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The Independent Games Developers Association

The Independent Games Developers Association

9 Projects, page 1 of 2
  • Funder: UK Research and Innovation Project Code: AH/L009080/1
    Funder Contribution: 35,930 GBP

    The emergence of movement-based interfaces, and context-aware mobile platforms, has profoundly changed the types of experiences which game designers are able to create. Game play mechanics can now be expressed using naturalistic body movements and behaviours, blurring the barriers between game worlds and the physical world. The scope for innovation in game development on this technological frontier is apparent, but presents a new challenge for commercial developers. We will directly address this challenge using the perspective of performing arts research and practice. Bringing together games developers, researchers, and performance practitioners, this network will explore new concepts in the design and creation of movement-based games. We will enable performance practitioners and researchers to participate directly with the game development process, creating a bi-directional framework within which developers will help researchers to ask and answer new questions, and researchers will help developers to explore game play designs. Furthermore, within this context we will explore the concept of "user trajectories", previously employed successfully to analyse mixed reality user experiences, as a methodological tool for designing commercial games. Our main events will be three inter-disciplinary workshops, within which researchers and performers will work with developers to prototype new collaborative game ideas. These sessions will be based around our three core themes: performance, audience, and user trajectories. Some academic research has already begun to explore performance and the role of audience, in digital games, primarily through work on bespoke mixed reality platforms. Additionally, academics and artists in fields such as drama and dance are starting to explore how games technologies can be used as a medium for performance. From this point, we will ask the questions: How can we use concepts of expression through performance (from theatre and dance) to create new and engaging game play mechanics in commercial games? How can we capture aspects of performance and its documentation in game design? How can the role of audience create playful interactions and be used to generate competitive and collaborative play? In addition, the network will explore the emerging theme of documentation and performance: using a dedicated interactive website, participants will work collaboratively online, form working groups, and collate design work and assets. The website will be open and accessible, and be used to co-create and curate network outputs. Our network brings a strong international dimension. With our project partners, Arts Queensland, we will explore cultural constructions of performance, particularly in relation to narrative and community (audience), and use these to establish new frameworks for expression and interaction. In the context of game development, we ask the question: How can different cultural interpretations of performance inform new designs for performance based games? We will address this question in a workshop to be held in Brisbane under the theme "Cultural aspects of performance". Network outputs will comprise game designs, conceptual work, and other related media, hosted on our website, as well as working designs which will feed into commercial products. We will also produce academic outputs in the form of two Journal papers targeting the arts and humanities research communities, and conference papers targeting the games design and technical development communities.

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  • Funder: UK Research and Innovation Project Code: AH/S002871/1
    Funder Contribution: 5,599,060 GBP

    As cultural artefacts, video games are complex, multi-faceted products that encompass creative practices from character and narrative, interaction and gameplay design, architecture, product and environment design to sound design and composition. Technically they bring together software engineering with maths and physics, AI with networks and user data. Bring these together with a dynamic and competitive commercial environment and a disrupted technology environment and a growing cultural significance and you can begin to appreciate the challenges faced by this industry. SMEs operating in the video games sector are subject to technological, market and platform disruption where platform access and 'discoverability' are significant challenges to product viability. These factors are exerting a downward pressure on innovation and the creation of original IP in the Dundee cluster. The InGame partnership will pursue a highly collaborative, embedded approach to R&D by establishing a dedicated a R&D centre at the heart of the cluster. Artists, designers and creative writers will be co-located with technologists and business specialists to offer a dynamic and responsive resource to engage with three significant high-level challenges - consolidated from issues raised through local consultation, a survey of over 700 UK games studios and the trade body's blueprint for growth - where combined collaborative R&D could lead to significant growth, sustainability and intensification for the computer games cluster in Dundee. Creative Risk: Over the last decade the dominant business model in the Dundee games cluster has shifted from a publishing model where development costs are borne by the publisher in advance of sales income; to a platform model where individual games companies carry the cost of development in return for as larger proportion of the sales revenue. As a consequence the risk attendant with the development of original IP for the games market is, more often than not, fatal for start-up and micro-SME studios. Technological Innovation: Working practices in this cluster are characteristically solution focused and iterative, and often inventive and ingenious. However, technology innovations are not systematically captured or tested for generalization or re-use value. Commercial pressure on value chains has inhibited SMEs from taking on the risk of high-value innovation activity resulting in lost economic opportunity and inhibited cluster growth. Organisational Development: The cluster is characterized by a high number of dynamic micro-SMEs creating content for mobile, tablet and PC gaming platforms. The city is also home to a smaller number of mid-sized SME's with established product portfolios ranging from original franchises, sub-contracted development for established franchises and studios developing games for console. There is a growing professional services sector (accountancy, legal) and cultural scene (galleries and events). R&D in organisational development in this context relates to start-up at company level through to cluster and ecosystem development. The education sector is foundational to the cluster; Abertay University's Center for Excellence in Computer Games Education is characterised by active and mature collaboration between businesses, universities, and agencies of every scale. The University's longstanding relationship with national and multi-national games companies offers a unique opportunity to catalyse the value chain in the Dundee cluster. The academic partnership with Dundee University in Design for Business, and St Andrews School of Management's expertise in Creative Industries offers a world-leading research base for the R&D partnership. The InGAME R&D Center and cohort of Creative R&D Fellows will establish a new mode of engagement for industry and universities to work effectively and responsively to meet the challenge of cross-sector collaborative R&D in the Creative Industries.

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  • Funder: UK Research and Innovation Project Code: EP/K039857/1
    Funder Contribution: 1,160,900 GBP

    The digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd largest in the world) was underlined in the Chancellor's Autumn statement (5th December 2012), which confirmed substantial tax reliefs for the digital games industry, saying that "the Government will ensure that the reliefs are among the most generous in the world". Enthusiasm for digital games is underlined by a 2012 Forbes magazine article suggesting that, by the age of 21, the typical child has played 10,000 hours of digital games. How can we harness widespread enthusiasm for digital games to contribute to advances in society and science in addition to economic impacts? For example, we can test economic theories by analysing the artificial economies in online games, or we can improve the motor skills of recovering stroke patients by using games based on motion detection devices such as the Wii controller, Kinect or simply the mobile phone. In this proposal we will bring the UK digital games industry closer to scientists and healthcare workers to unlock the potential for scientific and social benefits in digital games. The numbers of games sold and the numbers of game hours played mean that we only need to persuade a small fraction of the games industry to consider the potential for social and scientific benefit to achieve a massive benefit for society, and potentially to start a movement that will lead to mainstream distribution of games aimed at scientific and social benefits. In order to do this we need to understand the current state of the digital games industry, by engaging directly with games companies and with industry network associations like the Creative Industries Knowledge Transfer Network. We have a group of 12 games companies and 9 network organisations, all of whom have pledged their support, to get us started. Then we need to build simulation models that will allow us to investigate what might happen in the future (e.g. if government policy were to encourage the development of games with scientific and social benefits). We need to conduct research into sustainable business models for digital games, and particularly for games with scientific and social goals. These will show us how businesses can start up and grow to develop a new generation of games with the potential to improve society. Every action in an online game, from an in-game purchase to a simple button push, generates a piece of network data. This is a truly immense source of information about player behaviours and preferences. We will explore what online data is available now and might become available in the future, investigate the issues around gathering such data, and develop new algorithms to "mine" that data to better understand game players as an avenue for making better games, societal impact and scientific research. It is an ambitious programme, but the potential benefits if we are even partially successful could have a huge impact on children, science and wider society.

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  • Funder: UK Research and Innovation Project Code: EP/R045178/1
    Funder Contribution: 1,040,840 GBP

    Within almost every discipline related to the digital economy, there are critical and emerging issues around humans and the data they generate either directly, or as a byproduct of their endeavours. Equally, the data economy has stimulated a range of initiatives responses within each of the three sectors (public, private and third), as well as a broad portfolio of research across relevant disciplines. However, while such important work is ongoing, such these efforts are often disparate and tend not to feed directly back into the science of data-driven systems itself. There is an urgent need to guide the realisation of system design principles that are productive, and yet fit with the ethics and values acceptable to wider society. Those who are expert in development of the systems, algorithms and analytics that raise such issues face challenging culture gaps: firstly, with regard to those who are expert in areas such as the arts and humanities, and secondly with regard to those who are inexpert in technology but who are increasingly impacted by it in their everyday lives. Core to these divisions are issues such as a lack of social understanding of the technical capabilities of data-driven systems, inconsistency of research and development effort across sectors and disciplines, and tensions between industrial, societal and academic drivers, and human needs. Such tensions are visible in several domains, though few as pointedly critical as health. One need only look at NHS' efforts to protect individuals' medical records, in contrast to contrasted against the corporate monetization of DNA samples, as individuals take advantage of advances in low-cost mobile self-monitoring and diagnosiseek low cost solutions to their health-managements. Here, state, corporate and individual-level drivers create inconsistent approaches to the management and value of data. It is time to draw together, consolidate and formalise our efforts across disciplines. We must now seek to structure further endeavour, while considering how new and emerging systems are realised, received and responded to-not just within the bounds of the DE but cross-sector, i.e. within the range of organisations and communities that reflect and support daily human activity and concern. At a sectoral level, industry has often focused narrowly on either corporate monetisation of data from individuals, or individuals' efficiency and short-term optimisation of personal metrics (e.g. the 'quantified self'). Market pressures mean that technical advances are increasingly implemented before social and cultural effects can be determined. This means, however, that data-intensive systems to support long term social, cultural and creative benefits are rare. At the same time, academic research has often focused on questions of interest more to itself than to other sectors. Academic work with public and third sector organisations has been fragmented, with interactions often weighted in favour of shorter term innovation cycles rather than longer term social needs. Such challenges, divergences and tensions lead to duplications, contradictions, and unproductive effort. This is the problem space within which we operate. Our network a holistic and inclusive network approach, sensitive to the socially situated nature of such systems. To achieve this we will (a) develop and sustain a collaborative, cross-sectoral community under the banner of Human Data Interaction, (b) develop a portfolio of system design projects addressing underexplored aspects of the DE (c) create cross-sectoral interdisciplinary synthesis of research under the HDI banner (d) conceptually develop and flesh-out the HDI framework, (e) create a suite of policy and public-facing case studies, papers, prototypes and educational materials, and (f) develop a set of core guidelines intended to inform the design of human-facing data-driven systems.

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  • Funder: UK Research and Innovation Project Code: EP/L016036/1
    Funder Contribution: 4,783,440 GBP

    The EPSRC Collaborative Doctoral Training Centre in Science and Engineering in Arts, Heritage and Archaeology (CDT SEAHA) will create a sustainable world-leading training hub producing leaders in the cutting-edge domains of measurement and sensing, materials characterisation, interaction technologies, digital technologies and new ventures. The graduates from the programs will not only create new scientific and engineering knowledge and fill skills gaps in these domains but have a deep understanding of the ethical, practical, economic and social imperatives of the deployment of this knowledge in the arts, Heritage and Archaeological sectors. University College London, University of Oxford and University of Brighton will work as a team bringing together highly complementary supervisory capacities in order to fill the skills gap in the cycle of data creation, data to knowledge and knowledge to enterprise by pushing the state-of-the-art in metrology, sensing, spectroscopy, materials characterisation, modelling, big data mining, crowd engagement, new interaction technologies, digital technology and business skills. Partnering with globally renowned (national and international) heritage organisations representing a world class, broad range of forms of heritage and the arts, the student cohorts will be trained and developed in fully engaged cross-disciplinary environments, challenged by research questions addressing complex materials and environments. The most advanced scientific tools and approaches, some to be developed in collaboration with the Diamond Light Source and the National Physical Laboratory, will be deployed to answer questions on its origin, date, creation, conservation and composition of objects and materials. In addition to the fundamental physical science approach, the students will, in an innovative cohort approach to training and development, explore ways of engaging with presentation and visualisation methods, using pervasive mobile, digital and creative technologies, and with qualitative and participatory methods. This approach will engage the sensors and instrumentation industrial domain, as well as creative industries, both high added value industries and major contributors to the UK economy. The CDT will have a transformative effect on public institutions concerned with heritage interpretation, conservation and management, generating substantial tourism income. Without the CDT, some of the most dynamic UK sectors will lose their competitive edge in the global arts and heritage market. The CDT was created with the close involvement of a number of stakeholders crucially contributing to the development of the training programme based on the cohort teaching approach. The added value of this approach is in that creativity is unleashed through the promotion of excellence in a series of cohort activities, in which the Partner institutions intensively collaborate in teaching, placements, supervision, networking and organisation of public engagement events. The particular added value of this CDT is the high potential for engagement of the general public with science and engineering, while promoting responsible innovation conscious of ethical and social dimensions of arts, heritage and archaeology. The CDT SEAHA builds on the highly successful AHRC/EPSRC Science and Heritage Programme at UCL which mobilised the UK heritage science sector and repositioned it at the forefront of global development. The CDT will represent a step-change in capacity building; it will propel a young generation of cross-disciplinary scientists and engineers into highly challenging but hugely interesting and rewarding careers in the heritage sector, in SMEs, and public institutions and equip them with translational and transferrable skills that will enable them to thrive in the most complex research and entrepreneurial environments.

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