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Serious Gaming and Development Aid: A Case Study from Egypt

In: Transforming Society and Organizations through Gamification

Author

Listed:
  • Mina Ghaly

    (Labor Market Access Project—GIZ)

Abstract

Recently the gaming industry became one of the fastest-growing industries, the size of the video gaming industry for profit purpose is growing rapidly and the engagement factor of these games is getting higher, especially with youth group. On the other hand, the social development community and especially the innovations teams in this field started to get involved in this market, seeking for social achievements. The area of social development in Egypt started to transform its strategies toward innovative solutions to achieve its goals. This chapter explores the relation between the development cooperation and social innovation tools. The context for the new paradigm of serious gaming in the social development sector will be deliberated. A case study from the International German Cooperation (GIZ) will be presented. The following pages provide a literature review and an overview of the historical background, and highlight the development aid and social innovation scenario in relation to serious gaming. Serious games are growing rapidly as a gaming industry as well as a tool for social change. Semi-structured interviews were used as research methods for a deep understanding about the intersection between development aid, social innovation and serious gaming, as well as the application of social innovation in the development sector in Egypt. Additionally, the potential of serious gaming to become a growing industry in Egypt and in the Middle East is discussed besides the policy implications to move forward in developing this field. The chapter concludes with a brief discussion of some policy options to assist with the development of this domain.

Suggested Citation

  • Mina Ghaly, 2021. "Serious Gaming and Development Aid: A Case Study from Egypt," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 67-85, Springer.
  • Handle: RePEc:spr:sprchp:978-3-030-68207-1_5
    DOI: 10.1007/978-3-030-68207-1_5
    as

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