
Roll7
2 Projects, page 1 of 1
assignment_turned_in Project2014 - 2025Partners:Stainless Games Ltd, IT University of Copenhagen, Polytechnic University of Milan, WUT, Txchange +112 partnersStainless Games Ltd,IT University of Copenhagen,Polytechnic University of Milan,WUT,Txchange,British Screen Advisory Council,Essex Age UK,Codemasters,Revolution Software Ltd,Electronic Arts,British Screen Advisory Council,Bossa Studios,SAPO Portuguese Telecomms,SideFX,Rebellion (United Kingdom),We R Interactive Ltd,Science City York,AIGameDev,Clicmobile SAS,The Creative Assembly,Digital Catapult,University of Twente,University of Malta,AiGameDev.com (Austria),BT Group (United Kingdom),BLITZ GAMES,The Independent Games Developers Association,University of York,TU Dortmund University,Supermassive Games,Marmalade Game Studios UK,Eutechnyx,The Tuke Centre,UK Interactive Entertainment,David Reeves Consulting Ltd,Swrve New Media,22cans,Roll7,SideFX,GEOMERICS LTD,Technology Strategy Board (Innovate UK),University of Malta,Mental Health Foundation,Crowdicity,Game Republic,Codemasters,Hand Circus,Blitz Games Studios,Ukie (Interactive Entertainment Assoc),Supermassive Games,Game Republic,HerxAngels,Four Door Lemon Ltd,Tangentix,AI Factory Ltd.,Mental Health Foundation,Rebellion,ARM (United Kingdom),Int Game Developers Assoc IGDA,BT Group,Innovate UK,Forma,Revolution Software Ltd,Arts Council England,Havok,Technical University of Dortmund,Crowdicity,Havok,Namaste Entertainment,Imaginarium,DTS Licencing Ltd UK,Tangentix,University of Iceland,AI Factory (United Kingdom),Kuato Studios UK,Roli (United Kingdom),INRIA Research Centre Saclay,Tendring District Council,Roll7,Essex Age UK,Rebellion,Age UK,Bossa Studios,Imaginarium,The Creative Assembly,Splashdamage,Clicmobile SAS,Tendring District Council,22cans,The Tuke Centre,Kuato Studios UK,Stainless Games Ltd,Int Game Developers Assoc IGDA,Electronic Arts (United Kingdom),Science City York (United Kingdom),ICX,DTS Licencing Ltd UK,Swrve New Media,BT Group,Four Door Lemon Ltd,HerxAngels,Namaste Entertainment,SAPO Portuguese Telecomms,Marmalade Game Studios UK,TIGA The Ind Game Dev Assoc Ltd,Hand Circus,Splashdamage,Connected Digital Economy Catapult,University of York,Txchange,Innovate UK,University of Twente,ROLI,Sony Interactive Entertainment,Eutechnyx (United Kingdom),Sony Computer Entertainment Europe,Inria Saclay - Île-de-France Research CentreFunder: UK Research and Innovation Project Code: EP/L015846/1Funder Contribution: 5,651,240 GBPThe digital games industry has global revenues of $65bn (in 2011) predicted to grow to $82bn by 2017. The UK is a major player, whose position at third internationally (behind the US and Japan) is under threat from China, South Korea and Canada. The £3bn UK market for games far exceeds DVD and movie box office receipts and music sales. Driven by technology advances, the industry has to reinvent itself every five years with the advent of new software, interaction and device technologies. The influential 2011 Nesta "Next Gen" review of the skills needs of the UK Games and Visual Effects industry found that more than half (58%) of video games employers report difficulties in filling positions with recruits direct from education and recommended a substantial strengthening of games industry-university research collaboration. IGGI will create a sustainable centre which will provide the ideal mechanism to consolidate the scientific, technical, social, cultural and cognitive dimensions of gaming, ensuring that the industry benefits from a cohort of exceptional research-trained postgraduates and harnessing research-led innovation to ensure that the UK remains at the forefront of innovation in digital games. The injection of 55+ highly qualified PhD graduates and their associated research projects will transform the way the games industry works with the academic community in the UK. IGGI will provide students with a deep grounding in the core technical and creative skills needed to design, develop and deliver a game, as well as training in the scientific, social, therapeutic and cultural possibilities offered by the study of games and games players. Throughout their PhDs the students will participate in practical industrial workshops, intensive game development challenges and a yearly industrialy-facing symposium. All students will undertake short- and longer-term placements with companies that develop and use games. These graduates will push the frontiers of research in interaction, media, artificial intelligence (AI) and computational creativity, creating new game-themed research areas at the boundaries of computer science and economics, sociology, biology, education, robotics and other fields. The two core themes of IGGI are: Intelligent Games - increasing the flow of intelligence from research into digital games. We will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. The study of intelligent games will be underpinned by new business models and research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence - increasing the use of intelligence from games to achieve scientific and social goals. Analysis of gameplay data will allow us to understand individual behaviour and preference on a hitherto impossible scale, making games into a powerful new tool to achieve scientific and societal goals. We will work with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and use games to seed a new era of scientific experimentation into human behaviour, preference and interaction, in economics, sociology, psychology and human-computer-interaction. The IGGI CDT will provide a major advance in an area of great importance to the UK economy and massive impact on society. It will provide training for the leaders of the next generation of researchers, developers and entrepreneurs in digital games, forging economic growth through a distinctly innovative and research-engaged UK games industry. IGGI will massively boost the notion of digital games as a tool for scientific research and societal good.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2012 - 2017Partners:UNSW, British Library, Talk Talk Telecom Group PLC, Ministry of Justice (UK), National Galleries of Scotland +156 partnersUNSW,British Library,Talk Talk Telecom Group PLC,Ministry of Justice (UK),National Galleries of Scotland,Blitz Games Studios,Internet Service Providers Association,Capital FM Arena,Nottingham Forest Football Club,History of Advertising Trust,The Literary Platform,University of Brighton,Musicians Union,Edinburgh Festivals,Cengage Learning EMEA Limited,Design and Artists Copyright Society,University of Wales, Newport,If:book,Renmin University of China,PACT,The University of Manchester,Innova Technology S.A.,Association of Illustrators,Francis Davey,BFI,Creative Scotland,The National Library of Wales,Cengage Learning (United Kingdom),Greyworld,York University Canada,University of South Wales,SCOTTISH GOVERNMENT,Metis Partners,Toby Eady Associates,National Library of Scotland,Private Address,Scottish Government,Mudlark,Talk Talk Telecom Group PLC,Banchory Music Ltd,University of Manchester,Assocation of Photographers,state 51,Uppsala University,National Galleries of Scotland,Scottish Music Industry Association,Stanford University,Ministry of Justice,Coalition for a Digital Economy,Christie's Education,British Film Institute,Wellcome Library,Banchory Music Ltd,History of Advertising Trust,University of California, Berkeley,Roll7,Edinburgh International Festival,National Library of Scotland,Proboscis,Proboscis,University of Glasgow,Watershed,Chemikal Underground Records,University Of New South Wales,PACT,British Universities Film & Video Council,Coalition for a Digital Economy,Watershed Media Centre,University of Brighton,MARKS AND SPENCER PLC,University of Melbourne,Creative Industries KTN,Tel Aviv University,Assocation of Photographers,Innova Technology S.A.,Open Rights Group,100 per cent Open,Foundation for Art and Creative Technology,state 51,Edinburgh International Festival,American University,Marks and Spencer (United Kingdom),Magic Lantern Productions,Edward Elgar Publishing Ltd,Vanderbilt University,Broadway Media Centre,Broadway Media Centre,The Royal Photographic Society,Constant,Design and Artists Copyright Society,York University,British Library,UK Citizens Online Democracy,Open Digital Policy Organisation Ltd,Publishers Licensing Society,Innovate UK,RUC,Chemikal Underground Records,BL,SU,Publishers Licensing Services,Contemporary Art Society,Nottingham Forest Football Club,The Contemporary Arts Society,UK Citizens Online Democracy,The Royal Photographic Society,If:book,Klik 2 Learn Ltd,Laurence Kaye Solicitors,Internet Services Providers Association,Toby Eady Associates,Central China Normal University,University of Salford,Blast Theory,Constant,BLITZ GAMES,Klik 2 Learn Ltd,The Independent Games Developers Association,The Literary Platform,OBP,University of Strasbourg,FACT,Francis Davey,Association of Illustrators,Dundee Contemporary Arts,Christie's Education,Blast Theory,TAU,Metis Partners,CCNU,Open Digital Policy Organisation Ltd,Musicians Union,Mudlark,National Library of Wales,Creative Scotland,Dundee Contemporary Arts,Laurence Kaye Solicitors,Private Address,Timico,TIGA The Ind Game Dev Assoc Ltd,Roll7,Greyworld,Wellcome Library,Scottish Government,100 per cent Open,Edinburgh Festivals,Edward Elgar Publishing Ltd,Capital FM Arena,University of California, Berkeley,ORG,Magic Lantern Productions,British Universities Film & Video Counci,Scottish Music Industry Association SIMA,University of Strasbourg,Stanford University,Timico,University of Salford,University of Glasgow,AU,Open Book Publishers,Vanderbilt UniversityFunder: UK Research and Innovation Project Code: AH/K000179/1Funder Contribution: 4,169,480 GBPOver the last decade, the creative industries have been revolutionised by the Internet and the digital economy. The UK, already punching above its weight in the global cultural market, stands at a pivotal moment where it is well placed to build a cultural, business and regulatory infrastructure in which first movers as significant as Google, Facebook, Amazon or iTunes may emerge and flourish, driving new jobs and industry. However, for some creators and rightsholders the transition from analogue to digital has been as problematic as it has been promising. Cultural heritage institutions are also struggling to capitalise upon new revenue streams that digitisation appears to offer, while maintaining their traditional roles. Policymakers are hampered by a lack of consensus across stakeholders and confused by partisan evidence lacking robust foundations. Research in conjunction with industry is needed to address these problems and provide support for legislators. CREATe will tackle this regulatory and business crisis, helping the UK creative industry and arts sectors survive, grow and become global innovation pioneers, with an ambitious programme of research delivered by an interdisciplinary team (law, business, economics, technology, psychology and cultural analysis) across 7 universities. CREATe aims to act as an honest broker, using open and transparent methods throughout to provide robust evidence for policymakers and legislators which can benefit all stakeholders. CREATe will do this by: - focussing on studying and collaborating with SMEs and individual creators as the incubators of innovation; - identifying "good, bad and emergent business models": which business models can survive the transition to the digital?, which cannot?, and which new models can succeed and scale to drive growth and jobs in the creative economy, as well as supporting the public sector in times of recession?; - examining empirically how far copyright in its current form really does incentivise or reward creative work, especially at the SME/micro level, as well as how far innovation may come from "open" business models and the "informal economy"; - monitoring copyright reform initiatives in Europe, at WIPO and other international fora to assess how they impact on the UK and on our work; - using technology as a solution not a problem: by creating pioneering platforms and tools to aid creators and users, using open standards and released under open licences; - examining how to increase and derive revenues from the user contribution to the creative economy in an era of social media, mash-up, data mining and "prosumers"; - assessing the role of online intermediaries such as ISPs, social networks and mobile operators to see if they encourage or discourage the production and distribution of cultural goods, and what role they should play in enforcing copyright. Given the important governing role of these bodies should they be subject to regulation like public bodies, and if so, how?; - consider throughout this work how the public interest and human rights, such as freedom of expression, privacy, and access to knowledge for the socially or physically excluded, may be affected either positively or negatively by new business models and new ways to enforce copyright. To investigate these issues our work will be arranged into seven themes: SMEs and good, bad and emergent business models; Open business models; Regulation and enforcement; Creators and creative practice; Online intermediaries and physical and virtual platforms; User creation, behaviour and norms; and, Human rights and the public interest. Our deliverables across these themes will be drawn together to inform a Research Blueprint for the UK Creative Economy to be launched in October 2016.
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