The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis

  • Phil WilkinsonEmail author
  • Thomas Joseph Matthews
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9970)


This chapter will situate academia in relation to serious games commercial production and contextual adoption, and vice-versa. As a researcher it is critical to recognize that academic research of serious games does not occur in a vaccum. Direct partnerships between universities and commercial organizations are increasingly common, as well as between research institutes and the contexts that their serious games are deployed in. Commercial production of serious games and their increased adoption in non-commercial contexts will influence academic research through emerging impact pathways and funding opportunities. Adding further complexity is the emergence of commercial organizations that undertake their own research, and research institutes that have in-house commercial arms. To conclude, we explore how these issues affect the individual researcher, and offer considerations for future academic and industry serious games projects.


Serious games Applied games Educational games Games for health Academia Commercial games Games for change Application domains Academic partnerships Research evaluation 


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Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  1. 1.The Centre for Excellence in Media PracticeBournemouth UniversityBournemouthUK
  2. 2.The Centre for Digital EntertainmentBournemouth UniversityBournemouthUK

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