Skip to main content

Serious Games in a European Policy Context

  • Conference paper
Serious Games Development and Applications (SGDA 2013)

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Riedel, J., Mayer, I.S., Hauge, J.B., Bellotti, F., Mortara, M.: D1.5 Gala Roadmap 1 (2013)

    Google Scholar 

  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. GALA - Network of Excellence for Serious Games (Webpage), http://www.galanoe.eu/ (accessed: August 10, 2012)

  4. De Gloria, A., Bellotti, F., Berta, R.: Building a Comprehensive R&D Community on Serious Games. Procedia Computer Science 15, 1–3 (2012)

    Article  Google Scholar 

  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. 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. SIREN - Social games for conflIct REsolution based on natural iNteraction (Webpage), http://sirenproject.eu/ (accessed: May 06, 2013)

  8. Howkins, J.: The Creative Economy: How People Make Money from Ideas. Penguin Books Limited (2002)

    Google Scholar 

  9. Howkins, J.: Creative Ecologies, p. 161. Transaction Publishers (2009)

    Google Scholar 

  10. European Commission. Information Society and Media, “ICT – Information and communication technologies Work programme 2013,” Luxembourg (2012)

    Google Scholar 

  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. 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. 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. FuturICT, Introduction FuturICT: Global Computing for Our Complex World (2013)

    Google Scholar 

  15. SAGANET, Simulation and Gaming Association- the Netherlands (2007), http://www.SAGANET.nl

  16. Klabbers, J.H.G.: The Saga of ISAGA. Simulation & Gaming 40(1), 30–47 (2008)

    Article  Google Scholar 

  17. Commissie van Wijzen Kennis en Innovatie, Advies aan het Kabinet over de resultaten van de totale BSIK-impuls (2011)

    Google Scholar 

  18. NGI, Theme Serious Gaming (2009), http://www.nginfra.nl/index.php?pageID=12&itemID=446458

  19. GATE, Growing knowledge for games Results from the GATE research project (2012)

    Google Scholar 

  20. Leven met Water. Ruimte voor Water. Uitgave ter gelegenheid van de afronding van het onderzoek- programma Leven met Water (2010)

    Google Scholar 

  21. Innovatiethema’s Topsector Creatieve Industrie | Agentschap NL (Webpage), http://www.agentschapnl.nl/programmas-regelingen/innovatiethemas-topsector-creatieve-industrie (accessed: May 06, 2013)

  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. CLICKNL - The Dutch Creative Industries knowledge and innovation network (Webpage), http://www.clicknl.nl/ (accessed: May 07, 2013)

  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)

    Article  Google Scholar 

  25. Bundesministerium für Bildung und Forschung/ Federal Ministry of Education and Research (BMF). ICT 2020 Research for Innovations, Bonn, Germany (2007)

    Google Scholar 

  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. 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. 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. http://www.itabc.cnr.it/it/ricerche/progetti/apa_alla_scoperta_di_bologna/21

  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. http://www.das-alter-hat-zukunft.de/startseite

  32. http://www.bmbf.de/en/lebenslangeslernen.php

  33. http://www.iprase.tn.it/iprase/

  34. http://www.ludus-project.eu

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Mayer, I. et al. (2013). Serious Games in a European Policy Context. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds) Serious Games Development and Applications. SGDA 2013. Lecture Notes in Computer Science, vol 8101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40790-1_32

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-40790-1_32

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40789-5

  • Online ISBN: 978-3-642-40790-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics