Serious Games Innovation and Business Engagement
Submitting Institution
Coventry UniversityUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing
Education: Curriculum and Pedagogy
Summary of the impact
The key impacts of the research into the non-entertainment use of
computer games technology
and virtual worlds at the Serious Games Institute (SGI) have been:
- Economic and commercial impacts on various stakeholders
- Impacts on practitioners, professional services, public
understanding and public debate
The reach of these impacts extends to partners both within the UK and
overseas.
Beneficiaries include companies, health professionals, educators,
young people and their parents.
Underpinning research
Professor de Freitas co-founded the Serious Games Institute
(SGI), and was responsible for
building up a group of computer scientists and other researchers to
develop and evaluate serious
games as a new cross-disciplinary area in the intersection between
technology-enhanced learning
and human-computer interaction. de Freitas joined Coventry
University in 2007. While the use of
games in teaching and learning dates back to the early 1980s there was
very little in the way of
rigorous research to prove and validate the efficacy of game-based
learning approaches for
training and education applications. Much of what was published was
inconclusive or lacked an
understanding of educational research methods.
Between 2007 and 2009 de Freitas developed her research
on the basis of funding from the Joint
Information Systems Committee (JISC) e-Learning Programme and a large
Technology Strategy
Board (TSB) part-funded project led by Blitz Games Studios, a medium-sized
games company
based in the West Midlands. This early research aimed to prove and
validate the efficacy of game-based
learning approaches for training and education applications by undertaking
the first
pragmatic controlled trials in serious games research [1]. The study
involved Knight (Birmingham
University), de Freitas and Dunwell (SGI). The trials
involved 91 NHS Doctors, Nurses and
Paramedics who attended Advanced Life Support Group (ALSG) Major Incident
Medical
Management and Support (MIMMs) training courses. The controlled trial
compared a table top
exercise with serious game-based training and showed that serious games
were more effective
than traditional training methods in the area of Medical Triage Training
[1,2]. This research
significantly catalysed the debate around serious games, helping to move
it from the margins to a
mainstream topic for organisational training and development. The research
group at the SGI
increased in number and the research focused upon evaluation methodologies
and validation
metrics, building upon de Freitas' four-dimensional framework for
designing and evaluating
immersive learning experience in virtual worlds [3] and the exploratory
learning model [4]. This
early research led to what is now termed the 'first generation' of serious
games, and the main focus
was on validation and evaluation, rather than innovation.
Between 2009 and 2013, research had proved the efficacy of
game-based approaches had been
proven [5], and there was a shift in focus to more advanced problems in
the field, such as
improving visualization and modelling, as well as innovative
brain-computer interaction issues. de
Freitas and her research group focused upon the usability of
Brain-Computer Interface (BCI) [6,7].
This research led to an exploration of other brain scanning approaches
including early work
focusing upon Near-Infrared Spectroscopy (NIRS) with Yang at Imperial
College, which tested
traditional compared to game-based learning with novice and experts in the
Triage Trainer. This
preliminary work helped solve experimental design problems by using eye
tracking and led directly
to the current research studies with Neuper's group at Graz University
under the European Union
funded Network of Excellence in Serious Games (GALA). GALA focuses upon
studying the role of
dynamic brain input signals during game play as an adaptive feedback
mechanism, using Near-Infrared
Spectroscopy (NIRS), electroencephalography (EEGs) and eye tracking.
Between 2012 and 2013, de Freitas and her group
consolidated the wide range of studies
completed since 2007. As well as holding Scientific Coordination of GALA
during this period, the
team had 24 projects, including 12 European Union funded projects, such as
Inspiring Science,
ALICE, MEducator and MASELTOV. This later work aimed to produce and
consolidate validation
and evaluation methodologies, perfecting new experimental designs and
pioneering new forms of
human-computer interaction. The new wave of research has focused on
understanding feedback in
game play, and on methods for replicating effective educational game
design techniques. This
includes ALICE where the game is implemented within a Learning Management
System (LMS) as
a learning object [8], and the Jaguar Land Rover funded project which is
developing a mobile
avatar interface for vehicle drivers. In collaboration with health
researchers submitted to UoA3, de
Freitas and her research group used a cluster randomized control
trial to evaluate a serious game
called PR:EPARe for Relationships and Sex Education [9].
References to the research
1) Knight, J.F., Carley, S., Tregunna, B., Jarvis, S., Smithies, R., de
Freitas, S., Dunwell, I., &
Mackway-Jones, K. (2010). Serious gaming technology in major incident
triage training: A
pragmatic controlled trial. Resuscitation 81(9), 1175-1179. (Citations:
15; Impact Factor: 4.104)
2) Jarvis, S. & de Freitas, S. (2009). Evaluation of an
immersive learning programme to support
triage training. IEEE Virtual Worlds for Serious Applications First
International Conference, VS-GAMES
2009 Los Alamitos, CA: IEEE Computer Society. (Citations: 6)
3) de Freitas, S. & Oliver, M. (2006). How can exploratory
learning with games and simulations
within the curriculum be most effectively evaluated? Computers and
Education, 46 (3): 249-264.
(Citations: 127; Impact Factor: 2.775)
4) de Freitas, S. & Neumann, T. (2009). The use of
`exploratory learning' for supporting
immersive learning in virtual environments. Computers and Education,
52(2): 343-352.
(Citations: 51; Impact Factor: 2.775)
5) de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F. Magoulas,
G. & Poulovassilis A. (2010).
Learning as immersive experiences: using the four dimensional framework
for designing and
evaluating immersive learning experiences in a virtual world. British
Journal of Educational
Technology, 41(1): 69-85. (Citations: 24; Impact Factor: 1.313)
6) Rebolledo-Mendez, G. & de Freitas, S. (2008) Attention
modeling using inputs from a Brain
Computer Interface and user-generated data in Second Life. In Proc. of the
Workshop of
Affective Interaction in Natural Environments (AFFINE) 2008. In
association with ACM Tenth
International Conference on Multimodal Interfaces (ICMI), Crete, Greece.
(Citations: 9)
7) Rebolledo-Mendez, G., Dunwell, I., Martínez-Mirón, E.A.,
Vargas-Cerdán, M.D., de Freitas,
S., Liarokapis, F. & García-Gaona, A.R. (2009). Assessing
NeuroSky's usability to detect
attention levels in an assessment exercise. Human-computer
interaction. New Trends. 13th
International Conference, HCI International 2009, San Diego, CA, USA,
July 19-24, 2009,
Proceedings, Part I. Berlin: Springer. (Citations: 8)
8) Dunwell, I., Petridis, P., Arnab, S., Protopsaltis, A., Hendrix,
M., & de Freitas, S. (2011).
Blended game-based learning environments: extending a serious game into a
learning content
management system. Third IEEE International Conference on Intelligent
Networking and
Collaborative Systems: IEEE INCoS 2011. IEEE Computer Society.
(Citations: 2)
9) Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T.,
Suttie, N., Louchart, S., Hendrix, M., &
de Freitas, S. (2013). The Development Approach of a
Pedagogically-Driven Serious Game to
support Relationship and Sex Education (RSE) within a classroom setting.
Computers and
Education, 69: 15-30. (Impact Factor: 2.775)
Key Funding
• Serious Games — Engaging Training Solutions Grant held by Blitz Games.
Co-funded by
Technology Strategy Board. Duration: Three years: 2006-2009 Amount:
£1,000,000, project
total of £2,000,000. de Freitas' share of the funding £70,000.
• JISC Funding de Freitas' share of the funding £412,000.
• The GALA network of excellence, grant held by Genoa University, funded
by the European
Union FP7 (NoE). Duration: 4 years: September 2010-August 2014. Amount:
€5,600,000. de
Freitas is Scientific Coordinator of the Network. de Freitas'
share of the funding €255,000.
• ALICE, funded under the FP7 STREP by the European Union. Duration: 2
years: September
2010-October 2012. Amount: € 2,244,720. de Freitas' share of the
funding £247,000. The
project was rated `Excellent' in the final review.
• Engineering and Physical Sciences Research Council (EPSRC): Future
ICT-enabled
Manufacturing. January 2013-December 2018, total budget: £2,000,000. de
Freitas' share of
the funding £467,079.
• European Commission Framework 7 Programme. Integrated Project.
FP7-ICT-2013-10:
MAGELLAN October 2013-September 2017, total budget €6,750,000, de
Freitas' share of the
funding €366,320.
Details of the impact
In 2007, the Serious Games Institute (SGI) was set up as a hub of
excellence in serious games
and virtual world research, providing business development support and
flexible rental
accommodation for new and emerging SME companies in the UK and worldwide.
The aim was to
bring business development capabilities and networks of supported
companies together with high
quality research in a unique physical and virtual network environment. The
SGI was funded by a £7
million recoverable grant from the West Midlands Regional Development
Agency and others. The
various funders required the SGI to deliver quantifiable annual measures
of impact including: spin
outs, product development, technology transfer, knowledge transfer, jobs
created and protected, IP
generated, overseas partnerships and direct industrial funding. This
research group is therefore
focused on ensuring these measures are delivered over the 15 year
life-time of the recoverable
grant. To achieve this the SGI works with a network of over 30 companies
including: US-based
Area/Code (now Zynga) and NeuroSky and, within Europe: Blitz Games Studios
(founders now
working in new company, Radiant Worlds), I-Maginary, PlayGen, Roll7,
Succubus Interactive,
Serious Games Interactive, V-Step etc.
Economic and commercial impacts on various stakeholders
Business Engagement: The research on the efficacy of serious games,
and work around game
design, validation and evaluation metrics, has had a quantifiable impact
upon a network of over 30
companies. de Freitas and her group's research has had a direct
impact upon educational game
design and improved usability of products that in turn have improved the
reputation of the
companies and their products. For example, Mr Richard Smithies, previously
Chief Executive
Officer, Blitz Games Studios (now co-founder of Radiant Worlds), stated
that "the use of the four-dimensional
framework for learning through games was often quoted in company
presentations as
well as used for design ...the research published about Triage Trainer did
increase profile" [d].
Triage Trainer validated TruSim's (a division of Blitz Games Studios)
approach to serious games
and enhanced its reputation as a leader in the field. This resulted in a
major contract from the US
Department of Defence to create a 3D motion controlled game for combatant
rehabilitation.
Technology transfer and brokering partnerships: In 2009, while
looking for a low cost brain-computer
interface to support a new research area, de Freitas and her group
found NeuroSky, a
Brain-Computer Interface (BCI) headset that uses electroencephalography
(EEG) technology. The
headset can read a user's level of concentration and relaxation and in
turn those signals can be
used to control game-play. Following evaluation of the research and
commercial potential of the
NeuroSky Brain-Computer Interface it was introduced to the network of 30
SGI companies. This
technology transfer allowed Roll7 and NeuroSky to forge a commercial deal
with backing from the
West Midlands Regional Development Agency to create a series of games to
be bundled with the
headset to show off its capabilities. Current sales figures indicate that
Roll7 has gained over
£150,000 in sales with three new jobs created. Roll7 is also working with
the Singapore SGI (one
of the international spin-outs from the SGI) on applications of
brain-computer interfacing, co-funded
by the Singapore Media Development Authority (MDA). For example, Focus
Pocus is a serious-game
aimed at children with attention deficit hyperactivity disorder (ADHD) and
is being rolled out
in Singapore. Similarly, Mr Johnny Liu, Manager at NeuroSky, has stated
that the association with
de Freitas and her research group had helped them make continuous
improvements in their
technology and encouraged them to make both a consumer and a research
version of the product
which has resulted in a five-fold growth in sales since 2009 [c].
Commissioning and bidding for funds with partners: PlayGen
attracted a commission from the
Primary Care Trust for the sexual health game for parents, benefiting
directly from de Freitas and
her group's research on the efficacy of serious gaming. PlayGen's turnover
is approximately £1
million, of which the relationship with de Freitas and her group
secured some 6% over the period
including one staff post being created. Collaborative research has also
led to an EPSRC I-Case
studentship amounting to £82,000. Mr Kam Star, Managing Director of
PlayGen, indicated that
`The company's future direction had fundamentally shifted their fortunes
and they were in line to
receive hundreds of thousands of Euros working with Universities across
Europe as a direct result
of involvement in the EU-Funded GALA Network of Excellence' [a].
International SGI partners: Serious Games Institutes are being
established overseas, with the
support of the Unit's researchers. For example, in 2011 de Freitas
and her team worked with the
spin-out company, Singapore SGI, securing £500,000 investment from the
Media Development
Authority (MDA) to support development of a cluster of companies in
Singapore's serious games
sector. Similarly, in South Africa, a joint venture between SGI and North
Western University was
opened in 2012 with initial investment of £50,000 p.a. from Nuffic (Dutch
funding agency). A
collaborative SGI at George Mason University in Washington has been
established with regional
funding. To date, jobs have been created in Singapore (5), South Africa
(3) and America (1). The
close working relationship with industry ensures impact on both sides and
has encouraged other
partners across four continents to set up branches using the same model.
The model replicates the
SGI including: business services such as mobile application development,
training services, shared
IP, a Doctoral school, student and staff exchanges and Masters programmes,
as well as
collaborative project work and co-development of projects. Technology and
knowledge transfer are
being supported by this model, which impact on local industries.
Commercial spin-outs: The success of the SGI led to the spin-out
of UK company Serious
Games International Ltd (SGiL) which attracted £2 million in Coventry
University investment to
exploit the intellectual property using technology and expert knowledge
from the research of de
Freitas and her research group. To date, 27 new jobs have been
created and after its first year of
trading the turnover is in excess of £2 million. Projects have been
secured from Jaguar Land
Rover, Nissan, BAE Systems, Vision Express, TXMax, NHS and others [b].
Impacts on practitioners, professional services, public understanding
and public debate
The PR:EPARe game aims to support the delivery of the Relationship and Sex
Education (RSE)
programme, promoting shared discourse and debriefing within a formal
classroom setting. The
project is funded by the Health Innovation and Education Cluster (HIEC)
for West Midlands
(South), UK and the game was developed as a result of the funded research
collaboration between
de Freitas, her research group and a research team submitted to
UoA3 Allied Health. The
interactive serious game is called Positive Relationships: Eliminating
Coercion and Pressure in
Adolescent Relationships (PR:EPARe). The game was designed, developed and
evaluated by
Coventry University and is currently being rolled out across local schools
in Coventry and
Warwickshire. The game is designed for teachers, parents, and teenagers
themselves, as a
resource to aid sex education, tackling pressure and coercion in teenage
relationships. There are
over 22,000 visits a year to website on which the PR:EPARe is hosted and
the PR:EPARe serious
game received significant media attention, promoting and stimulating
public awareness.
Sources to corroborate the impact
(a) Testimonial from the Director of PlayGen UK Ltd
(b) Testimonial from the Managing Director of Serious Games International
Ltd
(c) Testimonial from the Manager at NeuroSky, USA
(d) Testimonial from the previous Chief Executive Officer, Blitz Games
Studios UK