GREAT D2.3 Year 3 intervention designs: a summary report and compilation of design challenges, design briefs and wireframes

The GREAT project conducts case studies which explore how games-based activities can provide insight into citizens views which is of value to policy stakeholders. This report describes the design of case study interventions carried out in collaboration with policy stakeholders and game studios in year three of the project. Five case studies are summarised, each with a policy sponsor. The outcomes are two designs for implementation in a dilemma-based serious game, and three designs for surveys delivered through a web app to players of commercial games. It is concluded that the work of WP2 in 2025 and across the project shows that such collaborations are possible, but that stakeholders prefer a consultancy model with feedback rather than a time-intensive collaborative process. Successful collaboration with game studios requires expert skills and can be conditioned by economic and political factors. The implications for GREAT project objectives and research questions are discussed.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-11-29
DOI
https://doi.org/10.5281/zenodo.17762314
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

GREAT D2.3 Year 3 intervention designs: a summary report and compilation of design challenges, design briefs and wireframes

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

GREAT D2.3 Year 3 intervention designs: a summary report and compilation of design challenges, design briefs and wireframes

article en

Abstract

The GREAT project conducts case studies which explore how games-based activities can provide insight into citizens views which is of value to policy stakeholders. This report describes the design of case study interventions carried out in collaboration with policy stakeholders and game studios in year three of the project. Five case studies are summarised, each with a policy sponsor. The outcomes are two designs for implementation in a dilemma-based serious game, and three designs for surveys delivered through a web app to players of commercial games. It is concluded that the work of WP2 in 2025 and across the project shows that such collaborations are possible, but that stakeholders prefer a consultancy model with feedback rather than a time-intensive collaborative process. Successful collaboration with game studios requires expert skills and can be conditioned by economic and political factors. The implications for GREAT project objectives and research questions are discussed.

Zenodo (CERN European Organization for Nuclear Research)
Universidad Internacional De La Rioja (ES)
Openalex Percentile: Top 36%
Educational Games and Gamification
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