Innovation Actions ICT-24-2016: Gaming and gamification

Gaming and gamification
H2020
Bruxelles 18 January 2016
Francesca Borrelli
DG CONNECT
G4 Inclusion, Skills and Youth
Game Application are becoming fully
embedded into our daily lives
Baseline H2020 and FP7
H2020 2014
• Research and Innovation Action:
- Rage - 9M
• Innovation Actions
- 3 D Tune in  3,5M
- ProSocialearn  3,5M
- No One Left Behind  2,5M
H2020 2015
• Innovation Actions
- Beaconing 6M
FP7
- Gala Network of Excellence
- Jamtoday - www.jamtoday.eu/
- C2Learn – www.c2learn.eu
 25M
www.rageproject.eu
Advanced software modules to develop applied games
- easier, faster and more cost-effectively
• H2020 2014 RIA - 9M€ budget: 19 key partners from 10
European countries
• Up to 40 advanced software modules; easy integration
• Interoperability across platforms, programming languages,
engines
• Large scale pilots for empirical validation: targeting social and
employability skills
• Online Ecosystem: Centralised access to software modules,
services and knowledge resources; Applied Games resources;
Repository infrastructure
H2020 – Innovation Actions
No One Left Behind
Goal: video game techniques to enhance students’ abilities in
computational proficiency creativity and social skills
ProsocialLearn
Goal: digital games to teach prosocial skills, increase social inclusion
and academic performance of children
3-D-Tune-in
Goal: Toolkit and game applications to enable users to optimize
hearing aid devices for different usage scenarios
BEACONING Staring February 2016
Goal: Games, gamification and context-aware techniques and
technologies facilitating ‘anytime anywhere’ learning
ICT-24-2016: Gaming and gamification
9
ICT-24-2016: Gaming and gamification
INNOVATION ACTION
Aim
• To mainstream application of gaming technologies, design
and aesthetics to non-leisure contexts
• Create new solutions and methodologies to address learning
and societal issues
• Help SMEs to seize new business opportunities
• Develop applied games more easily, faster and more costeffectively
Obstacles
• Fragmentation of Market – opportunities
• Slow time to market – especially for SMEs
ICT-24-2016: Gaming and gamification
Technology transfer through small scale
experiments applied to non-leisure situations and
scenarios for training and motivational purposes
Contributions from game developers, researchers
from social science disciplines and the humanities,
publishers, educational intermediaries and end-users
ICT-24-2016: Gaming and gamification
gaming
technologies
augmented and mixed reality, 3D audio
and video, virtual worlds, interactive
storytelling, narratives …
learning and /or pedagogical effectiveness,
engagement, creativity, collaborative
behavioural
behaviours …
triggers
social science
aspects
potential risks and challenges, privacy,
gender and ethical issues etc.
Expected Impact
• Increased take up of gaming technologies
in non-leisure contexts – and specifically
in education and for social inclusion
• Measured by the number of new
businesses and applications generated
by the action
Topic
Opening
ICT 24
20 October 2015
Deadline
Budget
12 April 2016
11M
(5pm BRUXELLES time)
expected proposals of
€1million
Thank You