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Research at UWE Bristol in new media and games has engaged business and policy communities. The resulting knowledge exchange has underpinned the AHRC Creative Economy Hub REACT (Research and Enterprise for Arts and Creative Technologies) which has stimulated £200k value of new business for SMEs in its first year of operation. The research has enabled start-ups, micro businesses and SMEs in the digital economy to use our critical and creative methods to improve their products and services. It has also made a significant contribution to the development of policy on games for young people.
Research undertaken by Christoph Meyer has had a direct impact on the European Commission's external communication policy, structures and capacities, particularly in 2008 and 2009. Policy recommendations from this research were adopted by the Commission in May 2008 and influenced its first Corporate Communication Statement of 2009. In sum, the research had a significant impact on the communication activities of more than 1900 officials, spending more than 250 million Euros annually and targeted at more than 500 million citizens of the EU, as well as foreign publics as part of the EU's external relations.
University of East London (UEL) research on media policies has contributed to policy submissions made to the UK government, Leveson Inquiry, politicians and regulators, and to supranational organisations such as the European Commission. The research has particularly informed the development of policies adopted by civil society organisations and has influenced regulatory outcomes, policies and policy debates, especially where these relate to product placement, cross- media promotion, and media ownership and pluralism. Proposals on media plurality have informed UK policy debate, particularly via their reference in oral evidence provided by Dr. Jonathan Hardy to the 2013 House of Lords Select Committee on Communications. These policies on media ownership have also influenced Labour Party policy debate and formulation, and have been adopted by the TUC and other organisations.
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.
Since 1993, the outcomes of preservation management research at Loughborough University have:
Research from the Creative Futures Institute (CFi) has generated original understandings of how social media has triggered change within the practice of journalism. The evidence shows how findings from 3 inter-related projects were a catalyst for skills development and generated new contributions to civil society and the creative community. Impact is demonstrated across 15 organisations where new community media collectives were developed around the Vancouver 2010 Olympics (W2 Centre & True North Media House) and London 2012 Olympics (#media2012 & #CitizenRelay). UWS research led these organisations to invest £115,000 additional funds and implement these findings in their current work.
Research from the Digital arts strand of the CMR has had an impact in two related areas.