D3.3. Report on Insights from the Design and Construction of Ecosystems and Game Jams. Quadruple Helix Cultural Hubs, Cultural Game Jams, and Games through & for Culture

Kim Holflod, Rikke Toft Nørgård

Publikation: Bog/antologi/rapport/Ph.d. afhandlingRapportForskningpeer review

Abstract

This report presents key insights from the EPIC-WE project and its design and construction of the Quadruple Helix Cultural Innovation Ecosystem, Cultural Hubs, and Cultural Game Jams, along with models, methods, and tools. It explores how cultural heritage institutions, creative industries, higher education institutions, and youth can enter transformative quadruple helix partnerships and ‘meet in the middle’ by forming cultural hubs and conducting cultural game jams to co-create games through and for culture for empowered cross-sector participation. At its core, the project investigates how Quadruple Helix (QH) Cultural Hubs, cultural game jams, and games through and for culture can foster transformative and participatory cultural innovation ecosystems while empowering youth and sectors alike.
OriginalsprogEngelsk
Antal sider40
DOI
StatusUdgivet - 2025

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