The serious games ecosystem: Interdisciplinary and intercontextual praxis
Authors: Wilkinson, P. and Matthews, T.J.
Volume: 9970 LNCS
Pages: 63-91
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.
https://eprints.bournemouth.ac.uk/27614/
Source: Scopus
The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis
Authors: Wilkinson, P. and Matthews, T.J.
Volume: 9970
Pages: 63-91
ISBN: 978-3-319-46151-9
DOI: 10.1007/978-3-319-46152-6_4
https://eprints.bournemouth.ac.uk/27614/
Source: Web of Science (Lite)
The serious games ecosystem: Interdisciplinary and intercontextual praxis
Authors: Wilkinson, P. and Matthews, T.J.
Editors: Dorner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M. and Zweig, K.
Volume: 9970
Pages: 63-91
Publisher: Springer
ISBN: 9783319461519
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.
https://eprints.bournemouth.ac.uk/27614/
Source: BURO EPrints