The serious games ecosystem: Interdisciplinary and intercontextual praxis.

Wilkinson, P. and Matthews, T. J., 2016. The serious games ecosystem: Interdisciplinary and intercontextual praxis. In: Dorner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M. and Zweig, K., eds. Entertainment Computing and Serious Games International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers. Springer, 63 - 91.

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DOI: 10.1007/978-3-319-46152-6_4

Abstract

This chapter will situate academia in relation to serious games commercial production and contextual adoption, and vice-versa. As a researcher it is critical to recognize that academic research of serious games does not occur in a vaccum. Direct partnerships between universities and commercial organizations are increasingly common, as well as between research institutes and the contexts that their serious games are deployed in. Commercial production of serious games and their increased adoption in non-commercial contexts will influence academic research through emerging impact pathways and funding opportunities. Adding further complexity is the emergence of commercial organizations that undertake their own research, and research institutes that have inhouse commercial arms. To conclude, we explore how these issues affect the individual researcher, and offer considerations for future academic and industry serious games projects.

Item Type:Book Section
ISBN:9783319461519, 978-3-319-46152-6
Series Name:Lecture Notes in Computer Science
Volume:9970
Issue:9970
ISSN:0302-9743
Series Name:Lecture Notes in Computer Science
Uncontrolled Keywords:Serious games; Applied games; Educational games; Games for health; Academia; Commercial games; Games for change; Application domains; Academic partnerships; Research evaluation
Group:Faculty of Media & Communication
ID Code:27614
Deposited By: Unnamed user with email symplectic@symplectic
Deposited On:06 Mar 2017 12:27
Last Modified:06 Mar 2017 12:33

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