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Edinburgh Research Explorer The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion Citation for published version: Stewart, J, Bleumers, L & Van Looy, J 2013, The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. JRC Scientific and Policy Report, vol. 25900 EN, Joint Research Centre of the European Commission (JRC). <http://ftp.jrc.es/EURdoc/JRC78777.pdf> Link: Link to publication record in Edinburgh Research Explorer Document Version: Publisher's PDF, also known as Version of record Publisher Rights Statement: © Stewart, J., Bleumers, L., & Van Looy, J. (2013). The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. (JRC Scientific and Policy Report). Joint Research Centre of the European Commission (JRC). 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Working in close cooperation with policy Directorates-General, the JRC addresses key societal challenges while stimulating innovation through developing new standards, methods and tools, and sharing and transferring its know-how to the Member States and international community. e and Opportunity for Policy Key policy areas include: environment and climate change; energy and transport; agriculture and food security; health and consumer protection; information society and digital agenda; safety and security including nuclear; all supported through a cross-cutting and multi-disciplinary approach. The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy Authors: James Stewart, Lizzy Bleumers, Jan Van Looy, Ilse Mariën, Anissa All, Dana Schurmans, Koen Willaert, Frederik De Grove, An Jacobs, Gianluca Misuraca Editor: Clara Centeno 2013 The Potential of Digital Games for Empowerment and Social Inclusion Groups at Risk Economic Exclusion: Evidenc Report EUR 25900 EN European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo. c/ Inca Garcilaso, 3. E-41092 Seville (Spain) E-mail: [email protected] Tel.: +34 954488318 Fax: +34 954488300 http://ipts.jrc.ec.europa.eu http://www.jrc.ec.europa.eu European Commission EUR 25900 - Joint Research Centre - Institute for Prospective Technological Studies This publication is a Scientific and Policy Report by the Joint Research Centre of the European Commission. Title: The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy Legal Notice Neither the European Commission nor any person acting on behalf of the Commission Authors: James Stewart, Lizzy Bleumers, Jan Van Looy, Ilse Marin, Anissa All, Dana Schurmans, Koen Willaert, is responsible for the use which might be made of this publication. Frederik De Grove, An Jacobs, Gianluca Misuraca Europe Direct is a service to help you find answers to your questions about the European Union Luxembourg: Publications Office of the European Union Freephone number (*): 00 800 6 7 8 9 10 11 (*) Certain mobile telephone operators do not allow access to 00 800 numbers or these calls may be billed. 2013 - 168 pp. - 21.0 x 29.7 cm A great deal of additional information on the European Union is available on the Internet. EUR - Scientific and Technical Research series - ISSN 1831-9424 (online) It can be accessed through the Europa server http://europa.eu/. ISBN 978-92-79-29185-2 (pdf) JRC 78777 doi:10.2791/88148 EUR 25900 EN Abstract ISBN 978-92-79-29185-2 (pdf) This report addresses the potential of digital games to support social inclusion and empowerment (DGEI). It is based on a range of theoretical and empirical data, brought together for the first time in this and associated reports. The aim of the ISSN 1831-9424 (online) report, commissioned by DG CNECT, is to provide a better understanding of the industrial, market, social opportunities and limitations of digital games for empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such doi:10.2791/88148 as youth at risk, migrants, elderly people, the unemployed, and the low-educated). A review of the literature, 12 original short case studies, workshops, and contributions from experts and stakeholders were used to identify both opportunities Luxembourg: Publications Office of the European Union, 2013 and challenges for deployment of digital games and gaming in fields such as wellness and aging, education and employability of poor learners, improved quality of training and skill development in industry, and civic participation. It concludes that there © European Union, 2013 is sufficient evidence and activity to foresee positive impacts in terms of social inclusion, public service improvement, and employment and growth, but significant activity is still required in research, innovation, and especially in practice, before Reproduction is authorised provided the source is acknowledged. clear conclusions on large scale impact could be drawn. The report finishes by suggesting a range of actions related to the video game and 'serious game and gamification'' industry, research, skills, and application sectors that could be taken by Printed in Spain stakeholders and policy makers in order to exploit the opportunities of DGEI. Acknowledgements Acknowledgements This report was produced by the Information Society Unit at who provided the helpful comments that enabled us to the Institute for Prospective Technological Studies (JRC-IPTS). improve this report. Thank you also for the input given by It is part of the study Digital Games for Empowerment iMinds/IBBT colleagues, Lieven De Marez, Sven Lindmark, Leo and Inclusion jointly funded by DG CNECT and JRC-IPTS Van Audenhove, and Pieter Verdegem. Thanks also to Simon under the Administrative Agreement AA INFSO/SMART Little (ISFE) for providing access to up-to-date industry data. 2011/0054 – JRC 32397-2011. The team at IBBT (now iMinds) were subcontracted by IPTS to develop the state of The initial research was presented and discussed for play review of digital games for empowerment and Inclusion validation in January 2012 at an Expert Workshop held at that makes up a substantial part of this analysis. IPTS in Sevilla. The report was subsequently presented to a Policy Maker’s Workshop and a Stakeholder Workshop in The authors would like to thank Jean Paul Simon, Giuditta De Brussels. The authors would like to thank the experts who Prato and Claudio Feijoo for their contributions and for making attended these events (listed in the Annex) and others who available some of the material used in this report. They were unable to attend but who contributed to the DGEI study, also thank IDATE and Laurent Michaud (Head of Consumers and in particular Jan Gejel, who acted as Rapporteur for the Electronics & Digital Entertainment Practice, IDATE) for use stakeholder meeting. Thanks go also to the organisers of the of their valuable reports on the serious games industry. Euclid network and Social Innovation Park for inviting IPTS Thanks to those experts interviewed for the game-focused to their workshop Online Gaming for Civic Engagement,1 and cases: Mitra Memarzia (free-lance artist and educator), to the organisers of the DGEI Cluster meeting,2 and for the Brian Alspach (E-line Media) and Seann Dikkers (University input of participants at these events. of Wisconsin, Gaming Matter), and to the contributors of the expert cases, Illona Buchem (Beuth University of Applied The precise checking and editing of Patricia Farrer (IPTS) in Sciences), Jean Menu (Association Serious Game), Derek the final production is gratefully acknowledged. Robertson (Scottish Government), Jan Gejel (Aarhus College) and Stephen Hands (LearnPlay), whose contributions are Although these contributions were substantial, the published in full in a project deliverable on the IPTS website. responsibility of this final version clearly remains with the authors. In addition, thanks to the expert reviewers Aphra Kerr (Centre for the study of Wider Europe), Lucia Pannese (imaginary srl, Finally, credit must go to Giorgio Zoia, whose vision while Innovation Network Politecnico di Milano), José M. Escribano working at DG CNECT led to the creation of this initiative. Serrano (ARSGAMES) and Ewan McIntosh (NoTosh Limited) 1 12-13 July 2012 in Bilbao (Spain) http://www.euclidnetwork.eu/projects/current- projects/research-projects/emergency-by-design-md/active-learning-seminar.