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Gaming Horizons

Gaming Horizons

Total Cost €


EC-Contrib. €






Project "Gaming Horizons" data sheet

The following table provides information about the project.


Organization address
city: LEEDS
postcode: LS2 9JT

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country United Kingdom [UK]
 Project website
 Total cost 483˙427 €
 EC max contribution 483˙427 € (100%)
 Programme 1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT))
 Code Call H2020-ICT-2016-1
 Funding Scheme RIA
 Starting year 2016
 Duration (year-month-day) from 2016-12-01   to  2018-01-31


Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    UNIVERSITY OF LEEDS UK (LEEDS) coordinator 226˙443.00


 Project objective

GAMING HORIZONS s is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.


List of deliverables.
Critical analysis of H2020 sources Documents, reports 2019-05-30 15:24:53
Flasgship unconference Websites, patent fillings, videos etc. 2019-05-30 15:24:51
Video library Websites, patent fillings, videos etc. 2019-05-30 15:25:02
Scenarios for the ‘cultural expansion’ of games Documents, reports 2019-05-30 15:25:02
Final research deliverable Documents, reports 2019-05-30 15:24:54
Report on interviews with experts and informants Documents, reports 2019-05-30 15:25:07
Final dissemination event Websites, patent fillings, videos etc. 2019-05-30 15:25:06
Data collection workshops Websites, patent fillings, videos etc. 2019-05-30 15:25:05
Project Website Websites, patent fillings, videos etc. 2019-05-30 15:24:50
Systematic review and methodological framework Documents, reports 2019-05-30 15:24:59
Interim evaluation report Documents, reports 2019-05-30 15:25:02
Online ‘manifesto’ Websites, patent fillings, videos etc. 2019-05-30 15:24:51

Take a look to the deliverables list in detail:  detailed list of Gaming Horizons deliverables.

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The information about "GAMING HORIZONS" are provided by the European Opendata Portal: CORDIS opendata.

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