Introversion Software (United Kingdom)
Introversion Software (United Kingdom)
2 Projects, page 1 of 1
assignment_turned_in Project2013 - 2016Partners:Revolution Software Ltd, FHG, Introversion Software (United Kingdom), ICX, AI Factory (United Kingdom) +41 partnersRevolution Software Ltd,FHG,Introversion Software (United Kingdom),ICX,AI Factory (United Kingdom),University of York,MiniMonos UK,Science City York,Tech City Investment Organisation,Digital Shoreditch,Limbs Alive,Tech City Investment Organisation,Game Republic,Innovate UK,We R Interactive Ltd,Red Kite Games,Complex City Apps,Albino Pixel Ltd,Science City York (United Kingdom),Introversion Software Ltd,Social Inclusion through DigitalEconomy,AI Factory Ltd.,Fraunhofer Society,AiGameDev.com (Austria),Social Inclusion through DigitalEconomy,Albino Pixel Ltd,Limbs Alive (United Kingdom),Digital Shoreditch,Revolution Software Ltd,Four Door Lemon Ltd,Game Republic,CITY OF YORK COUNCIL,The Creative Assembly,City of York Council,MiniMonos UK,Technology Strategy Board (Innovate UK),The Creative Assembly,Innovate UK,Complex City Apps,Four Door Lemon Ltd,The Independent Games Developers Association,City of York Council,TIGA The Ind Game Dev Assoc Ltd,University of York,Red Kite Games,AIGameDevFunder: 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 Project2019 - 2028Partners:UNSW, Monash University, Graz University of Technology, New Moon Studios, Electronic Arts (EA) +155 partnersUNSW,Monash University,Graz University of Technology,New Moon Studios,Electronic Arts (EA),Graz University of Technology,Stainless Games Ltd,Digital Catapult,Zooniverse,Amnesty International,Connected Digital Economy Catapult,University of Ontario Inst of Tech (UOIT,Autistica,Spirit AI,Women in Games,Square Enix Limited,Revolution Software Ltd,CMU,Sony Interactive Entertainment,Crowdicity,National Science and Media Museum,Nokia Bell Labs,Game Republic,Universidad Autónoma Metropolitana,Ubisoft Massive Entertainment,Cooperative Innovations,University of York,GameSparks: Amazon,Riot Games,University of Sheffield,BetaJester Ltd,The National Videogame Arcade,Dubit Limited,Georgia Institute of Technology,OvGU,Moon Collider Ltd,Fluttermind LLC,deltaDNA (UK),Carnegie Mellon University,Science Museum,UKIE,Southern University of Science and Technology,Yokozuna Data,CBT Clinics,Women in Games Jobs (WIGJ),MICROSOFT RESEARCH LIMITED,ESL UK,UCI,Fnatic Ltd,Northeastern University,Riot Games,UK Games Talent and Finance CIC,Enigmatic Studios,UCF,NSU,Revolution Software Ltd,Make It York,Symbolism Studios,Cooperative Innovations,Frontline VC,York Mediale,TT Games Ltd,Wooga GmbH,Bossa Studios,Tactile Entertainment,Ubisoft Massive Entertainment,deltaDNA (UK),Digital Jam Limited,University of Ontario Institute of Technology,University of Geneva,Enigmatic Studios,The AbleGamers Charity,CBT Clinics,Dubit Limited,Nokia Bell Labs,Introversion Software (United Kingdom),Square Enix Limited,RollingMedia Ltd,UK Games Talent and Finance CIC,British Games Institute (BGI),Zooniverse,COMIC,Durham University,Game Republic,Frontline VC,The Creative Assembly,STEM Learning Ltd,Knowledge Transfer Network,The Creative Assembly,STEM Learning Ltd,COMIC Research,Tampere University,Sony Computer Entertainment Europe,Microsoft Research (United Kingdom),UKIE,University of Waterloo,Parliament of United Kingdom,South Uni of Sci and Tech of China SUST,UCSC,National Science and Media Museum,York Mediale,Games for Good,University of Waterloo (Canada),Science City York,Makemedia,Monash University,Bossa Studios,Screen Yorkshire,BetaJester Ltd,Player Research Ltd,Stainless Games Ltd,Yokozuna Data,University of Sheffield,Electronic Arts (Canada),British Broadcasting Corporation - BBC,Symbolism Studios,New Moon Studios,Falmouth University,University of California, Santa Cruz,Games for Good,Makemedia,British Games Institute (BGI),University of California, Irvine,The National Videogame Arcade,Introversion Software Ltd,Moon Collider Ltd,Fluttermind LLC,BBC,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,Utrecht University,UNIGE,Durham University,GT,Carlos III University of Madrid,Player Research Ltd,Tactile Entertainment,North Carolina State University,Utrecht University,UAM,TT Games Ltd,Wooga GmbH,Autistica,Crowdicity,Science City York (United Kingdom),House of Commons,The AbleGamers Charity,Fnatic Ltd,University of York,Knowledge Transfer Network Ltd,RollingMedia Limited,Spirit AI,GameSparks: Amazon,North Carolina Agricultural and Technical State University,Screen Yorkshire,Make It York,University Of New South Wales,University of Applied Arts Vienna,British Broadcasting Corporation (United Kingdom),ESL UKFunder: UK Research and Innovation Project Code: EP/S022325/1Funder Contribution: 6,715,270 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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