A sweetspot for innovation: developing games with purpose through student-staff collaboration

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)
17 Downloads (Pure)

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’, ‘serious games’ and gamification’ has been mirrored in 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.
Original languageEnglish
Title of host publicationVS-Games 2014
Subtitle of host publication6th International Conference on Games and Virtual Worlds for Serious Applications
EditorsVanessa Camilleri, Alexiei Dingli, Matthew Montebello
Place of PublicationPiscataway, NJ
PublisherIEEE
Pages123-130
Number of pages8
ISBN (Print)9781479940561
DOIs
Publication statusPublished - 2014
Event6th International Conference on Games and Virtual Worlds for Serious Applications - Faculty of ICT, University of Malta, Msida, Malta
Duration: 9 Sep 201412 Sep 2014
Conference number: 6th

Conference

Conference6th International Conference on Games and Virtual Worlds for Serious Applications
Abbreviated titleVS-Games 2014
CountryMalta
CityMsida
Period9/09/1412/09/14

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Cite this

Sloan, R. J. S., Galloway, D., & Donald, I. (2014). A sweetspot for innovation: developing games with purpose through student-staff collaboration. In V. Camilleri, A. Dingli, & M. Montebello (Eds.), VS-Games 2014: 6th International Conference on Games and Virtual Worlds for Serious Applications (pp. 123-130). Piscataway, NJ: IEEE . https://doi.org/10.1109/VS-Games.2014.7012027
Sloan, Robin J. S. ; Galloway, Dayna ; Donald, Iain. / A sweetspot for innovation : developing games with purpose through student-staff collaboration. VS-Games 2014: 6th International Conference on Games and Virtual Worlds for Serious Applications. editor / Vanessa Camilleri ; Alexiei Dingli ; Matthew Montebello. Piscataway, NJ : IEEE , 2014. pp. 123-130
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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’, ‘serious games’ and gamification’ has been mirrored in 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.",
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Sloan, RJS, Galloway, D & Donald, I 2014, A sweetspot for innovation: developing games with purpose through student-staff collaboration. in V Camilleri, A Dingli & M Montebello (eds), VS-Games 2014: 6th International Conference on Games and Virtual Worlds for Serious Applications. IEEE , Piscataway, NJ, pp. 123-130, 6th International Conference on Games and Virtual Worlds for Serious Applications, Msida, Malta, 9/09/14. https://doi.org/10.1109/VS-Games.2014.7012027

A sweetspot for innovation : developing games with purpose through student-staff collaboration. / Sloan, Robin J. S.; Galloway, Dayna; Donald, Iain.

VS-Games 2014: 6th International Conference on Games and Virtual Worlds for Serious Applications. ed. / Vanessa Camilleri; Alexiei Dingli; Matthew Montebello. Piscataway, NJ : IEEE , 2014. p. 123-130.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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AU - Donald, Iain

PY - 2014

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N2 - 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’, ‘serious games’ and gamification’ has been mirrored in 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.

AB - 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’, ‘serious games’ and gamification’ has been mirrored in 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.

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Sloan RJS, Galloway D, Donald I. A sweetspot for innovation: developing games with purpose through student-staff collaboration. In Camilleri V, Dingli A, Montebello M, editors, VS-Games 2014: 6th International Conference on Games and Virtual Worlds for Serious Applications. Piscataway, NJ: IEEE . 2014. p. 123-130 https://doi.org/10.1109/VS-Games.2014.7012027