issues within procurement processes to make serious game adoption easier, and as a tool to support developers
Innovating business models Develop specific business models appropriate for each sector and target users
Structuring serious games industry by target sector
Support evolution towards organisation of firms and expertise that meets the needs of users
Developing for all platforms Do not limit develop to the PC an browser, but build serious games for platforms such as mobile phones, tablets, TV and specialised ehealth systems
Implementing and Exploiting New technologies
Exploit novel technologies being made available on latest gaming platformsDevelop and implement new technologies for specific user needs that are not available on game platforms
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Examples of Potential actions
Domains of practiceSupporting industry
Research
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Potential action areas to realise policy goals 1/3 Actions in domains of practice: Health, defence, education
and training, social inclusion etc
• Promote the development and use of innovative and cost-effective solutions: experimentation (new uses); demonstrators (awareness) and impact analysis (convincing evidence)
• Build distributed expertise: Identify and promote Good Practice, and Knowledge Transfer within domain specific practice networks and between domains (e.g. defence to youth training)
• Develop generalised end-user intermediary awareness and skills
• Develop sustainable practice through structural support to end-user intermediaries: standardisation, procurement, etc
• Legitimise DGEI: Leadership from decision makers and policy
• Address structural and institutional barriers, e.g. procurement52April 12, 2023
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Potential actions to realise policy goals 2/3 Support Industry
Mainstream industry• Support growth and innovation in
mainstream videogame industry in
Europe to ensure overall capacity• Engage mainstream videogame
industry in DGEI agenda
Serious Game Industry• Support an emerging serious
games industry in Europe,• e.g. , by regional industry
specialisation policy or multi-sector
regional centres of excellence
across Europe, focusing on growth
markets and innovation
Supply of Products and services for DGEI
• Support application of
entertainment and SG products
and skills to DGEI application
domains by connecting industry
intermediaries and research
Example actions• Joined up policy on R&D, knowledge
transfer, business support, skill support,
clustering etc
• Development of Skills for industry and
users
• Game Developers as partners in
research, and demonstrators
• Support specific production capacity
related to DGEI user application
domains (tools, skills)
• Procurement of specific products and
services
• Support transfer of novel DGEI based
research outputs (technology etc) to
both mainstream and SG industry
Potential actions to realise policy goals 2/3Research : • Generic ‘Serious Game’ research – a ‘scientific’
approach to game design and application• Targeted studies of impact to raise awareness of potential
impact of DGEI application• Connect game and application domain research• Build and share knowledge about DGEI practice, users
and context including evaluation tools• Studies to indentify existing and emerging good practice• Build stronger links from research to practice and
industry
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Summary• Many opportunities
Multiple uses of games, and very active and innovative environment
Engage and empower intermediaries Opportunities for policy in social inclusion, employment
and growth, and public services
• Many challenges• Low awareness and negative images• Low quality of many products, minimal high quality
evidence, lack of large scale demonstrators• Difficult field of application• Systemic challenges
What actions should stakeholders – industry, practice, policy and research - be taking?
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Considering Opportunities
Can we prioritise those which areas and approaches have most opportunity for impact and widespread use?
Considering challenges?
Challenges to sustainable and innovative useAddress underdeveloped production and distribution Empowerment of intermediariesLow awareness and Negative StereotypesTackle low quality and sustainability of DGEI projectsLack of Impact Assessment toolsKnowledge gaps and opportunitiesLack of skills
Supply industryReshaping the game-play for non-leisure applicationsSupply and integration of skills designers and technology specialistsAutomating the production processesPersuading reluctant usersShaping ProcurementInnovating business modelsStructuring serious games industry by target sectorDeveloping for all platformsImplementing and Exploiting New technologies
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Considering Actions
What actions can be taken, and by whom, and when, to stimulate the effective exploitation and use of digital games to support empowerment and social inclusion?
Any questions?
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What can Digital Games offer to action and policy in the field of social exclusion and empowerment? A use perspective• Tap into game-playing culture (49% at least of 16-24 y/o play
console games, UK 2012)• Game culture elements incorporated into communication
(images, gamification)• Use of commercial of the shelf game products and services• Use of game device platforms (consoles, handhelds)• Use of online game platforms • Creation of specially made games• Use of game technologies, tools and engines to create games,
simulators etc• Use of gameplay element (gamification) • Use of game developers (to produce products and services)• Use of game industry (to promote use of games)• (Videogames are key pathway to eInclusion)
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Current Policy Role
Policy domain Types of actions
Support to the video games industry
Support to industry in the form of tax creditsProgrammes of education and training of professions to work in digital games production.Regional and National policies to provide multi-dimensional structural support to the video game industry.
Research and development
Funding of basic and applied research on digital games and all related technologies.Funding of research on GBL, games for health etcFunding for research on digital game culture
Support for serious and applied games industry and use
Funding of development and innovation of digital games in a range of applied sectorsCommissioning and supporting use of digital games in educationCommissioning of 'serious games' and simulations especially for and by the military.Commissioning of ‘serious games’ for social inclusionPublic procurement of games to stimulate innovation and industry
Regulation Regulation of contentRegulation of consumer markets
Leadership Championing the digital games industryLeading the development and use of digital games approaches in applied domains.
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Selected EU ActivitiesCommission has Over 75 Funded Projects• Lifelong Learning Programme• Framework Programmes
Identification value of games within education Where’s the impact?
Networking GALA (Games and Learning Alliance) NoE supported by Technology
Enhanced Learning Unit, with 31 partners SEGAN (Serious Games Network)
Policy support and systemic adoption IMAGINE (Increasing Mainstreaming of Games In Learning Policies[1]) ENGAGE (European Network for Growing Activity in Game-based
learning in Education project)
Safer Internet programme (DG CNECT) has addressed safety in online games since 2005.
MEDIA programme treats VGs as secondary works, but changing