Periodic Reporting for period 1 - GAMEHEARTS (Games, Heritage, Arts, & Sport: the economic, social, and cultural value of the European videogame ecosystem.)
Reporting period: 2024-01-01 to 2025-03-31
GAMEHEARTS is therefore an exploration of the current capacity and potential of the EVGIE to contribute decisively to economic growth and job creation. However, the project will also explore, the use of videogame know-how and technology to drive innovation in other economic sectors, and more specifically, how this might act as a driver for innovation in the wider CCI, enabling a greater market share and audience diversity, and in the process opening up the physical and mental wellbeing as well as to social and cultural cohesion that the CCI (including videogames) can bring to a wider audience. The project will develop through innovative methodology(ies) and new empirical data gathered from a range of areas of the EVGIE, the wider CCI, and their audiences. Finally, GAMEHEARTS will offer key recommendations for European policy, including R&I policy, to support sustained innovation and growth in the European videogame industry.
Work package WP1 – Organisation, Management, & Ethics
Work package WP2 – Stakeholder Workshops
Work package WP3 – Videogames Industry Ecosystem
Work package WP4 – Governance challenges and opportunities
Work package WP5 – The impact of videogames in shaping a more inclusive society
Work package WP6 – Ludic experiences build & audience research
Work package WP7 – Dissemination, Communication, Exploitation and Long-term Impact
This project:
▪ Will develop prioritised recommendations for policymakers but also for members of the EVGIE, given our focus on inclusive, socially responsible and human rights responsive games designing, and development and co-innovations implemented by VGD and organisations from the CCI, it is expected that those recommendations will be valuable for future R&I policy (mainly WP7, supportively also WPs3, 4, & 5).
▪ Will provide pathways towards future developments in the EVGIE in ways that enhance its contribution in the societal and cultural role of videogames, beyond their economic potential. The focus on the future derives directly from the drivers in consumption but also production, subversion, and individualised and communal led practices of gamers across an equitable demographics, with particular attention to children and women (WP4, WP7).
▪ Will apply (across WPs2 to 6) an evidence-based approach that focuses not just on VGD, but rather adopts a broader, more contextual, and ecosystem approach to consider the competitiveness and development of the EVGIE. In doing so, it draws on both established and more innovative methodologies in undertaking highly interdisciplinary, multi-sector, mixed-method, and multi- informant, ecosystem research. This will involve seeking insights from key stakeholders from the EVGIE47 and CCI (note: the target informants cover CCI in terms of classification of the European Statistical System). When investigating the phenomena of inclusive game design, value co-creation and co-innovation it is expected that not only recommendations for EVGIE will be provided, but also other invested actors will gain knowledge, recognise practices, and find suggestions valuable for leveraging both innovation outputs and organisational innovativeness.
▪ Will adopt a videogames industry ecosystem perspective48. In particular, we will recognise opportunities and practices of value-transfer from EVGIE to CCI that would strengthen the cooperation and increase VGDs’ profitability. Furthermore, we will recognise opportunities and practices of value co-creation by VGD with members of the CCI that would strengthen cooperation and leverage VGDs’ innovativeness and innovation rate (e.g. by finding cross-industry synergy effect, cross-use of creative insights/ideas/solutions under co-innovation processes). Finally, it will outline strategic recommendations for VGD regarding value-cocreation, which is beneficial for various stakeholders involved and brings long-term effects in the changes of their practices.