Joost Raessens (Universiteit Utrecht) over call ICT 21 Horizon 2020

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Joost Raessens (Universiteit Utrecht) over call ICT 21 Horizon 2020

  1. 1. Faculteit Geesteswetenschappen iMMovator Horizon 2020 Media, ICT en Gaming Joost Raessens Hoogleraar Mediatheorie 18 december 2013
  2. 2. ICT 21: Advanced digital gaming/gamification technologies 1. 2. 3. 4. 5. 6. Mijn achtergrond – onderzoek Gaming en gamification in Horizon 2020 ICT 21: Challenge, scope, impact Achtergrondinformatie ICT 21 Project-ideeën Vragen – discussie - ideeën 18 december 2013 2
  3. 3. 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 (GWInformatica; NWO) 18 december 2013 3
  4. 4. 18 december 2013 4
  5. 5. 18 december 2013 5
  6. 6. 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
  7. 7. 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 18 december 2013 7
  8. 8. 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 (informal education), workplace learning etc. 18 december 2013 8
  9. 9. • Innovation actions - SMEs (digital games) → technology transfer, applications - Coordinating, incubating small scale experiments - Scientific evidence of effectiveness, for specific target groups or problems 18 december 2013 9
  10. 10. 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). 18 december 2013 10
  11. 11. 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
  12. 12. 18 december 2013 12
  13. 13. 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. 18 december 2013 13
  14. 14. 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) 18 december 2013 14
  15. 15. 6. Vragen – discussie - ideeën 18 december 2013 15

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