InGAME: Innovation for Games and Media Enterprise

Lead Research Organisation: Abertay University
Department Name: Sch of Arts Media and Computer Games

Abstract

As cultural artefacts, video games are complex, multi-faceted products that encompass creative practices from character and narrative, interaction and gameplay design, architecture, product and environment design to sound design and composition. Technically they bring together software engineering with maths and physics, AI with networks and user data. Bring these together with a dynamic and competitive commercial environment and a disrupted technology environment and a growing cultural significance and you can begin to appreciate the challenges faced by this industry. SMEs operating in the video games sector are subject to technological, market and platform disruption where platform access and 'discoverability' are significant challenges to product viability. These factors are exerting a downward pressure on innovation and the creation of original IP in the Dundee cluster. The InGame partnership will pursue a highly collaborative, embedded approach to R&D by establishing a dedicated a R&D centre at the heart of the cluster. Artists, designers and creative writers will be co-located with technologists and business specialists to offer a dynamic and responsive resource to engage with three significant high-level challenges - consolidated from issues raised through local consultation, a survey of over 700 UK games studios and the trade body's blueprint for growth - where combined collaborative R&D could lead to significant growth, sustainability and intensification for the computer games cluster in Dundee.

Creative Risk: Over the last decade the dominant business model in the Dundee games cluster has shifted from a publishing model where development costs are borne by the publisher in advance of sales income; to a platform model where individual games companies carry the cost of development in return for as larger proportion of the sales revenue. As a consequence the risk attendant with the development of original IP for the games market is, more often than not, fatal for start-up and micro-SME studios.

Technological Innovation: Working practices in this cluster are characteristically solution focused and iterative, and often inventive and ingenious. However, technology innovations are not systematically captured or tested for generalization or re-use value. Commercial pressure on value chains has inhibited SMEs from taking on the risk of high-value innovation activity resulting in lost economic opportunity and inhibited cluster growth.

Organisational Development: The cluster is characterized by a high number of dynamic micro-SMEs creating content for mobile, tablet and PC gaming platforms. The city is also home to a smaller number of mid-sized SME's with established product portfolios ranging from original franchises, sub-contracted development for established franchises and studios developing games for console. There is a growing professional services sector (accountancy, legal) and cultural scene (galleries and events). R&D in organisational development in this context relates to start-up at company level through to cluster and ecosystem development.

The education sector is foundational to the cluster; Abertay University's Center for Excellence in Computer Games Education is characterised by active and mature collaboration between businesses, universities, and agencies of every scale. The University's longstanding relationship with national and multi-national games companies offers a unique opportunity to catalyse the value chain in the Dundee cluster. The academic partnership with Dundee University in Design for Business, and St Andrews School of Management's expertise in Creative Industries offers a world-leading research base for the R&D partnership. The InGAME R&D Center and cohort of Creative R&D Fellows will establish a new mode of engagement for industry and universities to work effectively and responsively to meet the challenge of cross-sector collaborative R&D in the Creative Industries.

Planned Impact

InGAME Experimentation, will provide SMEs with access to partners to engage with creative experimentation utilising new and emerging games technologies and explore new audiences and interdisciplinary working relationships to rapidly prototype and test ideas to,
-Develop experimental processes for the generation of original creative content for new audiences
-Promote diversification of new product development through the novel application of games principles, processes and technologies in non-games contexts
-Innovate the use of digital/networked technologies for games and interactive entertainment
-Embed business modelling, user analytics and service design at the design stage

Creation of original IP will intensify and diversify the creative output of the cluster converting speculative content creation into product and service development to engage new audiences and new markets. Embedding user engagement, monetisation and service delivery in development will support the commercial potential of new content leading to increased profitability, sustainability and cluster intensification. R&D Fellows will work with projects to capture and develop experimental processes, undertake evaluation and assessment of processes to develop reproducible and repeatable benefits.

InGAME Intensification, delivers organizational development support that allows for cooperative engagement to provide scale while firms retain independence and innovative, outward looking potential. The partnership will,
-Establish new cross-sectoral networks that promote innovation and interdisciplinary creative practice
-Promote design-led product development that draw on successful models in related industries
-Develop new company formation and growth pipelines that develop and deliver competencies that support transitions across start-up, acceleration and growth
- Capture and distribute expertise and intelligence held in the to address the loss of experience from talent migration

To stabilise the dynamic turnover of micro-SMEs R&D will be aimed at developing resilient start-up, growth and sustainability plans for companies at all stages. Expert advice on design-led product and service development, audience and market engagement strategies that align with company growth cycles will reduce attrition rates in SMEs, and deliver company resilience leading to cluster growth.

InGAME Exploitation will identify technology and process innovations that have potential as standalone products, and will develop novel solutions and opportunities for commercialisation. The partnership will support new technology innovation by,
-Establishing a technology innovation assessment panel
-Developing rapid prototyping processes focussed on developing new technology products
-Providing access to a digital testbed to innovate next generation connected technologies
-Putting AI, machine learning and data analysis technology at the heart of technology innovation

Helping companies to undertake technology assessment aimed at identifying new technologies, processes and services with market potential. Companies will access development support and expert technology exploitation support to open up new commercial opportunities and markets.

The R&D voucher scheme and partner network, InGAME will deliver an integrated R&D, prototyping and product development service that will support companies to innovate new technologies for established and emerging markets, technologies and processes. The impact of this package of support will deliver,
-Increased profitability and sustainability in companies through high value original IP and technology innovation
-Cluster growth and diversification through interdisciplinary and cross-sector collaboration, market development and new audience and sector engagement
-improved growth, intensity and resilience in the cluster through dedicated, bespoke business modelling, market intelligence, and company and sector development

Publications

10 25 50
 
Title Arcadia Festival Toolkit 
Description The Arcadia Festival Toolkit is a concise and adaptable toolkit for festival producers in the video game space and beyond. This kit is intended to be an easy-to-use document that guides you through the steps of putting on an event or festival, from early-stage planning, all the way through to event delivery and post-production. It's a free resource that can be used by anyone planning an event no matter the scale. 
Type Of Art Artefact (including digital) 
Year Produced 2023 
Impact No impacts reported yet 
URL https://www.arcadiadundee.com/arcadia-toolkit
 
Title Creativity Amplification 
Description A collection of tools, processes, experiments and case studies to aid writers wanting to work with technology. This work arises out of InGAME's ongoing 'Narrative and Play' research theme. The underlying principle of this research is the concept of 'Creativity Amplification', which builds on Vernor Vinge's (1993) definition of 'Intelligence Amplification'. This is the idea that rather than solely striving to create machines which are intelligent, we may also use technology to amplify our own intelligence. In applying this idea to writers and creativity, this research strand considers not how to make technologies creative in and of themselves, but instead how to extend and enhance individuals' creativity through the use of appropriate processes and technologies. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The research in these toolkits also resulted in the academic papers "Euphonia: Reflecting on the Design of an AI-Powered Narrative Game" (Clark et al 2020), "Towards Creativity Amplification" (Clark 2021), "Mechanical Oracles: Writing for Talking Machines" (Clark 2021). 
URL https://github.com/IngameDundee/CreativityAmplification
 
Title MAINBEAM Virtual Redux: BTS 
Description Applied Games is the application of game design and game technologies to solve real-world problems. Innovated with creativity, contextual awareness and care, the application of games boosts engagement and productivity, transforms product/service lifecycles, enhances user experiences and drives positive social change. MAINBEAM explores the potential of game design tools, techniques and technologies to recreate and reimagine performance art. 
Type Of Art Film/Video/Animation 
Year Produced 2024 
Impact Film was showcased at Dundee Contemporary Arts centre to audience of 100+ 
URL https://youtu.be/DWwuY5ocGn4
 
Title Paper Prototyping Workshop Toolkit 
Description This toolkit is designed to be used in a workshop setting to encourage experimentation and to generate playful ideas for games or any other creative project. 
Type Of Art Artefact (including digital) 
Year Produced 2023 
Impact No impacts reported as yet 
URL https://www.biomecollective.com/toolkit
 
Title Sound of Light 
Description Sound of Light is a multiplayer VR sound performance project. It uses the Oculus Quest's hand tracking feature to trigger sound with various hand gestures. The idea behind this project is to create an anonymous and non-verbal play to explore how people can engage through those alternative methods of communication and see what we can feel. Dr Jung In Jung (Research. Concept & Design. Interaction Design. Sound design) Paul Blackham (Game Art. Research Support) 
Type Of Art Film/Video/Animation 
Year Produced 2023 
Impact Film was showcased at Dundee Contemporary Arts centre to audience of 100+ 
URL https://youtu.be/Btc2prSHH1s
 
Title Tip 
Description The Applied Games Lab utilises game design thinking and game technologies outside games. The Lab harnesses the awesome innovation potential of videogames to provoke breakthrough solutions to known but difficult real-world challenges, solving wicked problems and inventing radical new futures. Tip explores how game technologies such as virtual reality and augmented reality might be used to reconnect people with their history unite people in shared appreciation of their culture and heritage. 
Type Of Art Film/Video/Animation 
Year Produced 2023 
Impact Film was showcased at Dundee Contemporary Arts centre to audience of 100+ 
URL https://youtu.be/Ft8kOzQfpzI?feature=shared
 
Description The objective of InGAME was the drive growth and innovation in the Dundee videogames cluster
through responsive, industry-academia R&D collaborations.
Since its establishment in 2018, InGAME has delivered 177 industry collaborations, upskilled 2,283
professionals and stimulated £11.1 million in industry co-investment.

In June 2023, Biggar Economics published an independent economic impact analysis of the
InGAME, The Economic Impact of InGAME. Its key findings can be summarised as:

Economic Impact
- £84.7 million in gross value added (GVA) for the Scottish economy generated over the next ten 10 years.
- 175 jobs directly created or safeguarded.
- £15.90 return on investment for every £1 of public funding invested in InGAME.

- The quantifiable economic impact is impressive for a 5-year initiative and demonstrates the effectiveness of InGAME's approach.
- Evidence demonstrates InGAME's value as a strategic innovation hub that should be sustained.
- Continued monitoring of performance and societal impact would optimise contributions. InGAME should clearly articulate an "offer" to attract more partners and scale impact.
Exploitation Route Business Benefits
- InGAME helps companies, especially young startups, build capacity and transition into mature, resilient businesses poised for growth.
- InGAME enables companies to develop networks, enhance credibility, and establish competitive advantages.
- Tangible business improvements for some companies are evidenced by new products, services, jobs created and processes enhanced.

Innovation Ecosystem
- InGAME plays a vital convening role in the videogames innovation ecosystem in Scotland.
- InGAME brokers connections between companies, researchers, and stakeholders, enabling collaboration.
- InGAME adds ecosystem capacity through events, networks, skills development, and access to expertise.
- Stakeholders view InGAME as uniquely valuable in supporting cluster growth.

Societal Impact
- InGAME stimulates cross-sectoral innovation by connecting games companies to sectors like health and agriculture.
- Early-stage R&D projects show potential for significant societal benefits in areas like public health and sustainable farming.
- As an intermediary, InGAME fosters relationships between diverse partners that drive social innovation.
Sectors Creative Economy

Digital/Communication/Information Technologies (including Software)

Culture

Heritage

Museums and Collections

URL https://innovationforgames.com
 
Description InGAME: Innovation for Games and Media Enterprise demonstrates that with strategically aligned R&D incentives, priorities, partnerships and programmes, academia can create the conditions for the UK games sector to deliver even greater economic, social and cultural impact. Impact which creates value across the entire economy and delivers an outsized return on public investment. Economic Impact - Job Creation: The project stimulated employment opportunities in game development, media production, and related technological fields. - Revenue Generation: Through the development of cutting-edge games and media products, the project contributed to increased revenue streams for participating companies. - Investment Attraction: The innovative nature of the project attracted inward private and public investment into the cluster, intensifying opportunity and economic growth. - Business Development: Small and medium-sized enterprises (SMEs) involved in the project benefited from enhanced business capabilities and market reach. Sectoral Impact Since the establishment of InGAME in 2018 : - The number of people employed in the Scottish games sector has grown by 52% from 1,540 to 2,338. - The number of people indirectly supported by the Scottish games sector has grown by 47% from 2,814 to 4,148. - The number of Scottish game studios has grown by 78% from 91 to 162. - The amount of investment in salaries and overheads by the Scottish games sector has grown by 83% from £77 million to £141 million. - The Scottish games sector's annual contributions to HM Treasury has grown by 82% from £71 million to £128 million. - The Scottish games sector's annual contributions to the UK's GDP has grown by 107.5% from £172 million to £357 million. - Today, Dundee has the highest concentration of game studios and jobs anywhere in the UK. Societal Impact The societal impacts of InGAME were far-reaching. - Cultural Enrichment: Contributed to the cultural landscape through the creation of games and media that reflected diverse perspectives and stories. - Education and Learning: Utilized gaming technologies for educational purposes, thereby enhancing learning experiences. - Inclusion: Promoted accessibility, diversity and inclusion, especially among underrepresented communities. - Health and Wellbeing: Explored the application of game design tools, techniques and technologies to drive positive health outcomes, behaviour changes and policy innovations. Spillover Impact InGAME's influence extended beyond the immediate sectors, catalysing change in adjacent industries and societal spheres. - Influence on Other Industries: Technologies and innovations developed through InGAME found applications in sectors like healthcare, education, and film production. - Community Engagement: Engaged local communities in the design and testing processes, fostering a sense of ownership and participation. - Environmental Considerations: Promoted awareness and solutions for sustainable gaming and media production practices. - Global Reach: Impacted global markets and audiences, setting trends and standards that were adopted internationally. Academic Impact The project contributed significantly to academic knowledge and research methodologies in game design and media studies. - R&D Process Innovation: Introduced novel research methods, processes and tools. Interdisciplinary Collaboration: Facilitated cross-disciplinary research, blending insights from technology, arts, humanities, and social sciences. - Talent Development: Developed an exciting new exciting generation of early-career researchers. - Research Advancements: Pushed the boundaries of games research and generated outsized impact through responsive industry-academia R&D collaboration. - New Frontiers: Created the conditions, collateral and credibility for Abertay University to lead CoSTAR Realtime Lab for screen and performance technology as part of The Convergent Screen Technologies and Performance in Realtime (CoSTAR) programme funded by the Arts and Humanities Research Council (AHRC).
First Year Of Impact 2018
Sector Creative Economy,Digital/Communication/Information Technologies (including Software),Culture, Heritage, Museums and Collections
Impact Types Cultural

Societal

Economic

Policy & public services

 
Description Loot boxes and digital gaming: a rapid evidence assessment (Study requested by Department for Digital, Culture, Media and Sport 2021)
Geographic Reach National 
Policy Influence Type Contribution to a national consultation/review
Impact The rapid evidence assessment informed the UK Government response to the call for evidence on loot boxes in video games (2022).
URL https://www.gov.uk/government/calls-for-evidence/loot-boxes-in-video-games-call-for-evidence/outcome...
 
Description The Economic Impact of Dundee's InGAME Research and Development Hub
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Contribution to a national consultation/review
Impact The Scottish Government has confirmed its commitment to develop a national strategy for the Scottish video games sector.
URL https://www.parliament.scot/chamber-and-committees/votes-and-motions/S6M-10076
 
Description InGAME International
Amount £463,154 (GBP)
Funding ID AH/T011491/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 02/2020 
End 01/2024
 
Title Resolver: Collaborative Innovation Toolbox 
Description This toolkit offers an open-source suite of resources for others to access and build upon offering a legacy for InGAME's creative research and development programme. 
Type Of Material Improvements to research infrastructure 
Year Produced 2023 
Provided To Others? Yes  
Impact This comprehensive toolkit makes systematic innovation more accessible and actionable for creative practitioners, micro businesses and SMEs in the creative industries. 
URL https://innovationforgames.com/resolver/
 
Title Additional file 1 of Applying design thinking for business model innovation 
Description Additional file 1. Literature Search Results. 
Type Of Material Database/Collection of data 
Year Produced 2022 
Provided To Others? Yes  
URL https://springernature.figshare.com/articles/dataset/Additional_file_1_of_Applying_design_thinking_f...
 
Title Additional file 1 of Applying design thinking for business model innovation 
Description Additional file 1. Literature Search Results. 
Type Of Material Database/Collection of data 
Year Produced 2022 
Provided To Others? Yes  
URL https://springernature.figshare.com/articles/dataset/Additional_file_1_of_Applying_design_thinking_f...
 
Title Additional file 2 of Applying design thinking for business model innovation 
Description Additional file 2. Data Analysis. 
Type Of Material Database/Collection of data 
Year Produced 2022 
Provided To Others? Yes  
URL https://springernature.figshare.com/articles/dataset/Additional_file_2_of_Applying_design_thinking_f...
 
Title Additional file 2 of Applying design thinking for business model innovation 
Description Additional file 2. Data Analysis. 
Type Of Material Database/Collection of data 
Year Produced 2022 
Provided To Others? Yes  
URL https://springernature.figshare.com/articles/dataset/Additional_file_2_of_Applying_design_thinking_f...
 
Description Creative Scotland : InGAME 
Organisation Creative Scotland
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Delivery of InGAME as a large-scale, multi-year research and innovation programme
Collaborator Contribution Contribution of staff time to project governance and strategy
Impact No direct research outputs associated with this partnership. Instead, the collaboration supported the governance, strategy and impact of the project.
Start Year 2018
 
Description InGAME Founding Partner - Scottish Enterprise 
Organisation Scottish Enterprise
Country United Kingdom 
Sector Public 
PI Contribution Delivery of InGAME as a large-scale, multi-year research and innovation programme
Collaborator Contribution Contribution of staff time to project governance and strategy
Impact No direct research outputs associated with this partnership. Instead, the collaboration supported the governance, strategy and impact of the project.
Start Year 2018
 
Description InGAME Founding Partner: Beano Studios 
Organisation DC Thomson
Country United Kingdom 
Sector Private 
PI Contribution Collaborative research and development which utilised three unique, commercially valuable, proprietary assets: Intellectuial Property, Insights, Research & Consumer Intelligence Framework, Audience Testbed.
Collaborator Contribution In-kind access to three unique, commercially valuable, proprietary assets: Intellectuial Property, Insights, Research & Consumer Intelligence Framework, Audience Testbed.
Impact Game Jam
Start Year 2018
 
Description InGAME Founding Partner: Microsoft 
Organisation Microsoft Corporation
Country United States 
Sector Public 
PI Contribution Delivery of InGAME as a large-scale, multi-year research and innovation programme
Collaborator Contribution Contribution of staff time to project governance and strategy
Impact No direct research outputs associated with this partnership. Instead, the collaboration supported the governance, strategy and impact of the project.
Start Year 2018
 
Description InGAME Founding Partner: Okie 
Organisation Ukie
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Delivery of InGAME as a large-scale, multi-year research and innovation programme
Collaborator Contribution Contribution of staff time to project governance and strategy
Impact No direct research outputs associated with this partnership. Instead, the collaboration supported the governance, strategy and impact of the project.
Start Year 2018
 
Description InGAME Innovation Funding 
Organisation Government of Scotland
Department Scottish Funding Council
Country United Kingdom 
Sector Public 
PI Contribution InGAME used Scottish Funding Council funding further intensify research activity and drive growth and innovation across the Scottish games sector.
Collaborator Contribution Funding support
Impact InGAME developed an innovative model for Collaborative R&D partnerships between industry and academia. A hypothesis-driven model that de-risks R&D collaboration, develops innovation capacity and balances academic rigor with industry speed. InGAME has: - Funded 177 Collaborative R&D Projects with industry partners from early-stage startups to VC-funded multinationals. - Stimulated £11.1 million of aligned and follow-on co-investment (as per AHRC/CICP co-investment definition and categorisation). - Interim evaluation results indicate actual turnover growth from R&D Collaborators totalling over £2m - Upskilled over 2,238 professionals from industry and academia through a co-ordinated programme of cluster engagement and capacity development activity. In July 2023, Biggar Economics published an independent economic impact analysis of the InGAME. The report's key findings can be summarised as: • £84.7 million in gross value added (GVA) for the Scottish economy generated over the next ten 10 years. • 175 jobs directly created or safeguarded. • £15.90 return on investment for every £1 of public funding invested in InGAME.
Start Year 2018
 
Description InGAME:SIEE 
Organisation SONY
Department Sony Interactive Entertainment
Country Japan 
Sector Private 
PI Contribution Intensification of research and development programme
Collaborator Contribution 1) Contribution of staff time steering board and talent development 2) Exclusive technology hardware loans
Impact No direct research outputs associated with this partnership. Instead, the collaboration supported the governance, innovation and impact of the project.
Start Year 2018
 
Description Virtual Healthy Neighbourhoods Challenge 
Organisation Nesta
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Co-design, co-development and co-delivery of the Virtual Healthy Neighbourhoods Challenge innovation competition.
Collaborator Contribution Co-design, co-development and co-delivery of the Virtual Healthy Neighbourhoods Challenge innovation competition.
Impact 10 x Applied Games Concepts harnessing the potential of AI, big data, digital twins, game design and the metaverse to create an immersive policy playground where policy designers and decision-makers can prototype, simulate and test radical responses to the UK obesity crisis. 2. x Applied Games Prototypes harnessing the potential of AI, big data, digital twins, game design and the metaverse to create an immersive policy playground where policy designers and decision-makers can prototype, simulate and test radical responses to the UK obesity crisis.
Start Year 2022
 
Description AHRC AAAS Interview 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Media (as a channel to the public)
Results and Impact Interview with AHRC to discuss how InGAME is facilitating innovation in the British video games industry, as a preview to UKRI participation at AAAS 2019
Year(s) Of Engagement Activity 2019
URL https://ahrc.ukri.org/research/readwatchlisten/features/how-ingame-is-facilitating-innovation-in-the...
 
Description Adapting to meet the future of the creative industries - assessing the possibilities, priorities for R&D and innovation in emerging technology, business models and protecting IP, investment, and adapting to change and disruption 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact "Adapting to meet the future of the creative industries - assessing the possibilities, priorities for R&D and innovation in
emerging technology, business models and protecting IP, investment, and adapting to change and disruption" was a panel session that formed part of the Westminster Media Forum policy conference: Creative clusters, and next steps for growth and innovation in the UK creative industries in April 2023.

Panel partipants were:
Professor Damian Murphy, Director, XR Stories
Fran Sanderson, Director, Arts & Culture Investments and Programmes, Nesta
Professor Justin Lewis, Director, Clwstwr
Irene Graham, Chief Executive Officer, ScaleUp Institute
Sean Taylor, Managing Director, InGAME
Year(s) Of Engagement Activity 2023
URL https://www.westminsterforumprojects.co.uk/agenda/Creative-Industry-23-agenda.pdf
 
Description Audience of the Future Lightning Talk 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Presentation at Digital Catapult's invite-only Audience of the Future event.
Year(s) Of Engagement Activity 2020
 
Description Beano Studios Innovation Lab- Pilot 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact Innovation workshop to explore the design and delivery of industry challenge calls within the project.
Year(s) Of Engagement Activity 2019
 
Description China Cultural Industry Association's Cultural Industry Parks Forum 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Policymakers/politicians
Results and Impact Formal presentation of the InGAME project and the Dundee videogames cluster to distinguished guests of the China Cultural Industry Association's Cultural Industry Parks Forum in Beijing in June 2019
Year(s) Of Engagement Activity 2019
 
Description Creativity Impacts: InGAME and Beyond 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Creativity Impacts: InGAME and Beyond was a showcase event celebrating the influence of locally-made digital and creative innovations.
Year(s) Of Engagement Activity 2023
URL https://creativedundee.com/2023/07/creativity-impacts-ingame-and-beyond/
 
Description Driving innovation throughout the UK - intellectual property protection, and access to talent, business development support and finance 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact "Driving innovation throughout the UK - intellectual property protection, and access to talent, business development support and finance" was a panel session that formed part of the Westminster Media Forum policy conference: Next steps for developing the UK creative industries - identifying and delivering research priorities, collaboration and investment, and dealing with the impact of the COVID-19 pandemic in June 2020.

Panel participants were:
Rayyan Mughal, Associate, Marks & Clerk
Fiona Latter, Creative Enterprise Scale-Up Programme Lead, West Midlands Combined Authority
Sean Taylor, Project Director, InGAME: Innovation for Games and Media Enterprise and Member, International Game Developers Association
Josh Burge, Investment Manager, Edge Investments
Questions and comments from the floor
Year(s) Of Engagement Activity 2020
URL https://www.scotlandpolicyconferences.co.uk/forums/agenda/Next-steps-for-developing-the-UK-creative-...
 
Description Dundee Videogames Cluster - Brexit Summit with Scottish Government 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Policymakers/politicians
Results and Impact Participation in a roundtable with Ben McPherson MSP, Migration Minster, to discuss Brexit impact on computer games industry
Year(s) Of Engagement Activity 2019
URL https://www.gov.scot/news/brexit-impact-on-computer-games-industry/
 
Description Enabling Equality in Games Education and Research 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Creating the Conditions: Enabling Equality in Games Education and Research was a panel discussion featuring:
Rosie Ball (Chucklefish Games); Marie-Claire Isaaman (Women in Games); Chris Lowthorpe (InGAME); Sean Taylor (InGAME); and Sharon Tolani-Sage (Norwich University of the Arts - Modertator).

The activity was part of the Research Day at the Develop: Brighton conference.
Year(s) Of Engagement Activity 2019
URL https://www.developconference.com/images/uploads/docs/Programme_Develop-_Research_2019.pdf
 
Description Game Jam Pilot with Beano Studios 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact Student game jam in association with Beano Studios
Year(s) Of Engagement Activity 2019
URL https://www.innovationforgames.com/2019/06/16/pilot-game-jam-in-collaboration-with-beano-studios/
 
Description Google Executive Lunch in partnership with TIGA 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact A roundtable lunch with 20 of the key stakeholders in the Dundee videogames cluster and Matt Brittin, President of EMEA Business & Operations for Google
Year(s) Of Engagement Activity 2019
URL https://www.thecourier.co.uk/fp/business/business-news/887209/head-of-google-in-europe-the-middle-ea...
 
Description Immersive Futures Lab @ SXSW 2023 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact In March 2023, the Immersive Futures
Lab, a showcase of UK creative research
and development innovation took to the
international stage at SXSW in Austin, Texas.

The Lab showcased early-stage prototypes
of world-leading immersive experiences
and was part of a wider programme of
UK activities at SXSW, supported by
partners including Innovate UK, the
Arts Council, Design Council and
the UK's Department for Business
& Trade.

Outcomes:
3 days of events
36 countries represented
16 projects showcased
13 hours of project demos
25 speakers
15 workshops
670 visitors
4250 visitor interactions
1250 companies reached
Year(s) Of Engagement Activity 2023
URL https://immersivefutures.io/archive/sxsw23/
 
Description InGAME International Collaboration - Dunedin Trade Mission 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Policymakers/politicians
Results and Impact Workshop featuring key stakeholders from the Dundee videogames cluster and Enterprise Dunedin (New Zealand), to explore collaboraton between the respective local videogames industries and R&D centres
Year(s) Of Engagement Activity 2019
 
Description InGAME and Beyond: From Collaborative R&D to Virtual Production 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact The talk was part of Beyond Conference 2023.

The team from INGAME present a series of short films about their R&D work, followed by a discussion panel on collaborative R&D and the opportunities presented by Virtual Production. The work presented includes a multiplayer VR sound performance project, an AR prototype bringing to life a "Ballet for Vehicles", and a behind the scenes look at the first UK proof of concept for 5G wireless real-time virtual production filmmaking across multiple locations.

Presenters:
- Jung In Jung, InGAME R&D Fellow and Lecturer in Creative Computing, Abertay University
- Matthew Bett, Lecturer, Division of Games Technology and Mathematics,, Abertay University
- Peter Richardson, Head of Virtual Production at StoryFutures and Professor of Creative Industries, Royal Holloway
- Ruth Falconer, Head of the Division of Games Technology and Mathematics, Abertay University
Year(s) Of Engagement Activity 2023
URL https://beyondconference.org/b23/schedule/
 
Description Orientation Day- Mapping Your Creative Growth 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Industry/Business
Results and Impact An orientation workshop between key stakeholders in the local videogames industry and Dundee creative cluster and InGAME Co-Investigators.
Year(s) Of Engagement Activity 2019
 
Description Power Up! Growing a Local Ecosystem That Survives & Thrives @ Pocket Gamer Connects Dubai 2023 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact The session explores the unique game development ecosystem in Dundee, Scotland and how we accelerated its growth and delivered a 15x return on government investment. We will share the process, impacts and lessons from levelling up an ecosystem.
Year(s) Of Engagement Activity 2023
URL https://www.pgconnects.com/DubaiGameExpoSummit/schedule/
 
Description Re-Imagining the Future of Sustainable Mobility: Pop-Up Imaginarium, Michelin Scotland Innovation Parc 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Venue: Michelin Scotland Innovation Parc
Date: 9th March 2023

In collaboration with InGAME, Michelin Scotland Innovation Parc (MSIP), V&A Dundee and the University of Dundee, this project explores social innovation interventions for new business practices, placemaking models and gaming technologies that make sustainable mobility not only more efficient, but more equitable, more innovative, and human centred.
Year(s) Of Engagement Activity 2023
URL https://www.msipdundee.com/demonstrator-and-showcase-event-9-march-2023/
 
Description STV Interview 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Interview with STV to discuss the health of the Scottish games industry, in light of the latest figures released by TIGA
Year(s) Of Engagement Activity 2019
URL https://www.facebook.com/AbertayUni/posts/ingame-director-sean-taylor-appeared-on-stv-news-last-nigh...
 
Description Scottish Ministerial Visit in coordination with the Scottish Funding Council 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Policymakers/politicians
Results and Impact InGAME R&D Centre opening and Dundee videogames cluster showcase event, with attendance from Richard Lochhead MSP, Minister for Further Education, Higher Education and Science
Year(s) Of Engagement Activity 2019
URL https://www.innovationforgames.com/2019/06/13/ingame-industry-taster-event-recap/
 
Description Sound: Designed in Dundee 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact An evening of experiencing and exploring the impacts of sound on our wellbeing and its ability to bring us together.

Join us for an evening of connection, discussion, interaction and live music, in the same room, together again. Experience interactive VR sound performance project, Sound of Light, and hear four speakers sharing how soundscapes are designed in Dundee, as well as discussing what the future holds for engaging the world through sound for health & wellbeing and immersive experiences.

Sound of Light is a VR sound performance project, born out of pandemic isolation and developed as an InGAME Cluster of the Future R&D project. It brings people together through sound and play in an environment powered by game technology. It applies innovative game design techniques to explore the aesthetics of anonymous play and pose philosophical questions about our conception of play, identity and togetherness.
Year(s) Of Engagement Activity 2022
URL https://creativedundee.com/2022/05/sound-designed-in-dundee/
 
Description UK Science & Innovation Network's UK-Italy Women in Games symposium 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Policymakers/politicians
Results and Impact Participation in a panel debate as part of the UK Science & Innovation Network's UK-Italy Women in Games Symposium at the British Embassy in Rome
Year(s) Of Engagement Activity 2018
 
Description UKIE Hub Crawl- Dundee Host 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Briefing event and workshop, in collaboration with Ukie, to explore new opportunities and growth strategies for the Dundee videogames cluster
Year(s) Of Engagement Activity 2019
URL https://ukie.org.uk/news/2019/02/ukie-hub-crawl-2019-getting-investment-ready
 
Description Westminster Media Forum 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact Presentation and panel participation at the Westminster Media Forum on the topic of "The UK video games sector - competitiveness and growth, consumer protection, and priorities for policy in the new parliament"
Year(s) Of Engagement Activity 2020
 
Description Women in Games Innovation Lab 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Innovation workshop to explore the subject of Equality, Diversity and Inclusivity in the UK videogames industry. Workshop featured InGAME academics, local industry professionals and Women in Games organisation.
Year(s) Of Engagement Activity 2019