State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases
This report presents the 'state of play' of knowledge of how digital games can work as empowerment tools to support social inclusion processes and policy.
The report brings together for the first time a review of theoretical and empirical research in a variety of disciplines, especially from learning, social inclusion, e-inclusion and innovation studies to build a framework to help understanding of the potential of games for inclusion and empowerment. It uses this framework to analyse seven well-documented case studies from across the spectrum of digital games for empowerment and inclusion to understand between the factors contributing to their success or failure. It draws conclusions as to the principal challenges, identifies knowledge gaps, and recommends potential action by stakeholders to address these challenges.
The MIREIA study aims to better understand the role of e-Inclusion intermediary actors and to create adequate instruments to facilitate the demonstration of their outcomes and their contribution to the achievement of European e- Inclusion policy goals.
Information and Communication Technologies (ICT) play an essential role in supporting daily life in today's digital society. The EU policy on e-Inclusion aims at reducing gaps in ICT usage and promoting the use of ICT to overcome exclusion, and improve economic performance, employment opportunities, quality of life, social participation and cohesion.
The MIREIA research aims to address two key gaps identified at policy and research level:
a) the need to characterize the diverse set of actors involved in implementing eInclusion policies;
b) the lack of common methodologies and practice in measuring the impact of ICT for socio-economic inclusion.
The MIREIA research will carry out the following activities:
1. State of play Analysis - Review of Literature and practice on measuring ICT for socio-economic inclusion.
2. Selected Locality Mapping - to provide a detailed picture of eInclusion local landscapes in selected localities
3. Conceptualization and design of the Impact Assessment Framework for eInclusion intermediaries
4. Survey design and testing of the Impact Assessment Framework for eInclusion intermediaries
5. Development of an implementation methodology for applying the Impact Assessment Framework for eInclusion intermediaries
6. Stakeholders‘ Engagement, communication and dissemination
Start date: 1st January 2012
Preparatory studies: January – May 2012
1st Experts Workshop: 3-4 May 2012 (JRC-IPTS, Seville)
Stakeholders’ Consultation Workshops – 6th September 2012
2nd Experts’ Workshops: June 2013
Final Stakeholders’ Consultation Event: October 2013
End date: 31st December 2013
Established by the European Commission, the e-Inclusion Awards is on a mission to discover and celebrate the most innovative ways of plugging the digital gap and helping people to enjoy the benefits of the internet.
Aimed at inspiring individuals, businesses, entrepreneurs, NGOs and governments the Awards reward those championing the way forward and exploiting the potential of technology in dealing with today’s challenges.
With almost a quarter of Europeans remaining offline, growth of the digital economy will be stunted as will access to the benefits achieved from access to online facilities.
Europe’s Digital Agenda includes a vision of ‘Every European Digital’ in which all people truly benefit from technology innovations, improving their well-being throughout their lifetime and contributing to economic recovery. For individuals, the sense of achievement, empowerment and connection can be priceless!
Neelie Kroes, Vice-President of the European Commission responsible for the Digital Agenda, comments: “Investment in ICT capital pays off. In fact, it pays off better than most other forms of capital investment: the “ICT dividend” amounts to an extra return of around 7%, but only when accompanied by investment in intangible capital – that is, investment in people, in skills, in digital literacy.
We – companies, governments and civil society – must make that investment for the future, and skill up to face new challenges. And we must include everyone, we must get “Every European Digital” so that we can all benefit from “smart”, innovation-based economic growth.”
This year’s e-Inclusion Awards are intended for individuals as well as organisations, big and small in the public, business and civil society sectors, working at the local level. There are two categories in the competition, both of which will require entrants to submit written and audiovisual material as part of their entry:
- “I am Part of IT” award
For individuals who have felt significant benefit and empowerment by becoming e-included. Of particular (although not exclusive) interest are stories around employability, re-skilling, and improvement in life situations.
- “Be Part of IT – Digital Inclusion Champions” award
For organisations (or individuals outside of organisations) who champion e-inclusion by undertaking and supporting relevant projects.
You have until 4th May 2012 to submit your entries
Twelve finalists in each category will be invited to present their project at the Digital Agenda Assembly Conference in Brussels, Belgium to take place on 21st and 22nd June 2012 as part of the “e-Inclusion: Be Part of IT 2.0” campaign. The overall winners will be announced at the conference.
ITOL is internationally recognised as the professional body of first choice for those specialising in training, development and occupational learning.Membership encompasses training consultants, instructors, training managers, NVQ assessors, professors & lecturers, training directors and training designers etc. They work in every sector of industry, commerce, local and national government, not-for-profit organisations and the Armed Forces in Europe, Middle East, North Africa, Asia, North America and Australia. ITOL creates opportunities for professional development and contribution in the field of Learning and Development
International conference presenting the latest research and trends on ICT and elderly citizens (over 55). This includes pedagogy of ICT, Knowledge Society, ICT tools for education, social impact and QL, e-inclusion, potentialities, changes.
Researchers, teachers, professionals, and learners are invited to present their recent work and innovations and share experiences and expertise.
Information and Communication Technologies (ICT) play an essential role in today's society. Knowledge of these ICT is increasingly necessary to access a wide range of services, knowledge and new forms of social organization are becoming more and more important in the field of education. Nowadays elderly people need to have some knowledge of these ICTs if they are to remain an active part of our society. All citizens should be included in this new society. Being part of this society offers great advantages, while on the other hand, the risk of being excluded is also an important issue.
Educational institutions, as Universistat per a Majors have created some programs to promote the use of these ICTs among the elderly, ranging from simple e-mail users or search engines to use other tools to get some experience with these technologies.
The motto of this conference: "No one is left behind" promotes the idea of teaching the elderly in the use of ICT so they do not feel excluded from society. The III International Conference on Elderly and New Technologies are intended to facilitate the inclusion of older people in the ICT society. Therefore, this conference aims to expand and share experiences, technology and tools, while discussed in depth the social realities and social impact arising from the impact of technological advances in the field of training of the elderly. Researchers, teachers and professionals from around the world will be taking on the task of explaining the technological development and progress and benefits to present and explain their research and results in the field of ICT for the elderly.
This conference is aimed at researchers, teachers, staff and students over the world. In addition, older students have not only the role of spectators, but once finished the conference, will establish a network among all participants to continue to innovate and exchange experiences, tools, content and other approaches and methodologies in the field of education ICT for the elderly.
The Digital Agenda for Europe aims at the overall objective of having everyone connected and empowered, which poses special challenges towards disadvantaged parts of the population, to be included. In this respect, research shows that the digital games industry is expected to grow in the future. Developing a Digital Games industry can contribute offering a key instrument to fulfill these opportunities and addressing the key challenges set out in the Digital Agenda for Europe.
Within a scenario of rapidly increasing convergence of digital technologies and integration of media services, the role of the creative content industry is expected to increase accordingly and the video games software industry plays a major role. In this general context, Digital Games use the platforms and techniques of the videogame industry to create products and services and have a potential to further education, health, public policy, government or corporate training, and strategic communication objectives.
Digital Games with useful objectives going beyond the simple fun of playing may serve social purposes like inclusion, health, skilling, learning and other public services, where their action complements more classical approaches. Because of their ludic dynamics, they are usually very welcome to different kind of public (not only youngsters) and this is their strength.
Considering that the video games industry is going through a period of change, including significant transformation in the value chain, Digital ‘Serious’ Games thus offer opportunities not only for the existing actors but also to new entrants with expertise in training, simulation, healthcare and social inclusion.
The aim of the exploratory study is to better understand:
- what are the industrial, market, social opportunities and limitations of Digital Games for users' empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such as youth at risk, migrants, elderly, unemployed, low-educated);
- what are the technological, market, implementation, adoption and policy challenges of creating this potential and if and how policy actions could address the challenges identified.
The research will carry out the following activities:
1. Analysis of the State of Play of Digital Games for Empowerment and Inclusion
This analysis will specifically look at exploring the supply side, including various typologies of digital games, technological platforms; current knowledge of market diffusion and adoption; the state of the art of research and existing practice, as well as identifying the key actors involved in the domain. The goal of this analysis will be to define key (technological, research, policy, industry/market, social, economic) opportunities and challenges of putting Digital Games at the service of empowerment and social inclusion purposes, and to gather evidence of impact in this domain.
2. Vision Development
Building on the consolidated version of the Report of the State of Play, on the opportunities and key challenges identified, through a consultation process among EC policy officers, a common vision of the possible future application of Digital Games for Empowerment and Inclusion will be defined.
3. Development of a Roadmap for Action through Stakeholders' Consultation A multi-stakeholders consultation will be organized to enable a broader dialogue and engage stakeholders, validate the vision defined, identify stakeholders actions and build consensus on possible EC research and policy options to support the vision.
This study is co-funded by the Information Society Unit of the JRC-IPTS and DG INFSO ICT for Inclusion Unit. The JRC-IPTS conducts the study in collaboration with selected external experts in the domain of Digital Games and ICT for Social Inclusion.
JRC-IPTS is looking for examples of successful initiatives from across the world on the use of Digital Games for Empowerment and Inclusion, and for the participation of experts from research and practice in the development of the vision and roadmap. Please contact the Project Leader and the Scientific Coordinator if you wish to contribute to the future of Digital Games for Empowerment and Inclusion.
En el documento se analiza el fenómeno de la economía de Internet desde lo general a lo particular. La obra está coordinada por Cilia Willem, investigadora del LMI. Bridge-IT es un proyecto de red temática financiado por la Comisión Europea a través del programa de soporte a las políticas de fomento del uso de las TIC (PSP ICT). Sus principales objetivos son la identificación, el intercambio y la aplicación de buenas prácticas dentro del ámbito de las TIC y de la diversidad cultural y la integración social del colectivo inmigrante en Europa.
At Labdoo this Christmas they had an idea to help bring “edoocation” to every child in the planet: instead of asking for a money donations, they would like to ask for just a bit of time…Without leaving home, 75 minutes of time a single person’s life can change the edoocation path of a child. Do you have an unused laptop? or can you collect one from a relative or friend?Then you can take on your own mini mission! Follow the next magic box steps and make it happen
VET4e-I project is going to celebrate its final conference in Brussels on 12th December 2011.
The project’s achievements and potential future involvements will be discussed in more details with the analysis of European policy experts in terms of validation, e-Inclusion and e-facilitator’s profile and training.
For more information, please contact at firstname.lastname@example.org