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

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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

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

18 december 2013 2

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

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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