With my friend and colleague Phil Wilkinson, we have co-authored a chapter for the book Entertainment Computing and Serious Games, which is a publication catered towards developing researchers in introductions to all areas of Serious Games academia, from design through to evaluation. Our chapter is entitled The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis, and within it we outline, examine, and evaluate the working relationships between Serious Games academia and Serious Games production (both commercial and noncommercial).

The published version of this chapter is available from Springer directly. Below is the draft, unpublished edition for demonstration purposes. I hope you find it an insightful read, and please contact me if you have any queries.

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