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The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy

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Abstract

This report addresses the potential of digital games to support social inclusion and empowerment (DGEI). It is based on a range of theoretical and empirical data, brought together for the first time in this and associated reports. The aim of the report, commissioned by DG CNECT, is to provide a better understanding of the industrial, market, social opportunities and limitations of digital games for empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such as youth at risk, migrants, elderly people, the unemployed, and the low-educated). A review of the literature, 12 original short case studies, workshops, and contributions from experts and stakeholders were used to identify both opportunities and challenges for deployment of digital games and gaming in fields such as wellness and aging, education and employability of poor learners, improved quality of training and skill development in industry, and civic participation. It concludes that there is sufficient evidence and activity to foresee positive impacts in terms of social inclusion, public service improvement, and employment and growth, but significant activity is still required in research, innovation, and especially in practice, before clear conclusions on large scale impact could be drawn. The report finishes by suggesting a range of actions related to the video game and 'serious game and gamification'' industry, research, skills, and application sectors that could be taken by stakeholders and policy makers in order to exploit the opportunities of DGEI.

Suggested Citation

  • James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.
  • Handle: RePEc:ipt:iptwpa:jrc78777
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    File URL: https://publications.jrc.ec.europa.eu/repository/handle/JRC78777
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    References listed on IDEAS

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    1. Nathan Wilkinson & Rebecca P. Ang & Dion H. Goh, 2008. "Online Video Game Therapy for Mental Health Concerns: A Review," International Journal of Social Psychiatry, , vol. 54(4), pages 370-382, July.
    2. Feijoo, Claudio & Gómez-Barroso, José-Luis & Aguado, Juan-Miguel & Ramos, Sergio, 2012. "Mobile gaming: Industry challenges and policy implications," Telecommunications Policy, Elsevier, vol. 36(3), pages 212-221.
    3. Jackson, Matthew O. & Zenou, Yves, 2015. "Games on Networks," Handbook of Game Theory with Economic Applications,, Elsevier.
    4. Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
    5. Warren, Martyn, 0. "The digital vicious cycle: Links between social disadvantage and digital exclusion in rural areas," Telecommunications Policy, Elsevier, vol. 31(6-7), pages 374-388, July.
    6. Hoffman, Donna L. & Novak, Thomas P., 2009. "Flow Online: Lessons Learned and Future Prospects," Journal of Interactive Marketing, Elsevier, vol. 23(1), pages 23-34.
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    Cited by:

    1. Gianluca Misuraca & Clelia Colombo & Csaba Kucsera & Stephanie Carretero & Margherita Bacigalupo & Raluca Radescu, 2015. "ICT-enabled Social Innovation in support of the Implementation of the Social Investment Package (IESI) - Mapping and Analysis of ICT-enabled Social Innovation Initiatives promoting Social Investment t," JRC Research Reports JRC97467, Joint Research Centre.
    2. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).

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    More about this item

    Keywords

    Social inclusion; innovation; videogames; games; serious games; education; health; exclusion; social innovation; welfare;
    All these keywords.

    JEL classification:

    • I38 - Health, Education, and Welfare - - Welfare, Well-Being, and Poverty - - - Government Programs; Provision and Effects of Welfare Programs
    • I24 - Health, Education, and Welfare - - Education - - - Education and Inequality
    • I12 - Health, Education, and Welfare - - Health - - - Health Behavior
    • J24 - Labor and Demographic Economics - - Demand and Supply of Labor - - - Human Capital; Skills; Occupational Choice; Labor Productivity
    • L83 - Industrial Organization - - Industry Studies: Services - - - Sports; Gambling; Restaurants; Recreation; Tourism
    • L86 - Industrial Organization - - Industry Studies: Services - - - Information and Internet Services; Computer Software
    • L88 - Industrial Organization - - Industry Studies: Services - - - Government Policy
    • O31 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Innovation and Invention: Processes and Incentives
    • O32 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Management of Technological Innovation and R&D
    • O33 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Technological Change: Choices and Consequences; Diffusion Processes
    • O38 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Government Policy

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