If you are a museum operator dealing with low visitor engagement—this project developed ludic experiences that increase access to heritage. By using game-related technologies, you can attract a more diverse audience and improve the visitor experience.
Unlocking Economic Growth by Integrating Video Game Tech into Arts and Culture
Imagine taking the addictive and engaging parts of video games—like leveling up or exploring virtual worlds—and plugging them into museums or sports clubs. It's about figuring out how the gaming industry's secrets can make traditional culture more exciting and profitable. The goal is to create a blueprint for businesses to attract more people and create new jobs using these digital tools.
What needed solving
Traditional cultural and sports sectors struggle to attract diverse audiences and maintain economic growth. Meanwhile, the gaming industry has high engagement tools that are not being fully utilized in other creative sectors.
What was built
The project is building three high-fidelity interactive videogame versions and a non-gameful version for A/B testing to evaluate user engagement.
Who needs this
Who can put this to work
If you are a studio dealing with market saturation—this project developed a map of connections to the wider creative industries. This allows you to find new co-creation partners to expand your market share and audience diversity.
If you are a sports organization dealing with stagnant fan growth—this project developed interactive prototypes with motivational affordances. These tools can be used to create more inclusive and empowering experiences for fans.
Quick answers
What is the cost or price for implementing these findings?
Based on available project data, specific pricing or implementation costs are not provided as the project focuses on policy recommendations and research.
Can this be scaled to an industrial level?
Yes, the project involves 3 industry partners, including Ubisoft, to ensure the findings are applicable to the large-scale European videogame industry ecosystem.
How is the IP and licensing handled for the prototypes?
Based on available project data, the specific licensing terms are not mentioned, though the project produces high-fidelity interactive versions for testing.
What regulations affect the deployment of these tools?
The project aims to provide policy recommendations for European R&I policy to support sustained innovation and growth in the industry.
What is the timeline for the results?
The project runs from 2024-01-01 to 2026-12-31, with results expected by the end of 2026.
How do I integrate these game mechanics into my existing service?
The project provides a roadmap and strategic examples of how to use value transfer and co-creation between the gaming industry and other creative sectors.
Who built it
The consortium is well-balanced for technology transfer, featuring a 33% industry ratio with 3 industrial partners, including a global leader like Ubisoft. With 5 universities across 6 countries, the project combines academic research with practical market application, ensuring that the 11 deliverables are grounded in real-world business needs.
Contact Universitat Wien (Austria) for details on the EVGIE map.
Talk to the team behind this work.
Contact us to find a partner for co-creating ludic cultural experiences.