The serious games ecosystem: Interdisciplinary and intercontextual praxis

0Citations
Citations of this article
60Readers
Mendeley users who have this article in their library.
Get full text

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.

Cite

CITATION STYLE

APA

Wilkinson, P., & Matthews, T. J. (2016). The serious games ecosystem: Interdisciplinary and intercontextual praxis. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9970 LNCS, pp. 63–91). Springer Verlag. https://doi.org/10.1007/978-3-319-46152-6_4

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free