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Games Realising Effective and Affective Transformation (societal and cultural domains)

Games Realising Effective and Affective Transformation (societal and cultural domains)
实现有效和情感转变的游戏(社会和文化领域)
批准号:
10054230
负责人:
金额:
$81.49万
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 --

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中文摘要
翻译
游戏实现有效和情感转变(在社会和文化领域)这一伟大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,并对游戏的创新使用以支持公民的社会参与产生新的理解。利用游戏在当代文化中的核心作用,它将学术研究和实际实验与游戏的新应用相结合。利用协作设计和公民科学方法,它将在游戏、数据分析和政策领域拥有专业知识的研究人员聚集在一起进行综合调查,通过使用游戏促进公民和政策利益攸关方(政策制定者、政策执行者、政党、活动组织和受影响的公民)之间对话的案例研究来阐明这一点。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背景中,以便玩家意识到他们的活动具有现实世界的影响,并通过包括与政策利益攸关方的互动来闭合循环。敏捷方法被应用于改编现有平台上的游戏,用作研究工具:(A)在热门手机游戏中大规模部署的短游戏,生成定量数据,覆盖300万玩家;(B)基于小群体的社会困境的更长时间的协作游戏,生成深入的定性数据。研究成果包括在期刊论文中发表研究成果,使用游戏为政策利益相关者快速获取数据和洞察力的方法,技术资源和采用指导,以及方法的实施
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 in depth 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
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