Games, Heritage, Arts, & Sport: the economic, social, and cultural value of the European videogame ecosystem (GAMEHEARTS)
Games, Heritage, Arts, & Sport: the economic, social, and cultural value of the European videogame ecosystem (GAMEHEARTS)
批准号:
10104584
负责人:
金额:
$91.45万
依托单位:
依托单位国家:
英国
项目类别:
EU-Funded
财政年份:
2024
资助国家:
英国
项目状态:
未结题
起止时间:
2024 至 --
中文摘要
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英文摘要
GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a widersocial context of the creative and cultural industries (hereafter, CCI). This will consider the importance of the EVGIE in contributingto economic growth, job creation, physical and mental wellbeing, and social and cultural cohesion, by particularly focusing on, howa stronger and closer working relationship between more the traditional and emergent cultural sectors, can work better to create moreinclusive and socially responsible cultural experiences. The consortium will offer policy recommendations and roadmaps setting out howthe EVGIE can and should develop, and where it could act as a driver for sustained innovation and economic growth. It will utilise anevidence-based approach that focuses not just on videogame development, but rather adopts a holistic ecosystem approach, utilising bothestablished and more innovative methodologies, to consider the competitiveness and development of the EVGIE, and how videogameknow-how and technologies could drive innovation in the wider CCI. In doing so, GAMEHEARTS will develop ‘ludic experiences’,to explore possibilities of more inclusive, engaging, and empowering cultural experiences. Working across seven work packages theuniversities of Salford (UK), Tampere (Finland), Vienna (Austria), Breda University of Applied Sciences (Netherlands), and WroclawUniversity of Economics and Business (Poland) will work in parentship with Ubisoft (France) and other major videogame partners andassociations (including the ISFE & EGDF) to explore current and future trends in the EVGIE. Beyond this, we will work with certaincultural case studies partners to consider how game-related technologies and practices are and could be used to increased access toheritage, the arts, and sport
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