Alternative framings for a new role of gaming in education and society

About the Project

Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars. More about the project…

Scenarios

Our findings are condensed in 18 “scenarios” that offer policy recommendations, practical advice and suggestions for future research. The scenarios are written in an accessible language and make use of comics and avatars, in order to convey our key messages in a more relatable way.

These are grouped  by keyword and audience type. The audiences are:

Latest Posts

Gaming Horizons Final event – videos online

Videos from the final project gathering in Breda last month are now available on You Tube. The event was recorded and the various sessions are below. Each session covers a topic, ranging from an introductory talk describing the objectives and the general context in which the project exists, to more specific presentations about our key…

Gaming Horizons’ data released as Open Access

Gaming Horizons participated in the Open Research Data pilot, which is an important aspect of Horizon 2020. Anonymised data from our interviews and our discourse analysis has been deposited on the Zenodo Repository. Discovery metadata in the form of keywords has been incorporated. The datasets have been assigned unique digital object identifiers (DOI) which will…

Hellblade: Senua’s Sacrifice ‘not a psychosis simulator – but the story of a person’

Hellblade is an adventure game set in Scotland in 800 AD, during the Viking invasion. The main character, Senua, is a Celtic warrior belonging to the Picts, a tribal people that lived in Northern Scotland during the Iron Age and the early middle ages. However, what sets her apart is that she suffers with psychosis, which manifests itself through symptoms such as hallucinations and delusions. The game was developed by Ninja Theory, an indie game development studio from Cambridge (UK). From the start, the developers’ objectives was to illustrate how the mind works and how reality is the final result of an active and creative process of assembling information. The studio thought a videogame could be a useful tool to illustrate mental illness and immediately realised that mental illness impacts everyone, not only sufferers but also those around them.


RT @DER_Monash: @AlonIlsar and @sensilab_monash are looking for a PhD candidate to research digital sound and movement. The educati… twitter.com/i/web/status/1…

RT @DER_Monash: New article from @Neil_Selwyn @lucipangrazio @digiteracy and @carloper: What might the school of 2030 be like? five… twitter.com/i/web/status/1…

RT @carloper: Very pleased to have a new paper out with @Neil_Selwyn on #AI in #edtech. Part of a SI edited by @BenPatrickWill an… twitter.com/i/web/status/1…