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
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