Games as (not) culture: a critical policy analysis of the economic agenda of Horizon 2020

PERROTTA, Carlo, BAILEY, Chris J, RYDER, Jim, HAGGIS-BURRIDGE, Mata and PERSICO, Donatella (2019). Games as (not) culture: a critical policy analysis of the economic agenda of Horizon 2020. Games and Culture.

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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.

Item Type: Article
Uncontrolled Keywords: 1902 Film, Television and Digital Media; 2001 Communication and Media Studies; Communication & Media Studies
Identification Number:
SWORD Depositor: Symplectic Elements
Depositing User: Symplectic Elements
Date Deposited: 01 May 2019 09:01
Last Modified: 18 Mar 2021 03:32

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