Joost Raessens (Universiteit Utrecht) over call ICT 21 Horizon 2020
Transcript of Joost Raessens (Universiteit Utrecht) over call ICT 21 Horizon 2020
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iMMovator Horizon 2020
Media, ICT en Gaming
Joost Raessens
18 december 2013
Hoogleraar Mediatheorie
Faculteit Geesteswetenschappen
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ICT 21: Advanced digital
gaming/gamification technologies
1. Mijn achtergrond – onderzoek
2. Gaming en gamification in Horizon 2020
3. ICT 21: Challenge, scope, impact
4. Achtergrondinformatie ICT 21
5. Project-ideeën
6. Vragen – discussie - ideeën
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1. Mijn achtergrond - onderzoek
• Persuasive gaming. From theory-based design
to validation and back (EUR, TU/e, UU; NWO
Creatieve industrie)
• Summerschool: Identity and Interdisciplinarity
in Games and Play Research (17 universiteiten;
NUFFIC)
• Games and social change – Indie games
(AHRC; UK)
• Graduate Programme Game Research (GW-
Informatica; NWO)
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2. Gaming en gamification in Horizon 2020
• ICT 21: Advanced digital gaming/gamification
technologies (2014).
• ICT 20: Technologies for better human learning
and teaching: “game-based learning”.
• PHC 26 – 2014: Citizen engagement and
mHealth: “game based physical training”.
• EE 11 – 2014/2015- Energy efficiency: “serious
games to empower consumers”.
• Knowledge innovation Centre (KIC) on healthy
living and active aging etc. 18 december 2013 6
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3. ICT 21: Challenge, scope, impact
1. Challenge
• Digital games and gamification mechanics
• Non-leisure contexts
• Excluded groups → better integration in
society, empowerment and social inclusion
• Produce, apply and use → scientific evidence
on their benefits
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2. Scope
• Research & innovation actions
- Multidisciplinary research: game engines,
narrative, interaction, interfaces, game design,
learner profiles, emotional models.
- Repository of core reusable, open components
- Application: learning, skills acquisition (in-
formal education), workplace learning etc.
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• Innovation actions
- SMEs (digital games) → technology transfer,
applications
- Coordinating, incubating small scale
experiments
- Scientific evidence of effectiveness, for specific
target groups or problems
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3. Impact
• Collaborations between digital game industry
and research community (neurosciences,
education etc.), intermediaries (teachers) and
users.
• Increase effectiveness of digital games: people
with disabilities, at risk of exclusion (socially,
physically, technologically disadvantages
groups, ‘unsuited’ for education).
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4. Achtergrondinformatie ICT 21
• JRC Scientific and policy reports → The
Potential of Digital Games for Empowerment
and Social Inclusion of Groups at Risk of Social
and Economic Exclusion (2013)
• Digital Agenda for Europe → Enhancing digital
literacy, skills and inclusion
→ Unemployment, low skills, discrimination,
barriers to disabled people, poor health…
→ Migrants, youth at risk, the elderly… 18 december 2013 11
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5. Project-ideeën
1. Games als interventie (Monique)
LoketGezondLeven.nl (RIVM), Databank
effectieve jeugdinterventies (Nederlands Jeugd
Instituut), gamemakers, onderzoekers.
Roken, wiet, alcohol, pesten, vallen/ongelukken,
seks, voeding, depressie etc.
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2. Ludoliteracy
• Risico/groepen voorzien van ´ludic skills´,
spelen, maken en begrijpen van games.
• Mediawijsheid, Mediawijzer → Webdetective,
Diploma Veilig Internet – The Game, IDentifEYE
(kinderrechten, privacy), MonsterMedia etc.
3. Taalvaardigheden, meertaligheid
4. Healthy living and active aging (STT / Serious
gaming voor nieuwe generatie senioren)
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6. Vragen – discussie - ideeën
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