Library not found - The disconnect between gaming research and development
Autor: | Passarelli, M, Earp, J, Dagnino, FM, Persico, D, Pozzi, F, Buijtenweg, TP, Haggis, M, Bailey, C, Perrotta, C, Reilly, R, McLaren, BM, Zvacek, S, Uhomoibhi, J |
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Přispěvatelé: | McLaren, Bruce M., Reilly, Rob, Zvacek, Susan, Uhomoibhi, James, Academy for Games & Media, Creative and Entertainment Games |
Jazyk: | angličtina |
Rok vydání: | 2018 |
Předmět: |
Focus (computing)
Serious games Game research Video game development business.industry Lag 05 social sciences ComputingMilieux_PERSONALCOMPUTING 050301 education Entertainment games 02 engineering and technology Game development Public relations Informal learning Entertainment Video games 020204 information systems 0202 electrical engineering electronic engineering information engineering business 0503 education |
Zdroj: | Scopus-Elsevier info:cnr-pdr/source/autori:Passarelli M.; Earp J.; Dagnino F.M.; Manganello F.; Persico D.; Pozzi F.; Buijtenweg T.; Haggis M.; Bailey C.; Perrotta C./congresso_nome:10th International Conference on Computer Supported Education (CSEDU 2018)/congresso_luogo:Funchal, Portugal/congresso_data:15-18%2F03%2F2018/anno:2018/pagina_da:134/pagina_a:141/intervallo_pagine:134–141 CSEDU (2) CSEDU 2018-Proceedings of the 10th International Conference on Computer Supported Education, 2, 134-141 |
DOI: | 10.5220/0006773601340141 |
Popis: | 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. |
Databáze: | OpenAIRE |
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