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Guidelines and case studies on collaboration with computer game industry for academic research and education

Lookup NU author(s): Dr Gary Ushaw, Dr Rich Davison, Professor Graham MorganORCiD



This is the authors' accepted manuscript of a conference proceedings (inc. abstract) that has been published in its final definitive form by EUROSIS, 2022.

For re-use rights please refer to the publisher's terms and conditions.


The paper provides a set of guidelines and best practices for collaborating with commercial and professional organisations utilising video game technologies in the fields of research and education in an academic context. A series of successful projects are described as case studies to illustrate how fruitful relationships between academia and professional practitioners lead to enhanced project outcomes. The paper is based on the experience of the authors, comprising of combined extensive experience both in teaching and research around computer games technology, and experience in the commercial games industry.

Publication metadata

Author(s): Ushaw G, Davison R, Morgan G

Publication type: Conference Proceedings (inc. Abstract)

Publication status: Published

Conference Name: 23rd Annual European GAME-ON® Conference (GAME‐ON®'2022)

Year of Conference: 2022

Online publication date: 14/09/2022

Acceptance date: 17/06/2022

Date deposited: 27/10/2022

Publisher: EUROSIS


ePrints DOI: 10.57711/m1bs-9439