Consortium

Consortium

To deliver disruptive innovation, the ProsocialLearn consortium has been shaped to include existing knowledge in technology (visual sensing, data fusion and game mechanics), operations (PaaS and SaaS) and business models to not only provide a technical solution, but also address target market barriers to adoption in terms of supply (from the leisure games sector) and demand (in the educational sector).
 
Update: Three new partners have joined the project per 1 February 2017. These are HypeSlugs S.R.L., Mad About Pandas UG and Aniway Oy. The twelve members of the ProsocialLearn consortium and their project responsibilities are:
 

Atos Spain S.A., ES
Atos is a leader in digital services with 2014 revenues of 10 billion EUR and 86,000 employees in 66 countries. Atos is focused on business technology that powers progress and helps organisations to create their firm of the future.

Atos Spain is leading project management and prosocial platform development/operation, as well as participating in all other aspects of the ProsocialLearn project.

Centre for Research and Technology-Hellas (CERTH), EL
The Centre for Research and Technology-Hellas (CERTH) was founded in 2000 and is one of the largest research centres in Greece.

CERTH is leading dynamic and personalised game elements for prosocial learning, as well as participating in all other aspects of the ProsocialLearn project except for prosocial games development.

University of Southampton IT Innovation Centre and Southampton Education School, UK
The IT Innovation Centre is an applied research institute advancing a wide range of information technologies and their deployment in industry and commerce. The institute researches, develops and integrates innovative IT systems, applying new technologies from the research community to problems in industry and commerce.

Working in partnership with a range of organisations in the UK and overseas, the Southampton Education School is advancing policy and practice in education, teaching and learning around the world. Through internationally excellent research the School responds to some of today’s key issues; how people will work, the health of future generations, the issue of social equality and how to ensure a flow of people with the science, technology, engineering and maths skills to help address environmental and other challenges. One of the School’s main areas of research is in Inclusion: from working with children and young people in schools, to enabling the community and research participation of people with learning disabilities.

The University of Southampton IT Innovation Centre is leading player modelling and prosocial effect, as well as participating in all other aspects of the ProsocialLearn project.

Redikod AB, SE
Redikod makes games for all platforms, from web, mobile and PC to the current generation of game consoles. Redikod also applies the company’s skills and experience to non-gaming applications for select clients.

Redikod AB is leading dissemination/communication activities, as well as participating in all other aspects of the ProsocialLearn project.

PlayGen Ltd, UK
Established in 2001, PlayGen is the UK’s leading serious games and gamification development studio. PlayGen designs, develops and delivers serious games, social games, apps and simulations for online, offline and mobile across industry sectors.

PlayGen Ltd is leading prosocial game market analysis/exploitation/business modelling and prosocial games development, as well as participating in all other aspects of the ProsocialLearn project except for prosocial platform development/operation.

University of Cambridge, UK
The University of Cambridge is a UK collegiate public research university. Founded in 1209, Cambridge is the second-oldest university in the English-speaking world. Cambridge is formed from a variety of institutions which include 31 constituent colleges and over 100 academic departments organised into six schools, is a member of many associations and forms part of the “golden triangle” of leading English universities.

The University of Cambridge is leading gamification of prosocial learning, as well as participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, experimentation/validation and ProsocialLearn project management.

KTH Royal Institute of Technology, SE
The KTH Royal Institute of Technology in Stockholm is the largest and oldest technical university in Sweden. Education and research spans from natural sciences to all branches of engineering and includes architecture, industrial management and urban planning. KTH is also a major partner in European Knowledge and Innovation Communities (KIC) formed by the prestigious EU organisation EIT (European Institute of Innovation and Technology).

The KTH Royal Institute of Technology is participating in all aspects of the ProsocialLearn project except for prosocial games development and experimentation/validation.

Ellinogermaniki Agogi (EA), EL
Ellinogermaniki Agogi (EA) is a provider of education at all levels from pre-school to upper secondary. In 1995, EA established the Research and Development Department, a dedicated structure within the school employing 15 full-time researchers, which focuses on the design, implementation and support of pedagogical and technological innovation in educational practice, through work internally in the school and, most notably, through collaborations with numerous educational, research and commercial institutions in Europe and the world.

The R&D Department of EA has extensive experience in coordination of research and demonstration projects focusing on technology-supported learning environments, in structuring digital educational content and open educational resources for formal and informal education, in embedding creativity in the learning process, in professional development and in mobilisation of practitioner communities for innovation.

Ellinogermaniki Agogi is leading experimentation/validation, as well as participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, dissemination/communication activities and ProsocialLearn project management.

I.C. Lorenzi – Polo europeo della Conoscenza (Europole)
The National Network of Educational Institutions for Research and Educational Innovation in Europe (European Pole of Knowledge – Europole), hosted by the Comprehensive Institute Lorenzi Fumane, is a public, non-profit, national network of approximately 4000 educational organisations, including researchers, universities, centers for adult education, regional administrations, vocational training schools, NGOs, cooperatives and schools of all levels at the national level that deal with labor, social inclusion, training and education at the European level.

The main fields of activity are to promote the European dimension, the integration and cooperation through projects in European and non-European, workshops, seminars, conferences, partnerships. Europole designs “umbrella activities” involving the greatest possible number of institutions in the network. Europole is active in all fields of education, from information technology courses of in-service training for teachers, projects for nursery to the fields of adult education, in prison and in rural areas – and is also active against social exclusion, combating racism and xenophobia, facilitating the overcoming of gender stereotypes, between different cultures and religions.

Europole network experts are also working with students at risk of social exclusion and cultural including the immigrants, refugees, and drop -out with separated parents in extreme situations, cases of bullying and other special needs. The network is also involved in the pursuit of innovative strategies for employment, robotics and human rights.

Europole is participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, experimentation/validation and ProsocialLearn project management.

Aniway Oy
With over fifteen years of game development experience, Aniway is one of the oldest game studios in Finland and part of the core of the Finnish games industry. Aniway works in game design, 3D/2D graphics and game development using technologies like Unity, HTML5 and Java.

Aniway is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.

Mad About Pandas UG
Mad About Pandas is a game development studio founded by Patrick Rau, who is also the founder of kunst-stoff GmbH, an award-winning game development studio based in Berlin.

Mad About Pandas is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.

HypeSlugs S.R.L.
As Pixelram, Romania-based HypeSlugs works in game economy design, mobile publishing and development.

HypeSlugs is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.

 

If you would like to know more about the ProsocialLearn consortium, please contact us here.