
Game Republic
Game Republic
6 Projects, page 1 of 2
assignment_turned_in Project2013 - 2016Partners:Introversion Software (United Kingdom), Game Republic, CITY OF YORK COUNCIL, Complex City Apps, City of York Council +58 partnersIntroversion Software (United Kingdom),Game Republic,CITY OF YORK COUNCIL,Complex City Apps,City of York Council,MiniMonos UK,Game Republic,Social Inclusion through DigitalEconomy,Innovate UK,Technology Strategy Board,Four Door Lemon Ltd,TIGA The Ind Game Dev Assoc Ltd,Social Inclusion through DigitalEconomy,AI Factory (United Kingdom),Technology Strategy Board (Innovate UK),The Creative Assembly,University of York,Red Kite Games,Limbs Alive (United Kingdom),Albino Pixel Ltd,City of York Council,MiniMonos UK,Complex City Apps,Albino Pixel Ltd,Introversion Software (United Kingdom),FHG,Game Republic,AI Factory Ltd.,Science City York,Limbs Alive,Innovate UK,Revolution Software Ltd,Tech City Investment Organisation,Red Kite Games,Science City York,AI Factory Ltd.,Albino Pixel Ltd,Red Kite Games,Digital Shoreditch,Complex City Apps,The Independent Games Developers Association,Fraunhofer Society,Digital Shoreditch,The Creative Assembly,Tech City Investment Organisation,Limbs Alive,City of York Council,MiniMonos UK,Tech City Investment Organisation,Science City York (United Kingdom),AIGameDev,Digital Shoreditch,Revolution Software Ltd,University of York,Four Door Lemon Ltd,We R Interactive Ltd,Revolution Software Ltd,TIGA The Ind Game Dev Assoc Ltd,Four Door Lemon Ltd,Social Inclusion through DigitalEconomy,AiGameDev.com (Austria),ICX,The Creative AssemblyFunder: UK Research and Innovation Project Code: EP/K039857/1Funder Contribution: 1,160,900 GBPThe 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 largest in the world) was underlined in the Chancellor's Autumn statement (5th December 2012), which confirmed substantial tax reliefs for the digital games industry, saying that "the Government will ensure that the reliefs are among the most generous in the world". Enthusiasm for digital games is underlined by a 2012 Forbes magazine article suggesting that, by the age of 21, the typical child has played 10,000 hours of digital games. How can we harness widespread enthusiasm for digital games to contribute to advances in society and science in addition to economic impacts? For example, we can test economic theories by analysing the artificial economies in online games, or we can improve the motor skills of recovering stroke patients by using games based on motion detection devices such as the Wii controller, Kinect or simply the mobile phone. In this proposal we will bring the UK digital games industry closer to scientists and healthcare workers to unlock the potential for scientific and social benefits in digital games. The numbers of games sold and the numbers of game hours played mean that we only need to persuade a small fraction of the games industry to consider the potential for social and scientific benefit to achieve a massive benefit for society, and potentially to start a movement that will lead to mainstream distribution of games aimed at scientific and social benefits. In order to do this we need to understand the current state of the digital games industry, by engaging directly with games companies and with industry network associations like the Creative Industries Knowledge Transfer Network. We have a group of 12 games companies and 9 network organisations, all of whom have pledged their support, to get us started. Then we need to build simulation models that will allow us to investigate what might happen in the future (e.g. if government policy were to encourage the development of games with scientific and social benefits). We need to conduct research into sustainable business models for digital games, and particularly for games with scientific and social goals. These will show us how businesses can start up and grow to develop a new generation of games with the potential to improve society. Every action in an online game, from an in-game purchase to a simple button push, generates a piece of network data. This is a truly immense source of information about player behaviours and preferences. We will explore what online data is available now and might become available in the future, investigate the issues around gathering such data, and develop new algorithms to "mine" that data to better understand game players as an avenue for making better games, societal impact and scientific research. It is an ambitious programme, but the potential benefits if we are even partially successful could have a huge impact on children, science and wider society.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2015 - 2022Partners:Swrve, British Library, Timeline Computer Archive, AI Factory Ltd., New Visuality +192 partnersSwrve,British Library,Timeline Computer Archive,AI Factory Ltd.,New Visuality,National Media Museum,Headcast Ltd,Cybula (United Kingdom),HerxAngels,Durham University,York, North Yorkshire & East Riding LEP,Cybula Limited,The Independent Games Developers Association,Philips Research Eindhoven,York Theatre Royal,Sue Ryder Care,Joe Cutting: Digital Exhibits,Codemasters,Game Republic,University of York,Cybula Ltd,DTS Licencing Ltd UK,Knowledge Transfer Network,Cornwall and Isles of Scilly LEP,MOOD International Ltd,Common Ground Theatre,Harvard University,City, University of London,Common Ground Theatre,Leeds City Region Enterprise Partnership (United Kingdom),Anti-Matter Games Limited,Time-Line computer Archive,Curtin University,Netherlands Institute for Sound and Vision,Creative England,BBC,Rebellion,GV Art Gallery,One & Other TV,AI Factory (United Kingdom),Netherlands Inst for Sound and Vision,BL,Arup Group,HerxAngels,York Theatre Royal,Philips Research Eindhoven,Sony Interactive Entertainment,Northern Content Ltd,Fab Foundation (Fab Labs) UK,IBM (United Kingdom),Northern University of Malaysia (UUM),BZP Pro Inc,York Curiouser Cultural Association,Imaginarium,Codemasters,Kirkyards Consulting,New Visuality,Eutechnyx (United Kingdom),Museums Association,Curtin University of Technology,We R Interactive Ltd,University of Bradford,Philips (Netherlands),Joe Cutting: Digital Exhibits,Nat Inst for Health & Care Excel (NICE),GV Art Gallery,Science City York,Science Museum Group,Eutechnyx,BBC,University of York,Red Kite Alliance,DTP Group,The Beautiful Meme,Swrve,Cybula Limited,Association for Language Learning,Harvard University,The Churches Conservation Trust,Int Game Developers Assoc IGDA,City, University of London,Innovate UK,TIGA The Ind Game Dev Assoc Ltd,PlayGen (United Kingdom),AiGameDev.com (Austria),City of York Council,Supermassive Games,York, North Yorkshire and East Riding Enterprise Partnership,IBM (United Kingdom),Superfast Cornwall,Fab Foundation,York Curiouser Cultural Association,KNOWLEDGE TRANSFER NETWORK LIMITED,Harvard University,Curtin University,Creative England,British Academy,City of York Council,Yorkshire Teaching Schools Alliance,Northern Content Ltd,Gaist Ltd,Supermassive Games,Orange Helicopter,Ukie (Interactive Entertainment Assoc),Association for Language Learning,Cornwall and Isles of Scilly LEP,British Academy,Aalto University,TigerX,Arup Group (United Kingdom),European Second Language Association,Utara University Malaysia (UUM),BZP Pro Inc,IBM UNITED KINGDOM LIMITED,Headcast Ltd,Game Republic,The Churches Conservation Trust,BT plc,Imaginarium,Stainless Games Ltd,Aecom (United Kingdom),SideFX,TigerX,Waseda University,Int Game Developers Assoc IGDA,IBM (United Kingdom),Museums Association,University of Bradford,Sony Computer Entertainment Europe,Rebellion (United Kingdom),Stainless Games Ltd,The European Second Language Association,BT plc,Sony Computer Entertainment Europe,Aalto University,Nat Inst for Care Excellence (NICE),TIGA The Ind Game Dev Assoc Ltd,Sue Ryder Care,The Beautiful Meme,BL,Complex City Apps,The National Science and Media Museum,Gaist Ltd,Nat Inst for Care Excellence (NICE),UK Interactive Entertainment,Science City York,Kirkyards Consulting,Yorkshire Teaching Schools Alliance,Portugal Telecom (Portugal),UK Aecom,City of York Council,Red Kite Alliance,DTP Group,Moon Collider Ltd,Anti-Matter Games Limited,AI Factory Ltd.,DTS Licencing Ltd UK,Science City York (United Kingdom),SideFX,AIGameDev,British Broadcasting Corporation (United Kingdom),PlayGen,Game Republic,CITY OF YORK COUNCIL,Moon Collider Ltd,Glasslab Games,British Broadcasting Corporation - BBC,Museums Association,BT Group (United Kingdom),Durham University,Complex City Apps,Stainless Games Ltd,EUR,One & Other TV,The Computer Shed,British Library,University of Bradford,Orange Helicopter,Nat Inst for Health & Care Excel (NICE),AECOM Limited (UK),Complex City Apps,Helix Arts,Arup Group Ltd,Superfast Cornwall,Portugal Telecom,Leeds City Region Enterprise Partnership,Waseda University,ICX,MOOD International Ltd,The Computer Shed,British Academy,Arup Group Ltd,Science Museum Group,Glasslab Games,Helix Arts,Gaist Ltd,RebellionFunder: UK Research and Innovation Project Code: EP/M023265/1Funder Contribution: 4,039,830 GBPThe creative industries are crucial to UK social and cultural life and one of the largest and fastest-growing sectors of the economy. Games and media are key pillars for growth in the creative industries, with UK turnovers of £3.5bn and £12.9bn respectively. Research in digital creativity has started to be well supported by governmental funds. To achieve full impact from these investments, translational and audience-facing research activities are needed to turn ideas into commercial practice and societal good. We propose a "Digital Creativity" Hub for such next-step research, which will produce impact from a huge amount of research activity in direct collaboration with a large group of highly engaged stakeholders, delivering impact in the Digital Economy challenge areas of Sustainable Society, Communities and Culture and New Economic Models. York is the perfect location for the DC Hub, with a fast-growing Digital Creativity industry (which grew 18.4% from 2011 to 2012), and 4800 creative digital companies within a 40-mile radius of the city. The DC Hub will be housed in the Ron Cooke Hub, alongside the IGGI centre for doctoral training, world-class researchers, and numerous small hi-tech companies. The DC Hub brings: - A wealth of research outcomes from Digital Economy projects funded by £90m of grants, £40m of which was managed directly by the investigators named in the proposal. The majority of these projects are interdisciplinary collaborations which involved co-creation of research questions and approaches with creative industry partners, and all of them produced results which are ripe for translational impact. - Substantial cash and in-kind support amounting to pledges of £9m from 80 partner organisations. These include key organisations in the Digital Economy, such as the KTN, Creative England and the BBC, major companies such as BT, Sony and IBM, and a large number of SMEs working in games and interactive media. The host Universities have also pledged £3.3m in matched funding, with the University of York agreeing to hire four "transitional" research fellows on permanent contracts from the outset leading to academic positions as a Professor, a Reader and two Lecturers. - Strong overlap with current projects run by the investigators which have complementary goals. These include the NEMOG project to study new economic models and opportunities for games, the Intelligent Games and Game Intelligence (IGGI) centre for doctoral training, with 55+ PhDs, and the Falmouth ERA Chair project, which will contribute an extra 5 five-year research fellowships to the DC Hub, leveraging £2m of EC funding for translational research in digital games technologies. - A diverse and highly active base of 16 investigators and 4 named PDRAs across four universities, who have much experience of working together on funded research projects delivering high-impact results. The links between these investigators are many and varied, and interdisciplinarity is ensured by a group of investigators working across Computer Science, Theatre Film and TV, Electronics, Art, Audio Production, Sociology, Education, Psychology, and Business. - Huge potential for step-change impact in the creative industries, with particular emphasis on video game technologies, interactive media, and the convergence of games and media for science and society. Projects in these areas will be supported by and feed into basic research in underpinning themes of data analytics, business models, human-computer interaction and social science. The projects will range over impact themes comprising impact projects which will be specified throughout the life of the Hub in close collaboration with our industry partners, who will help shape the research, thus increasing the potential for major impact. - A management team, with substantial experience of working together on large projects for research and impact in collaboration with the digital creative industries.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2018 - 2023Partners:Warp Films, BFI, Game Republic, British Broadcasting Corporation - BBC, BT Group (United Kingdom) +24 partnersWarp Films,BFI,Game Republic,British Broadcasting Corporation - BBC,BT Group (United Kingdom),New Moon Studios,Game Republic,BFI,BBC,Screen Yorkshire,University of York,Duck Soup Films Ltd,British Telecommunications plc,BT Group (United Kingdom),Sony Computer Entertainment Europe,Duck Soup Films Ltd,BBC,Sony Interactive Entertainment,Game Republic,University of York,Sony Computer Entertainment Europe,University of Bradford,University of Bradford,British Film Institute,Warp Films,New Moon Studios,University of Bradford,Screen Yorkshire,British Broadcasting Corporation (United Kingdom)Funder: UK Research and Innovation Project Code: AH/S002839/1Funder Contribution: 5,872,860 GBPStorytelling is central to human activity, one of the ways in which we make sense of the world. The screen industries are the latest in a long line of technologies and cultural practices committed to the creation of stories. Film, TV, video, computer games and other interactive media now tell stories digitally. But digital technologies are changing rapidly, enabling new modes of creation, new approaches to storytelling, new experiences for audiences and users. How can the screen industries keep pace with such change? How can they make the most of the new opportunities available to them? How can they develop the skills necessary to engage with these new technologies? How can they create with those technologies in ways that are exciting, commercially viable and capable of generating significant economic growth? These are some of the questions that Creative Media Labs (CML) seeks to answer, as it enables innovations in screen storytelling in the age of interactivity and immersion. The focus of CML is the considerable cluster of screen industry enterprises in the Yorkshire and Humber (Y&H) region. The partnership aims to enable this regional cluster to become the UK centre of excellence for the next generation of digital storytelling. This is an established creative industries cluster that has been earmarked for significant support through Screen Yorkshire's (SY) Growth Plan, backed by the British Film Institute's (BFI) Creative Clusters Challenge Fund, and showcased in the Creative Industries Sector Deal document as one of five "prominent creative industries cluster projects". SY, the BFI and University of York (UoY) have come together in a collaboration that blends world-leading research on digital storytelling with national strategic vision and unparalleled regional industry nous. Clustering is key to the development of the contemporary screen industries, and clusters come in many shapes and sizes. With key initiatives across its five major cities, the Y&H region saw the fastest rate of screen industry growth in the UK in 2009-2015. It is home to one of only three ITV production centres, producing around 500 hours of TV annually; True North, the biggest factual producer in the North of England, now owned by Sky; Warp Films, probably the most important out-of-London film company in the UK, and winners of multiple BAFTAs; Rockstar, one of the largest games developers in the world; Sumo Digital, one of the fastest growing games companies in the UK with over 300 staff; Revolution Software, developers of the hugely successful Broken Sword series; Viridian FX, one of the largest VFX houses in the North of England; and Church Fenton Yorkshire Studios, a major production facility used by Mammoth Screen for ITV's Victoria. There is also a wealth of micro businesses working in the sector. Creative Media Labs will build a sustainable, collaborative R&D partnership around this regional screen industries cluster, its numerous MSMEs and branches of large creative enterprises. Its core delivery partners are UoY, SY and the BFI; the key local authorities, enterprise partnerships and universities in the region are on board; so too are investors and several leading national trade associations, organisations and creative enterprises. Co-creation and collaborative working will be at the core of what we do. UoY has an excellent track record in multi-disciplinary research, with huge investment in creativity, across the arts, humanities and sciences - a combination reflected in the multi-million pound Digital Creativity Labs. There is an extensive pool of research expertise in digital storytelling, from writing, through media embodiment, to development of underpinning technologies. By identifying industry-led challenges, this expertise will be shared with the Y&H screen industries cluster in ways that will enable us to fulfil our ambition to establish the region as the UK centre of excellence for digital storytelling.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2014 - 2022Partners:Mental Health Foundation, TU Dortmund University, Supermassive Games, University of Iceland, ROLI +129 partnersMental Health Foundation,TU Dortmund University,Supermassive Games,University of Iceland,ROLI,Game Republic,Sony Computer Entertainment Europe,AI Factory Ltd.,University of Malta,Stainless Games Ltd,HerxAngels,Rebellion (United Kingdom),The Independent Games Developers Association,GEOMERICS LTD,Splashdamage,David Reeves Consulting Ltd,UK Interactive Entertainment,Tendring District Council,Technical University of Dortmund,AI Factory (United Kingdom),Txchange,Sony Interactive Entertainment,Game Republic,Technology Strategy Board (Innovate UK),The Creative Assembly,Clicmobile SAS,University of York,Namaste Entertainment,BT Group (United Kingdom),Mental Health Foundation,Roll7,University of Iceland,Technology Strategy Board,British Screen Advisory Council,Imaginarium,Revolution Software Ltd,Stainless Games Ltd,Four Door Lemon Ltd,GEOMERICS LTD,TIGA The Ind Game Dev Assoc Ltd,Bossa Studios,Tangentix,Txchange,Polytechnic University of Milan,Essex Age UK,Game Republic,DTS Licencing Ltd UK,Eutechnyx (United Kingdom),Science City York,Swrve New Media,Essex Age UK,Imaginarium,Crowdicity,Science City York,Codemasters,ARM (United Kingdom),Hand Circus,Eutechnyx,Roll7,University of Twente,AI Factory Ltd.,Int Game Developers Assoc IGDA,SAPO Portuguese Telecomms,Innovate UK,Tangentix,Innovate UK,British Screen Advisory Council,Electronic Arts (United Kingdom),Roli (United Kingdom),University of Twente,Splashdamage,Ukie (Interactive Entertainment Assoc),David Reeves Consulting Ltd,Inria Saclay - Île-de-France Research Centre,Havok,Kuato Studios UK,BLITZ GAMES,The Tuke Centre,Clicmobile SAS,The Creative Assembly,Namaste Entertainment,DTS Licencing Ltd UK,Connected Digital Economy Catapult,Electronic Arts (United Kingdom),Science City York (United Kingdom),SideFX,AIGameDev,Codemasters,WUT,Rebellion,Havok,INRIA Research Centre Saclay,Connected Digital Economy Catapult,22cans,SAPO Portuguese Telecomms,TIGA The Ind Game Dev Assoc Ltd,Four Door Lemon Ltd,AiGameDev.com (Austria),Arts Council England,Supermassive Games,Crowdicity,Hand Circus,SideFX,22cans,Sony Computer Entertainment Europe,Tendring District Council,Bossa Studios,Forma,Stainless Games Ltd,Revolution Software Ltd,University of York,Four Door Lemon Ltd,We R Interactive Ltd,Blitz Games Studios,BT Group,Int Game Developers Assoc IGDA,Swrve New Media,HerxAngels,Kuato Studios UK,The Tuke Centre,BLITZ GAMES,Marmalade Game Studios UK,Marmalade Game Studios UK,IT University of Copenhagen,Mental Health Foundation,ICX,BT Group,Digital Catapult,The Creative Assembly,Age UK,Swrve New Media,University of Malta,Revolution Software Ltd,RebellionFunder: UK Research and Innovation Project Code: EP/L015846/1Funder Contribution: 5,642,130 GBPThe digital games industry has global revenues of $65bn (in 2011) predicted to grow to $82bn by 2017. The UK is a major player, whose position at third internationally (behind the US and Japan) is under threat from China, South Korea and Canada. The £3bn UK market for games far exceeds DVD and movie box office receipts and music sales. Driven by technology advances, the industry has to reinvent itself every five years with the advent of new software, interaction and device technologies. The influential 2011 Nesta "Next Gen" review of the skills needs of the UK Games and Visual Effects industry found that more than half (58%) of video games employers report difficulties in filling positions with recruits direct from education and recommended a substantial strengthening of games industry-university research collaboration. IGGI will create a sustainable centre which will provide the ideal mechanism to consolidate the scientific, technical, social, cultural and cognitive dimensions of gaming, ensuring that the industry benefits from a cohort of exceptional research-trained postgraduates and harnessing research-led innovation to ensure that the UK remains at the forefront of innovation in digital games. The injection of 55+ highly qualified PhD graduates and their associated research projects will transform the way the games industry works with the academic community in the UK. IGGI will provide students with a deep grounding in the core technical and creative skills needed to design, develop and deliver a game, as well as training in the scientific, social, therapeutic and cultural possibilities offered by the study of games and games players. Throughout their PhDs the students will participate in practical industrial workshops, intensive game development challenges and a yearly industrialy-facing symposium. All students will undertake short- and longer-term placements with companies that develop and use games. These graduates will push the frontiers of research in interaction, media, artificial intelligence (AI) and computational creativity, creating new game-themed research areas at the boundaries of computer science and economics, sociology, biology, education, robotics and other fields. The two core themes of IGGI are: Intelligent Games - increasing the flow of intelligence from research into digital games. We will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. The study of intelligent games will be underpinned by new business models and research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence - increasing the use of intelligence from games to achieve scientific and social goals. Analysis of gameplay data will allow us to understand individual behaviour and preference on a hitherto impossible scale, making games into a powerful new tool to achieve scientific and societal goals. We will work with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and use games to seed a new era of scientific experimentation into human behaviour, preference and interaction, in economics, sociology, psychology and human-computer-interaction. The IGGI CDT will provide a major advance in an area of great importance to the UK economy and massive impact on society. It will provide training for the leaders of the next generation of researchers, developers and entrepreneurs in digital games, forging economic growth through a distinctly innovative and research-engaged UK games industry. IGGI will massively boost the notion of digital games as a tool for scientific research and societal good.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2019 - 2028Partners:CMU, Enigmatic Studios, North Carolina Agricultural and Technical State University, Tampere University, Revolution Software Ltd +175 partnersCMU,Enigmatic Studios,North Carolina Agricultural and Technical State University,Tampere University,Revolution Software Ltd,Ubisoft Massive Entertainment,Fnatic Ltd,NSU,Bossa Studios,Microsoft Research (United Kingdom),Science City York,CBT Clinics,University of California, Santa Cruz,Fluttermind LLC,RollingMedia Ltd,Nokia Bell Labs,TT Games Ltd,UKIE,Fnatic Ltd,Screen Yorkshire,Player Research Ltd,Graz University of Technology,TT Games Ltd,Digital Jam Limited,Science Museum,Electronic Arts (EA),Stainless Games Ltd,Wooga GmbH,University of Applied Arts Vienna,National Science and Media Museum,Cooperative Innovations,Durham University,Utrecht University,UCI,RollingMedia Limited,Frontline VC,University of Waterloo,Introversion Software (United Kingdom),Riot Games,CBT Clinics,Dubit Limited,House of Commons,Game Republic,British Games Institute (BGI),University of Geneva,Game Republic,UNIGE,Dubit Limited,North Carolina Agricultural and Technical State University,Women in Games,Sony Computer Entertainment Europe,University Of New South Wales,BBC,Sony Interactive Entertainment,Falmouth University,Tactile Entertainment,Tactile Entertainment,OvGU,Games for Good,UK Games Talent and Finance CIC,BBC,Frontline VC,The Creative Assembly,Monash University,University of York,Zooniverse,deltaDNA (UK),COMIC,New Moon Studios,GameSparks: Amazon,University of Sheffield,Makemedia,Makemedia,Stainless Games Ltd,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,ESL UK,Utrecht University,University of California, Irvine,Fluttermind LLC,Cooperative Innovations,Autistica,University of Sheffield,Riot Games,York Mediale,National Science and Media Museum,Georgia Institute of Technology,New Moon Studios,Make It York,Electronic Arts (EA),University of Waterloo (Canada),UCF,Square Enix Limited,Knowledge Transfer Network,Yokozuna Data,UK Games Talent and Finance CIC,Square Enix Limited,The Creative Assembly,Screen Yorkshire,Make It York,Moon Collider Ltd,Women in Games Jobs (WIGJ),The National Videogame Arcade,Connected Digital Economy Catapult,Science City York (United Kingdom),Digital Jam Limited,British Broadcasting Corporation (United Kingdom),UKIE,BetaJester Ltd,North Carolina State University,Nokia Bell Labs,Introversion Software (United Kingdom),Symbolism Studios,Symbolism Studios,South Uni of Sci and Tech of China SUST,The AbleGamers Charity,GT,Monash University,Science City York,Knowledge Transfer Network Ltd,Crowdicity,GT,COMIC Research,Falmouth University,Parliament of United Kingdom,Game Republic,Electronic Arts (Canada),British Broadcasting Corporation - BBC,MICROSOFT RESEARCH LIMITED,Durham University,Carnegie Mellon University,GameSparks: Amazon,Moon Collider Ltd,Spirit AI,Northeastern University,Games for Good,The AbleGamers Charity,UCF,Graz University of Technology,STEM Learning Ltd,South Uni of Sci and Tech of China SUST,Amnesty International,UCSC,UAM,Connected Digital Economy Catapult,TIGA The Ind Game Dev Assoc Ltd,York Mediale,Yokozuna Data,BetaJester Ltd,Crowdicity,British Games Institute (BGI),The National Videogame Arcade,Sony Computer Entertainment Europe,Enigmatic Studios,University of Applied Arts Vienna,ESL UK,MICROSOFT RESEARCH LIMITED,Bossa Studios,Stainless Games Ltd,House of Commons,Revolution Software Ltd,University of York,deltaDNA (UK),Ubisoft Massive Entertainment,University of Ontario Inst of Tech (UOIT,Spirit AI,Southern University of Science and Technology,Carlos III University of Madrid,UNSW,Digital Catapult,University of Waterloo (Canada),The Creative Assembly,Player Research Ltd,Zooniverse,Autistica,STEM Learning Ltd,Universidad Autónoma Metropolitana,University of Ontario Institute of Technology,Wooga GmbH,Revolution Software LtdFunder: UK Research and Innovation Project Code: EP/S022325/1Funder Contribution: 6,402,890 GBPDigital games have extraordinary economic, social and cultural impact. The industry is one of the fastest-growing in the world, larger than film or music, with revenues expected to increase from $138 billion in 2018 to $180 billion by 2021. 2.6 billion people worldwide play digital games (21 million in the UK), with an average age of 35 and equal numbers of females and males. The Wellcome Trust-sponsored game Senua's Sacrifice, made in the UK, won 5 Baftas for its interactive and educational portrayal of psychosis. The UK games industry is a global leader - UK game sales are valued at £4.3bn with 12,000 people directly employed. The games industry is innovative and hungry for innovation - recent research breakthroughs in Artificial Intelligence (AI) and Machine Learning (ML) have arisen through games research undertaken at Google DeepMind in the UK. Rolls Royce makes better jet engines using 3D technology pioneered in games. Games are leading the "data and AI revolution" of HM Government's 2017 Industrial Strategy. Games have become a massive lever for social good through applied games for health, education, and science. The mobile game Pokémon Go added 144 billion steps to physical activity in the US alone. The Alzheimer's Research-funded Sea Hero Quest game collected data equivalent to 9,400 years of dementia lab data within 6 months. The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) first received funding in 2014, and has since been a huge success: raising the level of research innovation in games, with the highest-possible ratings in our EPSRC mid-term review. The next phase of IGGI will inject 60+ PhD-qualified research leaders and state of the art research advances into the UK games industry. The two core themes of IGGI are: (1) Intelligent Games: increasing the flow of research into games. IGGI PhD research in topics such as AI, data science, and design will empower the UK games industry to create more innovative and entertaining games. IGGI research has already enhanced the experience for millions of game players. IGGI will create engaging AI agents that are enjoyable to interact with, tackling fundamental challenges for the future of work and society that go beyond games. IGGI will spearhead new AI techniques that augment human creativity by automatically 'filling in the details' of human sketches. (2) Game Intelligence: increasing the use of intelligence from games to achieve scientific and social goals. Every action in a digital game can be logged, creating huge data sets for behavioural science. For example, current IGGI students have assessed traits such as IQ, agreeableness, or attention from large game datasets. IGGI students will investigate more intelligent, adaptive games for education and to improve mental health. IGGI will maximize the enormous opportunity for scientific and social impact from games by laying the research groundwork for further data-driven applied games for health, science, and education. IGGI will massively advance these research themes, and train 60+ PhD students to be future research leaders. To accomplish this, our updated training programme and 60+ research supervisors will provide students with rigorous training and hands-on experience in AI, programming, game design, research methods, and data science, with end user and industry engagement from day one. Recruiting and empowering a diverse student cohort to promote equality, diversity, and inclusion through games, IGGI will drive positive culture change in industry and academia. Students will work with leading UK experts to co-create and disseminate standards for responsible games innovation. Directly working with the UK games industry through placements, workshops, game development challenges, and an annual conference, they will advance research knowledge and translate it into social, cultural and economic impact.
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