€CONOMIA - The Monetary Policy Game

Serious Game on Monetary Policy Making

Type of content: Assets
Type of asset:
Big data potential
Policy domains: Economy & Finance
Phase in the policy cycle:
Policy Implementation
Implementation/customisation cost
Open license availability
Ease of use
Tags: Serious Game Policy Making
SWOT Analysis for
€CONOMIA - The Monetary Policy Game
Helpful Harmful
Strengths• Education in economics and monetary policy.
• Players learn about indicators that make the economy and monetary policy stable.
• Players train in decision-making process.
• Players can read most important pieces of information about monetary policy and its indicators in the glossary.
Weaknesses• For performance and security reasons, modern browsers either discourage the use of, or block completely, the Flash Player plug-in
Opportunities• Increasing acceptance by the market: Gamification is having such a great success in the business world that many financial analysts see a rapid increase of its adoption in the next future
• Push of Videogame Industry: There is no doubt that the success of gamification is also driven by the recent growth in the gaming industry and the mass appeal that videogames have in the entertainment arena.
• Increasing interest of the academic world: Gamification is receiving an increasing attention by the academic world. Researches aimed at investigating the effects of game elements on users are more and more
• Inclusion of new game elements: Although points, badges and leaderboards are the most common game elements used in gamification, game designers have a huge quantity of components at their disposal, almost unexplored in the gamification practices
Threats• Cyber-attack: For performance and security reasons, modern browsers either discourage the use of, or block completely, the Flash Player plug-in. you need to give explicit permission to your browser to run it
• Unclear effects on user attitudes and behaviours
• Simplification and limitation of the game elements employed: Some designers believe
that limiting its perspective to the use of points, badges and leader boards is the main problem of gamification.
• One-size fits all: The spreading of third-part services on the one hand has promoted the adoption of gamification, on the other hand has highlighted the problem of the one-size-fits-all approach currently applied to many gamification interventions.
This design technique is mainly actualised as a cut and paste methodology, lacking originality not only for the scarce variety of the elements commonly employed, but also for a perspective that is inclined to consider different contexts and different users in the same way.
-Side effects: many researches highlighted that different forms of extrinsic rewards could determine, in specific contexts, a detrimental effect on the users’ intrinsic motivation

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