Games as (Not) Culture: A Critical Policy Analysis of the Economic Agenda of Horizon 2020

Author:

Perrotta Carlo1ORCID,Bailey Chris2,Ryder Jim3,Haggis-Burridge Mata4,Persico Donatella5

Affiliation:

1. Faculty of Education, Monash University, Clayton, Melbourne, Australia

2. Department of Education, Childhood and Inclusion, Sheffield Hallam University, Sheffield, United Kingdom

3. School of Education, University of Leeds, Leeds, United Kingdom

4. Breda University of Applied Sciences, Breda, the Netherlands

5. Istituto per le Tecnologie Didattiche, National Research Council, Palermo, Italy

Abstract

This article presents a critical examination of European policy in relation to gamification. We begin by describing how gamification “traveled” as an idea, evolving from controversial yet persuasive buzzword to legitimate policy priority. We then focus on how gamification was represented in Horizon 2020: the flagship European Research & Development program from 2014 to 2020, worth nearly €80 billion of funding. The article argues that the ethically problematic aspects of gamification were removed through a process of policy capture that involved its assimilation in an established European network of research and small and medium enterprise (SME) actors. This process of “ethical neutering” is also observable in the actual funding calls, where the problematic assumptions of gamification around agency and manipulation are made invisible through a superficial commitment to vague and ill-defined criteria of responsible research and innovation.

Funder

H2020 LEIT Information and Communication Technologies

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

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