Joint participation of i-Game and members of the Games for Culture Cluster at the Nordic Game 2025

The i-Game project joined the “Games for Culture Cluster – GCC” delegation to the Nordic Game 2025 event. GCC was represented by 4 projects, 12 partners and 15 delegates attending in person. Our joint delegation was actively engaged across multiple activities at this, leading European games industry event.

The Centre for Research & Technology Hellas (CERTH), Open Impact, Museospace Foundation, and Estonian National Museum represented our project from 20th to 23rd of May in Malmö, Sweden. More precisely, i-Game was present at the Games Policy Summit, moderated by Prof. Dr. Malte Behrmann, Rechtsanwalt, and led by Christina Tsita, UI/UX designer and Research associate at Information Technologies Institute (ITI), CERTH. Aris Tufexis from Open Impact, our partner in Rome, focused on the challenge to measuring culture driven impact, shared the project’s values and ecosystem, as well as insights on impact framework and policy aspects to further support cultural heritage, foster innovation, and promote digital inclusion. Highlights of this summit refer to “discoverability” as a big issue in the game industry, the notion and the growing effect of influencers that have reshaped the sector, the central market failure of the gaming industry, and the impact of video games inspiring green habits.

Additionally, the workshop “Games for Culture: Transforming Play through Research and Practice”, which was organized by Games for Culture Cluster (GCC), aimed to bring insights from EU research projects to the game industry and explore how games can create meaningful impact by engaging citizens and the gaming community. Within the framework of this session, Diana Fehr, Founder & Director of MuseoSpace Foundation, showcased an alternative perspective on leveling up “Gamification in Museums”, while Makrina Viola Kosti, Postdoctoral Researcher from the Centre for Research & Technology Hellas (CERTH) / Information Technologies Institute, focused on innovative digital tools by highlighting “Collaborative Worlds: Harnessing Co-Creation for Game Design”. Her presentation was based on research revealing that co-creation is still fragmented, inclusion requires actual support, and issues around IP, generative AI and authorship remain largely unresolved.

Furthermore, a hybrid internal meeting “Game On: Moving GCC Forward” occurred among GCC members. The team discussed current and future activities, shared expectations under the “get and give” principle, and outlined strategic paths to strengthen collaboration, maximize impact, and add value to EU project outcomes.

Gathering thousands of industry professionals each year, Nordic Game is the leading games conference in Europe – and we, the i-Game Project, Games for Culture Cluster (GCC) and its members, are working towards bridging this gap and enhancing innovation of the Cultural and Creative Sectors and Industries (CCSI) with a positive impact on social cohesion and sustainability.

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