
This report presents the outcomes of Work Package 4 (WP4) of the EPIC-WE project: Empowered Participation through Ideating Cultural Worlds and Environments (2023–2026), which explores how cultural heritage institutions (CHIs), creative industries (CIs), higher education institutions (HEIs), and youth can collaborate through Cultural Game Jams (CGJs) to reimagine culture and foster empowered participation. EPIC-WE operationalises this through a developed and tested Quadruple Helix (QH) Cultural Innovation Ecosystem, carried out in Quadruple Helix Cultural Hubs (QH Cultural Hubs) that function as real-world living labs for participatory cultural innovation.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
