当前位置: X-MOL 学术Entertain. Comput. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
The distant Horizon: Investigating the relationship between social sciences academic research and game development
Entertainment Computing ( IF 2.8 ) Pub Date : 2020-01-10 , DOI: 10.1016/j.entcom.2020.100339
Marcello Passarelli , Jeffrey Earp , Francesca Maria Dagnino , Flavio Manganello , Donatella Persico , Francesca Pozzi , Thomas Buijtenweg , Mata Haggis , Chris Bailey , Carlo Perrotta

Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game developers and 14 researchers, highlighting critical aspects in the relationship between game research and game industry. Specifically, we found that the difference in priorities, speed cycles, and dissemination practices between these two contexts hinder communication. Subsequently, we carried out a focus group for a set of developers and researchers (N = 6) with the aim of eliciting recommendation for improving communication between academics and developers. Among the recommendations to emerge were calls to diversify dissemination channels, promote joint conferences and develop research-production partnerships. It was felt such measures could strengthen the influence of research results outside the academic community.



中文翻译:

遥远的地平线:研究社会科学学术研究与游戏开发之间的关系

社会科学领域的研究投入了大量精力来研究电子游戏对个人和社会的影响。但是,这项研究产生的结果通常无法为游戏开发提供信息。本研究通过采访30位游戏开发人员和14位研究人员,调查了学术界进行的研究范围,重点介绍了游戏研究与游戏行业之间关系的关键方面。具体来说,我们发现这两种情况之间优先级,速度周期和传播方式的差异会阻碍沟通。随后,我们为一组开发人员和研究人员(N = 6)成立了一个焦点小组,目的是提出建议,以改善学者与开发人员之间的交流。提出的建议中包括呼吁扩大传播渠道,促进联合会议和发展研究与生产伙伴关系。人们认为,这些措施可以加强学术界以外的研究成果的影响力。

更新日期:2020-01-10
down
wechat
bug