The gaming world is not just about entertainment; it’s a vast realm where culture, heritage, and innovation converge. Recognizing this nexus, the Logaculture project recently participated in a meeting with its sister projects organized by the European Commission. GREAT (Games Realizing Transformation) and EPIC-WE (Empowered Participation through Creating Cultural Worlds and Environments), alongside LoGaCulture, were funded under the HORIZON-CL2-2022-HERITAGE-01-09 call, share a common objective: understanding and harnessing the power of games in shaping culture and heritage.

The meeting was a dynamic exchange of ideas and an opportunity to present each project’s goals and aspirations. It also served as a platform for fostering collaboration and creating synergies in organizing public and scientific events centered around the theme of games and their profound connections to culture and cultural heritage.

EPIC-WE: Empowering Cultural Innovation Through Games

EPIC-WE, short for “Empowered Participation through Ideating Cultural Worlds and Environments: youth imagining, creating and exchanging cultural values and heritage through game-making,” is a pioneering initiative coordinated by the Aarhus University in Denmark. The EPIC-WE project is dedicated to investigating the profound impact of video games on European society, culture, and values. In a world where gaming has become ubiquitous, EPIC-WE aims to shed light on the cultural significance, benefits, and potential drawbacks associated with video games.

EPIC-WE seeks to comprehensively study the impact of video games on European society, focusing on their cultural significance and any associated risks. It explores the innovative potential of games, both online and offline, and their capacity to drive positive societal change. Additionally, EPIC-WE delves into the role of the games industry and non-commercial creative practices within the European Union, evaluating their potential to benefit society in various ways. In the end, the project aims to develop proposals for enhancing games to positively impact education, skill development, responsible business models, employment opportunities, social cohesion, and creativity.EPIC-WE employs cultural game jams and games as a format to empower young people to become co-creators of European culture. It focuses on nurturing cultural creative imagination and skills among youth, fostering positive societal changes through game-making. This initiative operates within a quadruple helix framework, encompassing academia, industry, government, and civil society.

GREAT: Games Realising Transformation for Climate Engagement

GREAT, which stands for “Games Realising Transformation,” embarks on a unique mission to utilize computer games to engage citizens in discussions about the climate emergency. Coordinated by the DIPF | Leibniz Institute for Research and Information in Education, it capitalizes on these games to collect valuable data on citizens’ preferences and attitudes concerning climate change. The ultimate goal is to use this data to influence policy-makers to create climate policies that align more closely with the needs and concerns of citizens. The central challenge of GREAT is to determine whether computer games can effectively engage citizens in climate discussions and collect data on their preferences and attitudes. By doing so, it aims to drive a shift towards more citizen-centric climate policies.

GREAT aims to create a novel form of engagement and dialogue between citizens and various stakeholders, including policy-makers, implementers, political parties, campaigning organizations, and affected citizens. The project strives to demonstrate that games can be a powerful tool to enhance social engagement, providing a space where citizens are willing to express their preferences and attitudes related to climate change.GREAT employs short and long quiz games to collect both quantitative and qualitative data on citizens’ preferences and attitudes regarding climate needs and policies. These datasets will be meticulously analyzed and presented to policy-makers to foster a more inclusive and citizen-centric approach to climate policy development.

The meeting between Logaculture, EPIC-WE, and GREAT has laid the foundation for fruitful collaboration in the realm of gaming, culture, and heritage. By sharing knowledge, experiences, and perspectives, these projects aim to push the boundaries of what games can achieve. Together, they are shaping a future where games are not just entertainment but also a powerful medium for cultural exploration, social engagement, and positive change.