The GAMES REALISING EFFECTIVE & AFFECTIVE TRANSFORMATION (GREAT) Project
The GAMES REALISING EFFECTIVE & AFFECTIVE TRANSFORMATION (GREAT) Project
批准号:
10054160
负责人:
金额:
$55.21万
依托单位:
依托单位国家:
英国
项目类别:
EU-Funded
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --
中文摘要
游戏实现有效和情感转变(在社会和文化领域)GREAT项目的研究和创新将产生关于游戏对欧洲社会的实际和潜在影响的新知识,以及对游戏创新用途的新理解,以支持公民的社会参与。利用游戏在当代文化中的核心作用,它将学术研究和实践实验与游戏的新应用相结合。它使用协作设计和公民科学方法,将游戏、数据分析和政策领域的专业知识的研究人员聚集在一起,进行综合调查,并通过使用游戏促进公民与政策利益相关者(政策制定者、政策执行者、政党、竞选组织和受影响的公民)之间对话的案例研究来阐述。研究的背景是气候紧急情况,每个案例研究都是一个研究周期,涉及一个政策问题和研究问题,有多个试点和定量和定性研究活动。该方法的一个重要方面是将游戏置于真实的环境中,这样玩家就会意识到他们的活动具有现实世界的影响,并通过与政策利益相关者的互动来完成循环。敏捷方法适用于改编现有平台的游戏,作为研究工具:(a)在热门手机游戏中大规模部署短游戏,生成定量数据,并触及300万玩家;(b)基于小群体社交困境的长协作游戏,生成深度定性数据。研究成果包括研究成果在期刊论文中发表、利用游戏快速获取数据和政策利益相关者洞察力的方法、技术资源和采用指导、方法的实施。
英文摘要
Games Realising Effective & Affective Transformation (in Societal and cultural domains) Research and innovation in the GREAT project will generate new knowledge of the actual and potential impact of games on European society and new understandings of the innovative uses of games to support the social engagement of citizens. Leveraging the central role of games in contemporary culture, it combines academic studies and practical experimentation with novel applications of games. Using collaborative design and citizen science methods, it brings together researchers with expertise in the areas of games, data analytics, and policy in an integrated investigation, articulated by case studies of the use of games in facilitating dialogue between citizens and policy stakeholders (policy makers, policy implementers, political parties, campaigning organisations and affected citizens). The context for the research is the climate emergency, and each case study is a research cycle addressing a policy issue and research questions, with multiple pilots and quantitative and qualitative research activities. An important aspect of the method is to place games in an authentic context, so that players are aware that their activities have real-world implications, and to close the loop by including interactions with policy stakeholders. Agile methods are applied to adapt games from existing platforms, for use as research tools: (a) short games deployed at scale in hit mobile games, generating quantitative data and reaching 3 million players, and (b) longer collaborative games based around social dilemmas with small groups, generating indepth qualitative data. Research outcomes include publication of research findings in journal papers, a method for using games to rapidly obtain data and insight for policy stakeholders, technical resources and guidance for adoption, and implementation of the method.
期刊论文(0)
专著(0)
科研奖励(0)
会议论文
海外基金