Advertisement

Serious Games in a European Policy Context

  • Igor Mayer
  • Johann C. K. H. Riedel
  • Jannicke Baalsrud Hauge
  • Francesco Bellotti
  • Alessandro de Gloria
  • Michela Ott
  • Sobah Abbas Petersen
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8101)

Abstract

The authors analyze the policy discourse on the utility of games for society at the level of the European Union, and for five EU countries, the Netherlands, the United Kingdom, Germany, Italy and Norway. The ongoing study is part of a Research Roadmap developed within the GALA Network of Excellence on Serious Games (2010-2014, EU FP7). The authors identify four policy discourses on the utility of serious games that they label as Technology Enhanced Learning; Creative Innovation; Social Inclusion and Empowerment and Complex Systems. The polcies applicable to SGs in the five European countries are briely described and compared. It was seen that some countries have explicit policies for SGs (the Netherlands, Germany); whereas most of the countries only have implicit policies not directly addressing SGs but which can be used to support SGs development and use.

Keywords

Serious Games Policy Discourse European Union Innovation Policy Creative industries Netherlands UK Germany Italy Norway 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Riedel, J., Mayer, I.S., Hauge, J.B., Bellotti, F., Mortara, M.: D1.5 Gala Roadmap 1 (2013)Google Scholar
  2. 2.
    Mayer, I.S., Bekebrede, G., Harteveld, C., Warmelink, H.J.G., Zhou, Q., van Ruijven, T., Lo, J., Kortmann, R., Wenzler, I.: The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology, p. n/a–n/a (June 2013)Google Scholar
  3. 3.
    GALA - Network of Excellence for Serious Games (Webpage), http://www.galanoe.eu/ (accessed: August 10, 2012)
  4. 4.
    De Gloria, A., Bellotti, F., Berta, R.: Building a Comprehensive R&D Community on Serious Games. Procedia Computer Science 15, 1–3 (2012)CrossRefGoogle Scholar
  5. 5.
    Giorgini, F., Stegioulas, L., Kamtsiou, V.: TEL-Map project: a bridge across the past, present and future TEL. In: Cunningham, P., Cunningham, M. (eds.) Proceedings of the 21st eChallenges e-2011 Conference, Florence, Italy, October 26-28, IIMC International Information Management Corporation, Dublin (2011)Google Scholar
  6. 6.
    Yannakakis, G.N., Togelius, J., Khaled, R., Jhala, A., Karpouzis, K., Paiva, A., Vasalou, A.: Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution. In: 4th Europeen Conference on Games Based Learning ECGBL 2010, Copenhagen, Denmark, p. 10 (2010)Google Scholar
  7. 7.
    SIREN - Social games for conflIct REsolution based on natural iNteraction (Webpage), http://sirenproject.eu/ (accessed: May 06, 2013)
  8. 8.
    Howkins, J.: The Creative Economy: How People Make Money from Ideas. Penguin Books Limited (2002)Google Scholar
  9. 9.
    Howkins, J.: Creative Ecologies, p. 161. Transaction Publishers (2009)Google Scholar
  10. 10.
    European Commission. Information Society and Media, “ICT – Information and communication technologies Work programme 2013,” Luxembourg (2012)Google Scholar
  11. 11.
    Bleumers, L., All, A., Mariën, I., Schurmans, D.: State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases. Seville, Spain (2012)Google Scholar
  12. 12.
    Stewart, J., Lizzy, I., All, A., Mariën, I., Schurmans, D., Looy, V., Jacobs, A., Willaert, K., De Grove, F.: Digital Games for Empowerment and Inclusion ( DGEI ) The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy, Seville, Spain (2011)Google Scholar
  13. 13.
    Science, C.: What is FuturICT? FuturICT is a visionary project that will deliver new science and technology Why do we need it? How will it work?Google Scholar
  14. 14.
    FuturICT, Introduction FuturICT: Global Computing for Our Complex World (2013)Google Scholar
  15. 15.
    SAGANET, Simulation and Gaming Association- the Netherlands (2007), http://www.SAGANET.nl
  16. 16.
    Klabbers, J.H.G.: The Saga of ISAGA. Simulation & Gaming 40(1), 30–47 (2008)CrossRefGoogle Scholar
  17. 17.
    Commissie van Wijzen Kennis en Innovatie, Advies aan het Kabinet over de resultaten van de totale BSIK-impuls (2011)Google Scholar
  18. 18.
  19. 19.
    GATE, Growing knowledge for games Results from the GATE research project (2012)Google Scholar
  20. 20.
    Leven met Water. Ruimte voor Water. Uitgave ter gelegenheid van de afronding van het onderzoek- programma Leven met Water (2010)Google Scholar
  21. 21.
    Innovatiethema’s Topsector Creatieve Industrie | Agentschap NL (Webpage), http://www.agentschapnl.nl/programmas-regelingen/innovatiethemas-topsector-creatieve-industrie (accessed: May 06, 2013)
  22. 22.
    €8 million earmarked for creative industry ‘top sector’ | News item | Government.nl (Webpage), http://www.government.nl/news/2011/12/19/8-million-earmarked-for-creative-industry-top-sector.html (accessed: May 06, 2013)
  23. 23.
    CLICKNL - The Dutch Creative Industries knowledge and innovation network (Webpage), http://www.clicknl.nl/ (accessed: May 07, 2013)
  24. 24.
    de Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education 46(3), 249–264 (2006)CrossRefGoogle Scholar
  25. 25.
    Bundesministerium für Bildung und Forschung/ Federal Ministry of Education and Research (BMF). ICT 2020 Research for Innovations, Bonn, Germany (2007)Google Scholar
  26. 26.
    Avvisati, F., Hennessy, S., Kozma, R., Vincent-Lancrin, S.: Review of the Italian Strategy for Digital Schools (2013), http://www.oecd.org/edu/ceri/Innovation%20Strategy%20Working%20Paper%2090.pdf
  27. 27.
    IRVAPP, Progetto Cl@assi 2.0: Primo rapport intermedio (2012), http://irvapp.fbk.eu/sites/irvapp.fbk.eu/files/irvapp_progress_report_2012_01.pdf (accessed July 2013)
  28. 28.
    EUN- Patricia Wastiau, Caroline Kearney Wouter Van den Berghe, How are digital games used in schools? (2009), http://games.eun.org/upload/gis-synthesis_report_en.pdf (accessed July 2013)
  29. 29.
  30. 30.
    Knol, W.H.C., De Vries, P.: EnerCities, a serious game to stimulate sustainability and energy conservation: preliminary results. eLearning Papers (25) (2011)Google Scholar
  31. 31.
  32. 32.
  33. 33.
  34. 34.

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Igor Mayer
    • 1
  • Johann C. K. H. Riedel
    • 2
  • Jannicke Baalsrud Hauge
    • 3
  • Francesco Bellotti
    • 4
  • Alessandro de Gloria
    • 4
  • Michela Ott
    • 5
  • Sobah Abbas Petersen
    • 6
  1. 1.Faculty of Technology Policy and ManagementTU DelftThe Netherlands
  2. 2.Nottingham University Business SchoolUK
  3. 3.Bremen Institute for Production and LogisticsGermany
  4. 4.DITENUniversity of GenoaItaly
  5. 5.CNR-ITDGenoaItaly
  6. 6.Dept. of Computer and Information ScienceNorwegian University of Science and TechnologyNorway

Personalised recommendations