la salute in gioco - serious game and health - english version

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Eleonora Pantò Education Programme Developer La salute in gioco 23 novembre 2017

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Page 1: La Salute in Gioco - Serious game and health - English version

Eleonora Pantò Education Programme Developer

La salute in gioco23 novembre 2017

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Serious Game

Serious games for health

http://www.sciencedirect.com/science/article/pii/S1875952113000153?via%3Dihub

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VideoGames, Serious Game, Applied Game, Game with a purpose, Alternative Reality Game, Learning Game.Are really games?

Interactivity is the new paradigmInteractivity through games and play = New Language

«GAMES ARE ABOUT DOING STUFF»

Serious…. Learning

Willem Jan Renger

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Edutainment ?! “You could probably get kids to play this for a while and think they were having fun, but after a while they’ll figure out that you’ve handed them what we in educational games like to call chocolate-covered broccoli,”

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“Immersive experiences such as those offered by virtual reality create a sense of

empathy and may build pathways to being more engaged citizens”.

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“A serious game is an applied game… a game that

other than pure entertainment also brings a

pedagogical purpose. In what comes to health, the

goal is also to create a behaviour change that is

sustainable over time

They are called serious because they must reach the

objective of educating and motivating. They must induce

changes in knowledge, attitude and also behaviour (e.g.:

weight loss, quitting smoking).

It's time to get serious about games for health

Oscar Pañella

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…. Change Behavior

“anything a person does in response to internal or

external events.”

https://www.gamified.uk/2017/07/28/behaviour-behaviour-change/

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…. Change Behavior COM-B model

https://implementationscience.biomedcentral.com/articl

es/10.1186/1748-5908-6-42

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6 common errors of policy makers in attempting to change a health-

related behaviour

• It is just common sense

• It is about getting the message across

• Knowledge and information drive behaviour

• People act rationally

• People act irrationally

• It is possible to predict accurately

New body of evidence of how to bring about behaviour change is

consistently ignored

These findings do not apply only to health-related behaviour

changes!

…. 6 common errors …

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…. Three step forward

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Second, developers should consider the four pillars of learning described to

avoid the development of a game which does not fulfil its educational

objectives. Researchers in the field should continue to explore how these

four pillars of learning can be used to enhance serious game engagement

and effectiveness

…. Three steps forwardFirst, in order to obtain a serious game played by its end users, we recommended to find a point where the intrinsic and extrinsic motivation of the players can converge, i.e. where the players can enjoy a future desirable outcome made virtually present in the game.

Finally, evaluation of serious games using a standardized framework will help to legitimize the enthusiasm observed in the health area for these tools.

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…. Three steps forward

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ResponSEAble

• Essere consapevoli dell'importanza del mare, per capire la sua influenza sugli esseri umani e l’influenza degli stessi sul mare. Significa saper proteggere l'oceano e cogliere le opportunità che offre. Chi conosce il mare capisce i principi essenziali e concetti fondamentali dei rapporti uomo-oceano ed è in grado di prendere decisioni informate e responsabili.

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ResponSEAble Key Stories Living Labs

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L’UE nel 2010 indica la strada per aumentare la competitività dell’industria

europea del videogioco

Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry - 2010

“As often highlighted by the relevant players, the European video games industry

has flourished without any focused EU policies beyond some broader horizontal

policies (e.g. e-commerce). Indeed, some parts of the EU regulatory framework

such as copyright, data protection, privacy law, consumer protection, the

protection of minors and the e-money directive are often quoted, mainly as

barriers. “

Policy for EU videogaming industry

http://ipts.jrc.ec.europa.eu/publications/pub.cfm?id=3759

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Gen 2012 – Dic 2014, INTERREG IV C

The digital gaming industry is an emerging market that could represent a new source of growth for the European economy. Many regions do not yet have policies or funding schemes to support this sector.

BOOGames aims to support public regional development authorities to understand the importance of the gaming industry for the European economy, facilitating the exchange of practices.

Regional Analysis Study Visits Thematic Workshop International Conferencegood practice projects Guide Pilot Implementation Plan

BOOGAMES- BOOSTING EUROPEAN GAMES INDUSTRY

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Lesson Learned

Cases collected in the regions provide useful indications to accelerate the video game industry:

• Policies: United Kingdom, France and Malta have implemented specific support policies for digital and the computer gaming industry.

• The creation of clusters, business incubators and accelerators seems to be crucial to persuade the video game industry?

• Tools and financial funds dedicated as voucher or tax benefits sector are used in many regions?

• Events and awards are always a major driving force for industry, as a network opportunity

BOOGAMES- BOOSTING EUROPEAN GAMES INDUSTRY

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Support Areas andNeeds of the Gaming

Industry

Mapping of the Top ThreeRecommendations on to

Support Areas

SOFIA

PIEDMONTPOLICY AND

REGULATIONS

NETWORKING, CLUSTERINGAND INCUBATION

UMBRIA UTRECHT

ILE-DE-FRANCE

MALTA

SALzBURG BADEN-WURTTEMBERG

ASTURIASTHE WEST MIDLANDS

R&D, EDUCATION AND TECHNOLOGY

TRANSFER

UMBRIA

THE WEST MIDLANDS

AWARENESSAND VISIBILITY

SALZBURG

ILE-DE-FRANCE

UTRECH PIEDMONT

MALTATHE WMIDLANDS

UMBRIA

ASTURIAS SOFIA

ILE-DE-FRANCESALzBURG

FINANCE AND FUNDING

BUSINESS ENTREPRENEURIALSUPPORT

ASTURIAS UTRECH

PIEDMONT

MARKETACCESS

MALTA

Mapping of the Good Practices into Support

Areas

CWLEP TECHNOLOGY STRATEGY

BOARD

CAPITAL GAMESLET’S GAME ASTURIAS

ICT INNOVATION CLUSTER BWCON

SERIOUS GAME INSTITUTE GEEILAB MEDIACUBE

TOUCH DIGITAL

FABERMEETING GAME-PARIS

PRINCE OF ASTURIAS AWARDVINCI

DIGITAL CONTENT FUNDING CREATIVITYVOUCHER

MALTA DIGITAL GAME FUND

TAX CREDIT MALTADUTCH GAME

GARDEN TREATABIT

CEEI FINANCIAGAMELAB SERIOUS

GAME STUDIO

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The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification -2013

[..] we need a clearer view and better data on the 'serious games industry' in general. In particular, we need to know how it can serve the goals of public policy, and individuals in need of support. Stakeholders need to do a great deal of work: this includes policy to bring in new research, raise standards, increase human capacity to create and use games, sustain games-producing organisations, fund exploratory projects and adoption, and develop robust evidence of effectiveness that helps suppliers and users make decisions to adopt..[..]

Politiche per serious games in EU

http://ftp.jrc.es/EURdoc/JRC77656.pdf

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The global Serious Game market was valued at $ 2.46 billion in 2014 and is expected to reach $ 10.96 billion by 2022 (1), while other sources (2) predict a value of $ 5, 48 billion for 2020.

Mobile educational games are those that will drive the market over the next ten years.

Factors that favor market growth include high return on investment, increasing use of educational games on mobile, consumer brands, improved learning outcomes and a greater need for user involvement in businesses. The improper design, the lack of awareness on serious games and the lack of evaluation tools are the factors that limit the growth of the market.

Il mercato dei Serious games

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Jam Today - Learning to change Learning

• Funded under the ICT-PSP EC program, JamToday, has established a network for the sustainable implementation and dissemination of the next generation of educational games across Europe. Game jams have been fundamental to stimulate innovation in the creation, implementation and distribution of educational games.

• Given the attention that emerges on smart learning environments, JamToday promotes awareness and innovation between games and areas of expertise with the intent to demonstrate the real impact

• 3 years - 3 themes• 2014: Improvement of ICT skills (learning to program)• 2015: Adopting healthier lifestyles (nutrition or behavior)• 2016: Support for learning mathematics

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Programma Media 2013 -2016

http://eacea.ec.europa.eu/node/638_fr

0

5

10

15

20

25

SUPPORT FORCONCEPT AND

PROJECTDEVELOPMENT

OF VIDEO GAMES

Development -Support for

Development ofEuropean Video

Games 2015

Support for theDevelopment ofEuropean Video

Games

Progetti italiani presentati e finanziati

Presentati Finanziati

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Games Industry Day, «investire sui videogiochi significa investire sul futuro».

Game production for 40 million, a market of about 1 billion

The new Cinema law approved for about a year includes video

games from 2017

• Tax credit for games production - 5 million euro, 25% tax credit

limit of 1 million

• Tax credit for the production of foreign video games in Italy

• Tax credit for the international distribution of Italian video games

(12M)

• Automatic contributions to development - (50 M between all

sectors of the law) The implementing decree establishes

parameters for the attribution that consider, among other things,

the number of foreign countries in which a work is distributed, the

female predominance among its authors and the possible

obtaining of international awards.

• Selective contributions to development (2 M)

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EU HEALTH FOR GAMES

WHO: 'Health is a state of complete physical, mental, and social well-being and not

merely the absence of disease‘

• 'Digital' will not only transform healthcare - both in evolutionary and disruptive waysbutalso provide people with new possibilities to progress on the other determinants ofhealth (nature, nurture, healthcare)

• Games will be integral part of digitally enabled healthcare services as well as bringingvalue in health literacy, motivation, behaviour change .. and 'Health' overall

• Further effort is needed to innovate at scale – including validation & evidence (HTA),user acceptance, value based care models - leading to large scale deployment

• Games for Health solutions targeting individual's behavioural change should exploreother sectors (energy efficiency, transport, security, climate change)

Ilias Iakovidis, PhD DG connect- Health for Games Europe 2017- Eindhoven, 1 October 2017

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Virtual Reality has the potential to treat chronic pain

https://www.weforum.org/agenda/2017/11/an-alternative-to-opioids-virtual-reality-has-the-potential-

to-treat-chronic-pain/

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1. Gamification2. Game based learning: usare i videogiochi

per imparare – Minecraft Edu in italia?3. Coding nelle scuole italiane - Progettare

videogiochi a scuola

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Scuola e videogiochi

• Rete Dschola - Proposta per un curriculum verticale sui videogiochi a scuola• LOGIN - Learning Gamification• http://www.associazionedschola.it/login

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Eleonora Pantò – [email protected]@epanto

CSP innovazione nelle ICT s.c. a r.l.

Sede legale e operativaStrada del Lionetto, 6 - 10146 - Torino

Centro di ricerca e sviluppoc/o Business Research CenterPolitecnico di TorinoVia Pier Carlo Boggio 59 - 10138 - Torino

Tel +39 011 4815111

www.csp.it