217 research outputs found

    Transnational development cultures:navigating production, market, and cultural difference within European-Chinese game development teams

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    Discourse on the global games industry draws attention to the growth of China, in terms of both its consumer market and the games publishing landscape. Trade associations and government agencies have sought routes for Western games studios, publishers, and rights holders to connect with similar organisations in China. However, there has been limited focus on how Western and Chinese game developers understand and navigate the challenges of transnational collaboration and creativity in games production. This article presents a case study of five transnational game development teams, all of which were composed predominantly of developers from the UK and China who were tasked with producing game prototypes for both markets. Data gathered during game production included development diaries, interview data, game prototypes, and production documentation. Three themes emerged from analysis of the data: production practices and transnational working, navigating regulations and restrictions, and market and cultural differences. Findings highlight that developers encounter challenges around political and cultural difference that could inhibit production or lead to uncertainties in design decision making, but also that developers can quickly establish routes to collaboration and knowledge sharing that can help to overcome these barriers

    Navigating China game publishing::a case study of Steam China

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    This case study focuses on engagement with publishing platforms in China and involves a collaboration with Steam China. Our goal was to develop a playable game prototype that was both framed and informed by China publishing and market expertise. By developing the game concept and pitch from the ground up with these restrictions and requirements in mind, our hope was that the resulting case study would serve as a useful pathfinder for other UK-based developers who want to learn more about game publishing for China markets

    Exploring the opportunities for UK games businesses in China:a case study of two industry-led mobile game prototypes

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    This case study of game development R&amp;D brought together researchers, developers, and industrial partners to explore co-production of experimental games for UK-China markets. Postgraduate teams comprising British, Chinese and international developers were tasked with responding to industry-led challenges related to UK-China games industry interests. The case study examines issues such as bringing British IP to China, how social play is managed in the Chinese market, and cross cultural representation both within game products and within development teams.The final work comprises two original game prototypes that serve as pathfinders for UK games businesses with interests in the Chinese games market, and a final project video documenting the experiences of industry, academic, and developer experience on the project.<br/

    InGAME international pathway to collaboration: Collaboration in Games UK-China

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    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    InGAME international pathway to collaboration: Collaboration in Games UK-China

    Get PDF
    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    Individual markers of cerebral small vessel disease and domain-specific quality of life deficits.

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    Funder: National Institute for Health Research; Id: http://dx.doi.org/10.13039/501100000272Funder: Biotechnology and Biological Sciences Research Council; Id: http://dx.doi.org/10.13039/501100000268BACKGROUND: Cerebral small vessel disease (SVD) leads to reduced quality of life (QOL), but the mechanisms underlying this relationship remain unknown. This study investigated multivariate relationships between radiological markers of SVD and domain-specific QOL deficits, as well as potential mediators, in patients with SVD. METHODS: Clinical and neuroimaging measures were obtained from a pooled sample of 174 SVD patients from the St. George's Cognition and Neuroimaging in Stroke and PRESsure in established cERebral small VEssel disease studies. Lacunes, white matter hyperintensities, and microbleeds were defined as radiological markers of SVD and delineated using MRI. QOL was assessed using the Stroke-Specific Quality of Life Scale. Multivariate linear regression was used to determine whether SVD markers were associated with domain-specific QOL deficits. Significant associations were further investigated using mediation analysis to examine whether functional disability or cognition was potential mediators. RESULTS: Multivariate regression analyses revealed that lacunes were associated with total QOL score (β = -8.22, p = .02), as well as reductions in mobility (β = -1.41, p = .008) and language-related subdomains (β = -0.69, p = .033). White matter hyperintensities and microbleeds showed univariate correlations with QOL, but these became nonsignificant during multivariate analyses. Mediation analyses revealed that functional disability, defined as reduced activities of daily living, and executive function, partially mediated the relationship between lacunes and total QOL, as well as mobility-related QOL, but not language-related QOL. CONCLUSIONS: Lacunar infarcts have the most detrimental effect on QOL in SVD patients, particularly in the mobility and language-related subdomains. These effects may be partially explained by a reduction in activities of daily living. These results may inform targeted interventions to improve QOL in patients with SVD

    Do Children Who Move Home and School Frequently Have Poorer Educational Outcomes in Their Early Years at School? An Anonymised Cohort Study

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    Frequent mobility has been linked to poorer educational attainment. We investigated the association between moving home and moving school frequently and the early childhood formal educational achievement. We carried out a cohort analysis of 121,422 children with anonymised linked records. Our exposure measures were: 1) the number of residential moves registered with a health care provider, and 2) number of school moves. Our outcome was the formal educational assessment at age 6–7. Binary regression modeling was used to examine residential moves within the three time periods: 0 – ,1 year; 1 – ,4 years and 4 – ,6 years. School moves were examined from age 4 to age 6. We adjusted for demographics, residential moves at different times, school moves and birth related variables. Children who moved home frequently were more likely not to achieve in formal assessments compared with children not moving. Adjusted odds ratios were significant for 3 or more moves within the time period 1 –,4 years and for any number of residential moves within the time period 4– ,6 years. There was a dose response relationship, with increased odds ratios with increased frequency of residential moves (2 or more moves at 4–,6 years, adjusted odds ratio 1.16 (1.03, 1.29). The most marked effect was seen with frequent school moves where 2 or more moves resulted in an adjusted odds ratio of 2.33 (1.82, 2.98). This is the first study to examine the relationship between residential and school moves in early childhood and the effect on educational attainment. Children experiencing frequent mobility may be disadvantaged and should be closely monitored. Additional educational support services should be afforded to children, particularly those who frequently change school, in order to help them achieve the expected educational standards

    Bureaucracy stifles medical research in Britain: a tale of three trials

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    <p>Abstract</p> <p>Background</p> <p>Recent developments aiming to standardise and streamline processes of gaining the necessary approvals to carry out research in the National Health Service (NHS) in the United Kingdom (UK), have resulted in lengthy and costly delays. The national UK governmental Department of Health’s Research Governance Framework (RGF) for Health and Social Care requires that appropriate checks be conducted before research involving human participants, their organs, tissues or data can commence in the NHS. As a result, medical research has been subjected to increased regulation and governance, with the requirement for approvals from numerous regulatory and monitoring bodies. In addition, the processes and outcomes of the attribution of costs in NHS research have caused additional difficulties for researchers. The purpose of this paper is to illustrate, through three trial case studies, the difficulties encountered during the set-up and recruitment phases of these trials, related to gaining the necessary ethical and governance approvals and applying for NHS costs to undertake and deliver the research.</p> <p>Methods</p> <p>Empirical evidence about delays and difficulties related to regulation and governance of medical research was gathered during the period 2009–2010 from three UK randomised controlled trials with sites in England, Wales and Scotland (1. SAFER 2- an emergency care based trial of a protocol for paramedics to refer patients directly to community based falls services; 2. COnStRUCT- a trial of two drugs for acute ulcerative colitis; and 3. Family Links - a trial of a public health intervention, a 10 week community based parenting programme). Findings and recommendations were reported in response to a call for evidence from The Academy of Medical Sciences regarding difficulties encountered in conducting medical research arising from R&D governance and regulation, to inform national policy.</p> <p>Results</p> <p>Difficulties and delays in navigating and gaining the appropriate approvals and NHS costs required to undertake the research were encountered in all three trials, at various points in the bureaucratic processes of ethical and research and information governance approvals. Conduct of each of the three trials was delayed by at least 12 months, with costs increasing by 30 – 40%.</p> <p>Conclusions</p> <p>Whilst the three trials encountered a variety of challenges, there were common issues. The processes for gaining approvals were overly complex and differed between sites and UK countries; guidance about processes was unclear; and information regarding how to define and claim NHS costs for undertaking the research was inconsistent. The competitive advantage of a publicly funded, open access health system for undertaking health services research and clinical trials within the UK has been outweighed in recent years by stifling bureaucratic structures and processes for governance of research. The recommendations of the Academy of Medical Sciences are welcomed, and the effects of their implementation are awaited with interest.</p> <p>Trial Registration numbers</p> <p>SAFER 2: ISRCTN 60481756; COnStRUCT: ISRCTN22663589; Family Links: ISRCTN 13929732</p

    Concert recording 2017-04-29

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    [Track 1]. When the children are asleep from Carousel / Richard Rogers & Oscar Hammerstein -- [Track 2]. Quartet from The secret garden / Lucy Simon -- [Track 3]. Agony from Into the woods / Stephen Sondheim -- [Track 4]. Stepsister\u27s lament from Cinderella / Rogers & Hammerstein -- [Track 5]. Only love from The scarlet pimpernel / Frank Wildhorn -- [Track 6]. Schroeder from You\u27re a good man Charlie Brown / Clark Gesner -- [Track 7]. Where in the world from The secret garden [Track 8]. How could I ever know from The secret garden / Lucy Simon -- [Track 9]. Who am I from Peter Pan / Leonard Bernstein -- [Track 10]. Some things are meant to be from Little Women / Jason Howland -- [Track 11]. With you from Ghost / Bruce Joel Rubin -- [Track 12]. When he sees me from Waitress [Track 13]. Never ever getting rid of me from Waitress / Sara Bareilles -- [Track 14]. Sepia life from Grateful / John Bucchino -- [Track 15]. Thank you for the music from Mamma mia / Benny Andersson & Björn Ulvaeus -- [Track 16]. Agony reprise from Into the woods / Stephen Sondheim -- [Track 17]. If I loved you from Carousel / Rodgers & Hammerstein
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