• DocumentCode
    227024
  • Title

    A Sweetspot for Innovation: Developing Games with Purpose through Student-Staff Collaboration

  • Author

    Sloan, Robin J. S. ; Galloway, Dayna ; Donald, Iain

  • Author_Institution
    Sch. of Arts Media & Comput. Games, Abertay Univ., Dundee, UK
  • fYear
    2014
  • fDate
    9-12 Sept. 2014
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ´games with purpose´, ´ games for good´ and ´serious games´ has been mirrored by a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers.
  • Keywords
    computer aided instruction; educational courses; educational institutions; further education; serious games (computing); commercial game development; educational requirements; first-rate learning experience; game design undergraduates; game industry; game research; games for good; games with purpose; serious games; student-staff collaboration; undergraduate course; undergraduate students; Art; Computers; Educational institutions; Entertainment industry; Games;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Virtual Worlds for Serious Applications (VS-GAMES), 2014 6th International Conference on
  • Conference_Location
    Valletta
  • Type

    conf

  • DOI
    10.1109/VS-Games.2014.7012027
  • Filename
    7012027