F2P corner: Bridging the gap – how EUgaming projects are shaping policythrough direct dialogue

Policy-making for the Gaming Industry

Ms MARKOULI Christina (REA) 

by LEVI Teresa (REA C1)

The recent “EU Gaming Cluster Meeting and GREAT-Games Realising Effective & Affective Transformation Final Project Showcase”, held on the 28 of January 2026, revealed insights into the right way to shape policy starting from innovation and research outputs. Researchers and industry leaders did not just present findings; they had the occasion to sit together around the table and engage directly with EU policymakers. The event was not about showcasing results. It was a reflection on enhancing the feedback loop between researchers and policymakers.

Participants from twelve EU-funded gaming projects stressed that policy recommendations too often vanish into bureaucratic silos. As one anonymous contributor noted, “We work intensely for three years, but then our insights don’t reach the right hands at the right time.” This conveyed the projects’ desire for their evidence to inform policymakers and contribute to policy decisions.

The solution proposed? A dynamic “EU policy marketplace” was discussed amongst participants, where policymakers openly share their current questions, and researchers respond with actionable, timely insights. This would allow for real-time engagement between research and policy needs.

For many participants, the event was more than a simple meeting – it was a validation of their results. After years of developing games for education, health, and civic engagement, they finally directly engaged with DG CNECT, DG RTD, and other key Commission Directorates. “We need to feel that our work matters” – one researcher said – “When policymakers listen, it changes everything.”

This sentiment was echoed in discussions on games as democratic tools. GREAT showcased that games can be used to gather citizens’ input (like the Play2Acts survey, reaching over 1 million gamers), proving that play can drive policy. Another project, EPIC-WE, demonstrated that early, continuous engagement with policymakers leads to clearer, more actionable recommendations.

The event made one thing clear: EU gaming projects are ready to contribute to policy, but they need the Commission to meet them halfway. A structured, ongoing dialogue where policymakers embed themselves in research teams (as “boundary actors”) to translate findings into action. Projects should receive clear policy questions upfront, aligning their work with EU priorities from day one. A permanent feedback mechanism ensures that citizen and industry voices directly inform strategies like the upcoming EU Video Gaming Strategy (due in August 2026).

The most powerful aspect revealed through the discussion, is that trust is built when people see their input led to change. Different social, often viewed as frivolous, proved that it can drive serious policy innovation, from STEM education to civic engagement and different social policies. The GAMEHEARTS project is the perfect example on how the videogames sector is seeking to maximise the value and the impact of the European videogame sector within a wider social context of the traditional cultural sector, such as economic growth, job creation, physical and mental wellbeing. To realize this potential, the Feedback2Policy process has been established. The output of the discussion and recommendations made at the gaming cluster meeting will feed into the continuous improvement of the established processes.

For more detailed information on the gaming projects and policy involvement, you can watch the replay of the RTD Library Talk “Games for good: a fun talk about insights from R&I” which was held on 24 March 2026.