3.12a What are best practices in research in the study of video games? What are the most effective routes for data collection and sharing between players, industry and academia, to address these research interests?
Background
For the video games sub-sector, DCMS’s specific questions focus on the most effective methods and means for researching the sector, capturing the sector’s contribution to economic growth, and the high-profile issue of in-game monetisation practices.
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Topics
Research fields
Related UKRI funded projects
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InGAME International
InGAME International is an international consortium of games industry stakeholders brought together from industry, agencies and universities to investigate the challenges to, and deliver solutions that support, internati...
Funded by: FIC
Lead research organisation: Abertay University
Why might this be relevant?
Addresses best practices in research in the study of video games and effective routes for data collection and sharing between players, industry, and academia.
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NEMOG: New Economic Models and Opportunities for digital Games
The digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd...
Funded by: EPSRC
Lead research organisation: University of York
Why might this be relevant?
Partially addresses the question by focusing on harnessing enthusiasm for digital games for societal and scientific benefits.
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Indie-Go
The aim of Indie-Go project is to provide small independent game developers with effective business strategy analytics and marketing. Over 90% of game ‘apps’ have total revenues of less than £5000 (normally less th...
Funded by: Innovate UK
Lead research organisation: MFORMA EUROPE LIMITED
Why might this be relevant?
Not directly related to the question as it focuses on providing business strategy analytics and marketing for independent game developers.