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Game Changing: Games research creates new knowledge of digital games environments, improves industry perception of collaborations with academia and results in commercially successful, award-winning products

Summary of the impact

An innovative approach towards researching story-telling and its relevance in games design has resulted in cultural and economic impact in the creative sector and generated novel approaches that have influenced creative practice in the games industry. As a direct result of the research, an independent games development studio has been established and two commercial game titles have been released, with commercial sales to date of approximately £1.65m. The first release, Dear Esther, has been a major commercial success, has also won several industry recognition awards and is cited as directly responsible for the genesis of a new gaming genre.

Submitting Institution

University of Portsmouth

Unit of Assessment

Communication, Cultural and Media Studies, Library and Information Management 

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

Videogames and the cultures of play

Summary of the impact

This case study refers to a body of research on videogame studies conducted by James Newman. Since 2002, Newman's work has been at the forefront of international research on videogames. His work on fan cultures, media history and preservation led to collaborations with the international videogames industry and cultural heritage sector partners and the foundation of The National Videogame Archive (2008). Newman's public engagement and knowledge exchange activity have explicated the complexities of game studies and game preservation for a variety of audiences including the heritage and museums sector and development community.

Submitting Institution

Bath Spa University

Unit of Assessment

Communication, Cultural and Media Studies, Library and Information Management 

Summary Impact Type

Cultural

Research Subject Area(s)

Studies In Creative Arts and Writing: Film, Television and Digital Media
Language, Communication and Culture: Cultural Studies

Game Audio Research and Curriculum impact

Summary of the impact

The research of Richard Stevens and Dave Raybould has had significant worldwide impact on the curricula for, and teaching of, audio for video games. The research conducted by, and under the stewardship of, Stevens by the IASIG's education working group defines the scope of this new discipline and outlines the syllabi required to meet the needs of the economically powerful computer games industry. Based upon this framework, and including additional research into specific creative and technical practices, Stevens and Raybould's book `The Game Audio Tutorial' (Focal Press) has become a core text for both game audio and game design programmes.

Submitting Institution

Leeds Metropolitan University

Unit of Assessment

Music, Drama, Dance and Performing Arts

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

Making Games: empowering pupils to design their own digital games

Summary of the impact

MissionMaker is an innovative tool developed by IOE researchers in partnership with a software publisher which allows children and young people to make sophisticated 3D computer games without having programming knowledge. It has expanded thinking about games as an art form and children's ability to make and understand their structures, and has challenged stereotypes about games as `gendered' toys. It is endorsed by examination boards and used in hundreds of schools and centres throughout the UK and internationally. Designed in consultation with pupils and teachers, it encourages creative and strategic thinking in the English and Media curriculum in respect of games, which have received scant attention in school curricula.

Submitting Institution

University College London

Unit of Assessment

Education

Summary Impact Type

Societal

Research Subject Area(s)

Education: Specialist Studies In Education
Studies In Creative Arts and Writing: Film, Television and Digital Media

Serious Games Innovation and Business Engagement

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.

Submitting Institution

Coventry University

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing
Education: Curriculum and Pedagogy

Impact in the games industry from practice based research in sound design and soundtrack

Summary of the impact

Baysted's creative research practice in composition and sound design culminated in a critically acclaimed and globally distributed commercial racing simulation game. The impacts of this research are worldwide commercial success, enhancement of the user (gamer) experience and the stimulation of public debate and discourse. Evidence is provided in terms of computer games sales, professional and amateur review.

Submitting Institution

University of Chichester

Unit of Assessment

Music, Drama, Dance and Performing Arts

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing
Medical and Health Sciences: Neurosciences
Studies In Creative Arts and Writing: Film, Television and Digital Media

Designing Virtual Worlds

Summary of the impact

Professor Richard Bartle's `player types' model outlines the types of players who play Massively-Multiplayer Online Role-Playing Games (MMORPGs). Critically, his research shows that for MMORPGs to remain sustainable, the virtual worlds in which they are set must appeal to a balance of these different types of players. This insight enables commercial developers to design games that have broader and more sustainable appeal. Bartle's work has been widely adopted across the MMORPG industry and the principles of his research have informed the development of numerous games, a notable example being BioWare's Star Wars: The Old Republic. Bartle's work is credited as a key influence in transforming the online games sector from niche to mainstream.

Submitting Institution

University of Essex

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Information Systems

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