In this chapter, we propose an ethical framework for serious game design, which we term the Ecosystem for Designing Games Ethically (EDGE).EDGE expands on Zagal’s categorization of ethical areas in game design by incorporating the different contexts of design and their use. In addition, we leverage these contexts to suggest four guidelines that support Ethical Stewardship in serious game design. We conclude by discussing a number of specific areas inwhich ethics plays a role in serious game design. These include games in (a) amilitary context, (b) the consideration of privacy issues, and (c) the evaluation ofgame design choices.
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In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player's ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.
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This project covers multiple avenues of work on regional, national, and international policy discourse around the entertainment and creative (e.g. artistic) video game sector. Historically, policy makers have been wary of supporting the video game industry, but the diverse and modern video games industry deserves support and investment to build its presence in education, society, and business. Directing this support for the greatest impact requires informed decisions.This work continues the successful research of the Gaming Horizons project and its publications and activities.
GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a wider social context of the creative and cultural industries (hereafter, CCI). This will consider the importance of the EVGIE in contributing to economic growth, job creation, physical and mental wellbeing, and social and cultural cohesion, by particularly focusing on, how a stronger and closer working relationship between more the traditional and emergent cultural sectors, can work better to create more inclusive and socially responsible cultural experiences. The consortium will offer policy recommendations and roadmaps setting out how the EVGIE can and should develop, and where it could act as a driver for sustained innovation and economic growth. It will utilise an evidence-based approach that focuses not just on videogame development, but rather adopts a holistic ecosystem approach, utilising both established and more innovative methodologies, to consider the competitiveness and development of the EVGIE, and how videogame know-how and technologies could drive innovation in the wider CCI. In doing so, GAMEHEARTS will develop ‘ludic experiences’, to explore possibilities of more inclusive, engaging, and empowering cultural experiences. Working across seven work packages the universities of Salford (UK), Tampere (Finland), Vienna (Austria), Breda University of Applied Sciences (Netherlands), and Wroclaw University of Economics and Business (Poland) will work in parentship with Ubisoft (France) and other major videogame partners and associations (including the ISFE & EGDF) to explore current and future trends in the EVGIE.
Hoewel de zeevaart al zeer veilig is dankzij techniek, wetgeving en trainingen, gebeuren er nog steeds ongelukken door menselijke fouten. Het trainen van technische vaardigheden gebeurt vaak met simulatoren, maar de training van niet-technische vaardigheden (soft skills) staat nog in de kinderschoenen. Dit leidt ertoe dat zeevarenden deze vaardigheden vaak in de praktijk moeten leren, wat tot incidenten kan leiden. Een innovatieve oplossing hiervoor is het gebruik van Virtual Reality (VR), waar onze praktijkpartners SkillFull en creatives Enversed veel ervaring mee hebben VR wordt op het moment voornamelijk toegepast om individuele vaardigheden in gevaarlijke situaties te kunnen oefenen, zoals de veilige besturing van machines. In 2023/2024 hebben Hogeschool Rotterdam en SkillFull een VR-stress game ontwikkeld voor studenten van de opleiding Maritiem Officier. Deze game traint studenten in samenwerking door hen complexe praktijksituaties te laten oplossen. De ervaringen met de VR-game zijn positief. Dit project richt zich op het ontwerpen en verder ontwikkelen van VR-games voor soft skills training in de maritieme sector, met Boskalis als praktijkpartner. Er zijn ook twee praktijkpartners aangesloten vanuit de creatieve industrie: SkillFull en Enversed. De gesimuleerde VR-omgeving wordt gebruikt om zowel rustige als zeer stressvolle situaties te ontwerpen. Het ontwerp van de VR-game omvat twee typen interventies: (1) Simulatiescenario’s reproduceren de praktijksituaties met verschillende verkeers- en weersomstandigheden en (2) VR-interventies, die de game zelf aanpassen om het leerproces te versterken, zoals het weergeven van stressniveaus, het beperken van zicht, en het bieden van perspectief. Het doel van dit project is om de effectiviteit van VR-games als trainingsinstrument voor soft skills in de maritieme sector te onderzoeken. Door VR-games te ontwikkelen samen met praktijkpartners en studenten, kan de combinatie tussen creatieve professionals en innovatieve technologie optimaal benut worden om samenwerken onder complexe omstandigheden op een veilige manier te verbeteren.