The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis

This data was imported from Scopus:

Authors: Wilkinson, P. and Matthews, T.J.

http://eprints.bournemouth.ac.uk/27614/

Volume: 9970 LNCS

Pages: 63-91

ISBN: 9783319461519

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

© Springer International Publishing AG 2016. 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.

This source preferred by Thomas Matthews

This data was imported from Web of Science (Lite):

Authors: Wilkinson, P. and Matthews, T.J.

http://eprints.bournemouth.ac.uk/27614/

Volume: 9970

Pages: 63-91

ISBN: 978-3-319-46151-9

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

The data on this page was last updated at 04:38 on September 19, 2017.