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New understandings of player agency used to improve digital games

Summary of the impact

Research on forms of agency in digital games has been directly applied to major game releases in Facebook and social-mobile development, demonstrating substantial and measurable commercial impact with global potential within a highly competitive industry. Specific research insights have affected key aspects of the design of individual games, resulting in higher than usual success rates for the titles involved. These insights have also improved the playing experiences of large numbers of players, as demonstrated by the level of take-up, creating a broader cultural impact. The impact is significant, in substantially improving the performance of games, and has extensive reach via the numbers of players who have benefited from an improved experience.

To date the research has had impact on more than one million players and helped to secure multiple contracts worth more than £2 million for the British game company Mediatonic. It has the potential (based on the user-bases of the companies involved) to reach more than 300 million users. Social-mobile games are at the forefront of the contemporary games industry. Mediatonic is a world leader in this form of gaming and this research has substantially influenced the company's design strategy.

Submitting Institution

Brunel University

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

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

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

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

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

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

Bringing Computer Science, Programming and Computational Thinking into the Classroom

Summary of the impact

Robertson's research in learning via game-authoring demonstrated sustainable success in bringing programming into schools. This subsequently catalysed (i) creation of a whole new suite of qualifications by the Scottish Qualifications Authority; (ii) inclusion of the requirement for games development experience in the new Scottish Technologies Curriculum; (iii) the development of `Computing at Schools Scotland' in terms of its successful annual conference and provision of specialist CPD for Computing teachers. Having so far influenced the education of over 500,000 Scottish pupils, Robertson's work is also cited in the key document underpinning Obama's programme for STEM training in the US via game-authoring.

Submitting Institution

Heriot-Watt University

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Education: Curriculum and Pedagogy, Specialist Studies In Education

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