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The Disconnect between Gaming Research and Development
Marcello Passarelli
1
, Jeffrey Earp
1
, Francesca Maria Dagnino
1
, Flavio Manganello
1
,
Donatella Persico
1
, Francesca Pozzi
1
, Thomas Buijtenweg
2
, Mata Haggis
2
, Chris Bailey
3
and Carlo Perrotta
3
1
Institute for Educational Technologies, National Research Council of Italy, Genoa, Italy
2
Faculty of Education, Social Sciences and Law, University of Leeds, Leeds, U.K.
3
Academy of Digital Entertainment, NHTV: Breda University of Applied Science, Breda, The Netherlands
{C.Perrotta, C.J.Bailey}@leeds.ac.uk
Keywords: Video Games, Game Research, Serious Games, Entertainment Games, Game Development.
Abstract: Video games clearly have great educational potential, both for formal and informal learning, and this avenue
is being thoroughly investigated in the psychology and education literature. However, there appears to be a
disconnect between social science academic research and the game development sector, in that research and
development practices rarely inform each other. This paper presents a two-part analysis of this
communicative disconnect based on investigations carried out within the H2020 Gaming Horizons project.
The first part regards a literature review that identified the main topics of focus in the social sciences
literature on games, as well as the chief recommendations authors express. The second part examines 73
interviews with 30 developers, 14 researchers, 13 players, 12 educators, and 4 policy makers, investigating
how they perceived games and gaming. The study highlights several factors contributing to the disconnect:
different priorities and dissemination practices; the lag between innovation in the games market and
research advancements; low accessibility of academic research; and disproportionate academic focus on
serious games compared to entertainment games. The authors suggest closer contact between researchers
and developers might be sought by diversifying academic dissemination channels, promoting conferences
involving both groups, and developing research partnerships with entertainment game companies.
1 INTRODUCTION
Video gaming is a popular recreational activity that
millions of people worldwide engage in
enthusiastically (Przybylski, Rigby and Ryan, 2010).
This enjoyment factor can be purposefully harnessed
to enhance formal education or to train specific
skills (Randel et al., 1992). Indeed, there has long
been interest in the relationship between games and
learning, giving rise to two main social sciences
research lines.
The first considers the use of games in formal
educational contexts. In this case, video games are
intentionally used as a tool to enhance the learning
experience by motivating and engaging learners
(Dickey, 2005) and by facilitating learning through
suitable game mechanics (e.g., by providing
immediate feedback, hints, and adaptive difficulty
for exercises; Orvis, Horn and Belanich, 2008). This
perspective considers both serious games, i.e. games
specifically created for the attainment of specific
outcomes like learning, and commercial off-the-
shelf games originally developed for entertainment
but adopted for the purposes of some kind of
educational activity.
The second research line considers learning in
informal or non formal contexts, i.e. when gaming is
largely recreational. In this case, learning is either
self-directed or unintentional, and it strictly
intertwines with entertainment. Studies considering
this kind of learning stem mostly from the
psychological literature, and consider the cognitive
and perceptual benefits of frequent video gaming
(see Powers et al., 2013, for a meta-analysis). Due to
the kind of context considered, these studies
overwhelmingly focus on entertainment games.
While these lines are distinct in many respects,
they do share a number of common aspects. Firstly,
134
Passarelli, M., Earp, J., Dagnino, F., Manganello, F., Persico, D., Pozzi, F., Buijtenweg, T., Haggis, M., Bailey, C. and Perrotta, C.
Library Not Found.
DOI: 10.5220/0006773601340141
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 134-141
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
they both seek to determine the beneficial outcomes
of gaming. At the same time, they sometimes
consider broad typologies of games, without
differentiating much between game genres (e.g.,
Boot et al., 2011). Similarly, they rarely consider
individual differences in game preferences or
learning styles (Gros, 2007; Papastergiou, 2009) and
give relatively low priority to investigating the
gaming experience from the viewpoint of the
individual player (see Wouters et al., 2013, for a
critique). Finally, as will be argued in this paper,
they both seem to suffer a degree of isolation from
game development practitioners and their activity
(Ondrejka, 2006).
This last issue is especially troubling, since it
carries the risk of making social sciences academic
research self-referential, limiting the impact of
scientific findings on stakeholders other than
researchers, and confining the dissemination of
results to the academic community. At the same
time, a lack of communication between game
developers and researchers can lead to academic
research that is misinformed about the world of
commercial video games, and especially about the
constraints and opportunities in for-profit game
development practice (Blow, 2004; Wender &
Watson, 2012). The very different paces at which
the game industry and game research evolve
exacerbate this factor (Kultima, 2015).
This paper reports the findings on this research-
development disconnect that emerged from data
collected in the H2020 Gaming Horizons project
1
.
Gaming Horizons has investigated the effects of
gaming in society in a broad sense and from a
variety of perspectives (psychological, educational,
ethical, sociocultural/artistic), with the eventual aim
of proposing alternative framings for considering the
role of video gaming in society. In the course of the
project, which has actively involved a range of
stakeholders (researchers, developers, policy
makers, educators, and players), the disconnect
between social sciences academic research and the
game development world emerged as a clear and
important issue to be addressed. In this paper, we
will closely examine the findings from two phases of
the project (literature review and interviews with
stakeholders) with the dual aim of identifying the
main contributing factors to the disconnect and
producing recommendations for bridging it.
1
www.gaminghorizons.eu
2 METHOD
Gaming Horizons started at the end of 2016 and is
due to end at the beginning of 2019. The project
entailed a number of tasks, extensively described in
the project deliverables (Persico et al., 2017a;
Persico et al., 2017b) and had a much wider focus
than the one considered in the present paper. Here,
we will focus on the two tasks of the project most
relevant for exploring and addressing the research-
development disconnect: the literature review and
the interviews with stakeholders.
2.1 Literature Review
The literature review (Persico et al, 2017a) had three
closely interconnected goals: (i) identifying the main
topics addressed within social sciences research into
video games and gamification; (ii) highlighting the
most influential contributions and results in order to
obtain a broad overview of the 'state of the art' in
this research field; (iii) collecting the
recommendations made in those investigations,
noting what is being recommended and to whom.
The review considered all the academic journal
papers dedicated to games and gamification
published since 2010 that were indexed on Scopus
and Web of Science at the beginning of 2017. These
were retrieved using sets of keywords specifically
targeting three social science oriented perspectives,
which we labelled 'psychological', 'educational', and
'ethical'; therefore, articles pertaining to the
technological aspects of game development were
excluded (for more details on the adopted
methodology, see Persico et al, 2017a).
The full set of 9,157 retrieved papers was used
to inform goal (i) through analysis of frequency and
co-occurrence of paper keywords. Goals (ii) and (iii)
were achieved by considering a selected subset of
papers, since the large number of contributions made
complete examination unfeasible. We selected the
most 'influential' papers by using year-adjusted
citation rates as a proxy for impact. Only papers one
deviation standard or more above the mean citation
rate of their publication year (for the full set of
papers) were then taken into consideration (n=674).
Subsequent manual selection of relevant papers
through abstract reading led to the selection of 47
literature reviews and meta-analyses, which
comprised the final set of papers for full reading.
This set was used to meet goals (ii) and (iii).
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2.2 Interviews with Relevant
Stakeholders
A second phase of the project involved a total of 73
one-on-one interviews with stakeholders concerned
with the role of video games in society and their
potential for practical applications (Persico et al,
2017b). The stakeholders considered included 30
game developers (20 of whom were interviewed at
two non-academic conferences: the Game
Developers’ Conference (GDC)
2
in the USA and
Game Happens
3
2017 in Italy), 14 social sciences
academic researchers, 13 players, 12 educators with
experience in using games / gamification in class,
and 4 policy makers involved with games.
The unstructured interviews, which were
transcribed and analysed using a purposely-designed
codebook, considered a wide range of topics, from
the ethics of video game mechanics and contents to
the potential of video games for learning. Both
developers and researchers were explicitly asked
about how they saw the relationship between video
games research and development. Additionally,
game developers were asked whether they were
personally informed about academic social science
research and, if so, whether it influenced their
development practice. Educators, players and policy
makers were not directly asked about the topic, and
any mention of the issue on their part was
unsolicited.
3 RESULTS
3.1 Literature Review
Outcomes regarding goal (i) of the literature review
were fairly clear for the psychological and ethical
perspectives but less so for the educational
perspective. For psychology, six clear subfields of
active investigation emerged: immersion / presence,
motivation / flow, video game addiction, cognitive
benefits of gaming (especially for older adults),
health impact of games (e.g., exergames), and links
between violent video games and aggression.
Identified areas in the 'ethical' perspective were
violence and aggression, identity and inclusion (e.g.,
regarding gender, race, special needs), and game
monetization / manipulation. By contrast, keywords
in the educational perspective did not neatly cluster
around prevailing themes.
2
http://www.gdconf.com/
3
http://2017.gamehappens.com/
Results of goal (ii) fall outside the scope of the
present paper, which is focused on the disconnect
between social science research and game
development. However, it is worth noting here that
even extensively investigated research questions,
such as whether violent video games cause
aggressive behaviour, generated inconclusive
answers, sometimes with meta-analyses reporting
conflicting results (e.g. Ferguson, 2015, and
Greitemeyer and Mügge, 2014).
Regarding goal (iii) of the literature review, the
most striking result is the sheer amount of
recommendations directed from academic
researchers to other academic researchers. Of the 81
recommendations gleaned from the analysis of full
papers, 38 (46%) were directed to researchers, while
only 11 (12%) were addressed to developers. This
result is most evident for the psychological
perspective, in which recommendations directed to
other stakeholders are virtually absent, and most
recommendations focus on future lines of research.
This may in part stem from the fact that the 'future
research' section is often a requirement for papers
published in psychology journals (see, e.g.,
Sampson, 2012) and even where this is not the case
authors tend to qualify inconclusive results with the
caveat “more research is needed”.
The set of papers in the educational perspective
did yield recommendations directed to developers
and educators. These mostly regarded developing
more effective games for education (e.g. Merchant et
al., 2014) and using existing ones more effectively,
for example by making sure they align with learning
goals and that they are calibrated on students' needs
(Abdul Jabbar and Felicia, 2015; Tsekleves et al.,
2016). Additionally, Tsekleves et al. (2016) address
recommendations to policy makers for the adoption
of serious games in education.
Lastly, addressees for recommendations from the
ethical perspective vary by topic: recommendations
on violence and aggression are addressed to both
researchers and policy makers (e.g., Ferguson,
2015); recommendations on inclusion are addressed
to both researchers and developers (e.g., Ratan et al.,
2015); recommendations on monetization and
exploitation are directed to researchers and
developers (e.g., Heimo et al., 2016).
3.2 Interviews
As might be expected, most of the comments that
interviewees made regarding the research-
development relationship came from developers and
researchers themselves. Developers interviewed in
CSEDU 2018 - 10th International Conference on Computer Supported Education
136
the course of the project almost unanimously
reported feeling very distant from academic
research, and expressed considerable difficulty in
locating and accessing findings (e.g., “I must admit
I don’t read academic papers on games. To be
honest, I’m not sure where I’d go to find them if I
did”). When these developers did manage to source
research output, their unfamiliarity with social
sciences jargon made the contents difficult to grasp
(“A lot of academic language is also very, how
should I say this, specific. Almost to the point of
inaccessibility”). Those few developers who did
report having knowledge of social sciences
academic research were actually directly involved
with academia, either as researchers themselves or
as teacher/students of game design (“I ended up
mostly focusing on design but from a somewhat
academic angle”).
Furthermore, academic research was sometimes
written off because it didn’t focus on aspects
relevant to the commercialization of video games (“I
needed the research to prove people would buy this,
people would support it, we would see an increase in
sales, […] but there wasn't any research that I could
find for games that showed this”; “The studies that
are most useful to game developers from academia
seem to rarely be actually directly related to games;
they seem to be more related to human psychology
and general human computer interaction”).
However, one interviewee reported that this view
may be biased by unfamiliarity (“Maybe I might
start to get more into it, if I find something that
appeals to the kind of thing I like to read about”).
Aside from market concerns, when interviewees
made explicit the kind of research they would be
interested in, they reported wanting more research
from a narrative / artistic perspective (“I would love
to bring the humanities into what we’re doing
more”; “Narrative games and psychologically
challenging games would be the next step”). They
also expressed interest in user psychology
(“[Developers have] questions about psychology,
there are questions about human physiology and
how we respond to visual cues, things like that”;
“obviously psychology is one big area that is useful
and can be applied to games; if that research is
focused on the psychology within games,
entertainment games, that could really enhance
that”).
In general, the interviewed developers did report
being interested in research and innovation and
being kept up to date by reading non-academic
websites (“I try to stay up to date with research. I
couldn't name a specific group that does research.
[…] I will frequently go to Gamasutra to see if
there's anything posted there, or the GDC Vaults”; “I
don’t [remember any academic influences on my
work], unless it’s articles that come up on places like
Gamasutra”). They also expressed strong enthusiasm
for attending game developers’ conferences, which
were characterized as essential for exchanging
practical research information (“the most direct
influence comes from places like GDC when we’ve
come here to soak up the knowledge of other
developers”; “[GDC is] an inspiring place and it’s an
invaluable resource”; “if you want to learn the best
of what’s going on in the craft, you’ve got to go to
GDC San Francisco”). This positive opinion of non-
academic conferences was to be expected, since
most of the developer interviewees were recruited in
that context. An interesting point on the preference
for trade conferences over academic papers was
offered by an interviewee when commenting on the
pace of change of game industry (“I feel like we can
move faster at conferences than you can with
writing, writing and reading papers and books”). The
cautious pace of academia was also cited by another
interviewee as clashing somewhat with personal
priorities (“I’m less interested in the traditional
academic language of things and the lengthy writing
and sourcing and stuff, that I see the value of but
that costs me a lot of energy”).
Analysis of the researcher interviews revealed a
similar view of there being a separation between the
research priorities of academia and industry, with
industry being seen as more interested in the
commercial implications of design decisions.
However, a picture of compartmentalisation within
social science games research itself emerged. In this
regard, three distinct research trends can be
identified: one investigating causal effects of mainly
commercial video games (mostly coming from
psychological research); another that is outcome
oriented and focused on the use of applied or serious
games for educational purposes; and thirdly, an
emerging field that considers games as media and is
interested in how commercial games influence
cultural practices, identities and politics. This
partitioning of academic research was characterized
by some as problematic and stemming from a lack of
communication between different traditions,
especially between better funded outcome-oriented
research and less quantitatively-oriented
sociocultural investigations. (“Unlike some of the
games research that I tend to come across where
researchers are really interested in 'does a game
increase this, does a game lead to more motivation
or better outcomes', what I'm more interested in
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asking about games is more a process point of view
[…] actually really looking more closely at the role
of interactions, social interactions that are happening
around games. So, more a sociocultural perspective,
perhaps [...] [the dominant academic perspective]
would be the outcome oriented perspective. [...] The
kind of evidence that many funders are asking to
really prove is, I guess, that games are effective
learning tools”).
One area where social science research and game
development seem somewhat less disconnected is in
serious games R&D. It is not uncommon for this to
be undertaken within publicly-funded research
initiatives. However, economic pressures can make
it a harsh environment, especially for research
purposes (“there are companies that make a living
out of that. [...] you have to go in a short period,
understand something, turn it into a game, deliver it
in a way that it works. Otherwise you’re not going to
get the next gig. And that all happens in three, six
months if you’re lucky. [...] when you’re working
commercially you’re not pushing the boundaries,
you are literally trying to squeeze out”).
Whereas the spheres of research and game
development appear somewhat disconnected, social
sciences academic research seems more suited for
addressing the needs of educational innovation. This
was clearly borne out in the interviews with
educators, many of whom mentioned being directly
engaged in research activities and roles (“I first tried
out using a digital game in my school class […] I got
interested in games, also from educator’s point of
view, and later on from a researcher’s point of
view”). Some educators also mentioned sourcing
games-related research findings (“we wanted to play
a World War II based first person shooter with the
kids because we’d read some research that said that
the visual processes when you’re playing FPS, first
person shooters, are quite similar to the visual
processes that go on when you’re learning to read”).
This fluidity of pursuits and roles is not unusual in
the game based learning field.
However, similarly to the divergence in priorities
that characterizes the relationship between academic
research and commercial game development, some
interviewed educators called for support
mechanisms that are less theoretical and research
oriented and more practical in nature(“it’s more than
just bringing a game and playing in the classroom.
So we need to really create some form of framework
[...] not an academic tool [...] [but] a practical
tool”).
Some educators expressed the view that
research-led development of successful serious
games for learning is inherently fraught with
limitations (“quality obviously suffers, even when
the know-how is there, [unless] researchers can team
up with well-heeled developers”). Since a number of
educators interviewed expressed greater enthusiasm
for the employment of entertainment games, the
need of a closer relationship between developers and
educators was stated (“developers [should work]
with teachers […] and with the focus not to create
serious games, but to create games that enable
learning processes that can be [of] benefit to
teachers and students”).
When it came to making recommendations,
educators not only advocated closer collaboration
among the various stakeholder groups, they also
called for greater sharing of research results
(“Dissemination should be as broad as possible,
addressing institutions, players, developers, parents,
educators, etc.”)
During analysis of the player interviews there
was no expectation that interviewees would make
mention of academic research However, two of
them reported being familiar with academic research
on the use of entertainment video games for
rehabilitation (“I think there’s a study, they
compared Lumosity which was that game made by
neuro-scientists or whatever to help people with
memory and things like that. They did a kind of test
between people who did that and people who played
Portal”; “There was research at my school about
using Guitar Hero for hand rehabilitation, and I’m so
down with that […] There’s been a lot of research
on [using games for post-traumatic stress disorder].
I’ve tried to find some, but it’s really hard.”).
Another player was familiar with the psychological
research literature on addiction and very critical of
its stance (“addiction models in psychology in
general are tremendously flawed and written through
with a lot of implicit ideological assumptions about
how people should spend their leisure time
[…][There are] some very condescending opinions
on […] free will and [managing] one’s own time”).
None of the players commented directly on the
relationship between game development and
academic research, but some did report the feeling
that there was a great deal of research behind some
game design decisions (“[some free-to-play games]
are carefully studied and designed to be addictive”;
“they give an immediate visual and auditory
reward… there is for sure some careful study behind
[it]”).
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138
4 DISCUSSION
Both the literature review and the interviews yielded
valuable insights regarding factors contributing to
the disconnect between game research and game
development.
The first such factor is that social sciences
research has a tendency to be more tentative than
categorical in relaying its findings. When
considering games-related research, definite
conclusions are rare even for the most extensively
investigated topics, such as whether frequent gaming
activity leads to improvements in memory, attention,
etc. While caution in drawing conclusions from
(uncertain) results is certainly a good practice from
the scientific viewpoint, it may well prove
frustrating for a game developer seeking clear-cut
answers to inform practical decisions. Moreover,
researchers’ tentativeness in interpreting outcomes
often blinkers them from making pragmatic
considerations about the potential applicability of
those findings. This is compounded by the fact that
most of the recommendations we identified,
especially in the psychology literature, were
addressed to other researchers. Indeed, the relative
lack of recommendations directed to game
developers, educators, or policy makers may give
the impression that the social sciences academic
community is largely self-referential and
unconcerned with generating outcomes of practical
significance. However, it should be acknowledged
here that the full papers considered in the literature
review mainly comprised highly cited literature
reviews and meta-analyses, which could be seen as
part of the internal discourse of academia.
The interviews with developers confirmed this
characterization, as they believe that academic
research doesn’t offer answers to their questions.
This is not only a matter of overall inconclusiveness
of results; it is also a matter of the kind of questions
being asked. Obviously, those emerging from the
games industry, especially in the AAA sector, are
driven by the need to meet market demands for new
and better products. By contrast, the overriding goal
of social science research is to gain understanding of
gaming related phenomena, and is less concerned
about market applicability. However, a desire for
research with clearer practical applications was also
expressed by educators, who, as stakeholders, are
less bound by commercial considerations than
developers are.
A second factor contributing to the disconnect is
the different pace at which game development and
academic research advance. This, too, is connected
with the divergence in the respective priorities of
development and research: the former prioritises
rapid innovation and exploitation of market
opportunities, while the latter pursues steady
accumulation of knowledge and the careful drawing
of conclusions. From the viewpoint of game
developers, research risks being perpetually
outdated, investigating specific games or game
mechanics that have since lost their leading edge
position on the market. The (often considerable)
time lapse between a manuscript’s completion and
its publication exacerbates the untimeliness of
research (Björk and Solomon, 2013).
A third factor contributing to the disconnect is
the relatively low accessibility of much research
output for stakeholders outside academia. This
regards both the language used, described by some
interviewees as overly technical, and the channels
adopted for dissemination, which appear unfamiliar
to many. These accessibility factors seem to have
afflicted the interviewed developers in particular,
whereas comments from the educators we
interviewed - and even some of the players - suggest
that the language and culture of social science
research is more familiar to them. Accessibility
issues, combined with the other factors mentioned
above, may further discourage the game developer
from keeping up to date with current academic
understanding of game-related phenomena.
Lastly, the Gaming Horizons literature review
and the interviews revealed how strongly social
science research focuses on serious games, which is
perhaps not surprising given that they are designed
with the explicit intent of generating specific and
presumably measurable outcomes. Considered
collectively as a stakeholder group, however, game
developers are more commonly concerned with the
creation of games for entertainment. The impression
that social science research is ‘looking elsewhere’,
so to speak, limits developers’ potential interest in it.
On this point, it’s important to note that some of the
educators we interviewed were chiefly interested in
the use of commercial entertainment games for
educational purposes. This could well represent a
research line that serves as a meeting point for game
developers, researchers, and educators alike.
Before proposing concrete steps to address the
research-development disconnect, it should be
acknowledged that these two spheres embody
priorities and pursue aims that are quite distinct from
each other. So the spaces that they occupy in the
games landscape cannot be totally bridged, nor is it
desirable to do so. That said, however, steps may be
taken to ameliorate connections for mutual benefit.
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One possible step is the promotion of
information sources that sit in between the academic
and development worlds, such as conferences
addressed to and involving both researchers and
developers. Blended conferences present four main
advantages: one, they allow relatively rapid
dissemination of scientific results; two, participants
from both backgrounds have an opportunity, and a
strong incentive, to communicate in a way that is
readily understandable outside their own cohort;
three, conferences are generally more familiar to
developers as a dissemination channel than
academic publishing is; and four, they present an
opportunity for personal interaction that may spark
collaboration and the eventual formation of
multidisciplinary endeavours.
Another possible area of action is to encourage
social science researchers who are seeking to
disseminate findings on games and gaming to target
channels like websites, blogs and social networks
that are popular with the game development
community, adjusting their message and language to
suit this audience. For example, the Gamasutra
website
4
was mentioned by a number of interviewed
developers as the primary hub for information on
innovation in game development.
Another step that may be taken to reduce the
disconnect is to encourage greater and more diverse
social science research into entertainment games and
gaming, seen as opportunities for leisure, as socio-
cultural phenomena and as potential tools for
application in fields like education, health, and
rehabilitation. Gaming Horizons interviews with
educators suggest that the employment of
entertainment games for learning may avoid some of
the problems they encounter with serious games,
especially regarding the effect of production values
on student engagement (e.g., outdated graphics
limiting engagement). Shifting the focus of social
science research away from the development of
games with specific purposes and more towards
investigation of the various ways entertainment-
oriented games might be geared and/or harnessed for
learning could well help to bring developers,
researchers and educators together for mutual
benefit. Additionally, considering games as socio-
cultural tools can open new ways of using them in
education, such as using game narratives and
mechanics for introducing discussions on ethics.
Furthermore, much stands to be gained from
initiatives and mutual agreements supporting wider
access to data sources. The Open Science movement
4
https://www.gamasutra.com
is producing important effects in terms of policies
about data and publication openness which are
making research results more and more accessible.
On the other hand, the industry gathers a wealth of
critical data from gaming ‘in the wild’. This could
give social science research new insight into areas
like gamer behaviour and group dynamics in virtual
environments, knowledge that would prove
particularly beneficial for designing and developing
game experiences that have strong market potential.
However, our interviews reveal that business
competitiveness is still hindering this side of the
communication channel between research and game
development world.
The signs of interest in academic research, both
from a social sciences and a humanities perspective,
expressed by game developers we interviewed
strengthens our belief that there is indeed room for
fruitful collaboration between the two ‘worlds’.
ACKNOWLEDGEMENTS
The Gaming Horizon project has received funding
from the European Union's Horizon 2020 research
and innovation programme under grant agreement
No 732332.
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