IGGI on Industry Impact
As the Easter Break is approaching fast, IGGI Year 1 students can report the successful conclusion of the last in a total of four modules: The Impact and Engagement Training. The course (usually held at Queen Mary University of London) was online this year, running over two weeks. The module encourages students to explore the potential impact of their research on the games industry in view of different aspects such as creativity, society, culture, economy, politics, etc. Students discuss feasibility and effectiveness of available engagement tools that can be utilised to create and maximise the envisaged impact.
Rooted in the real-world, in true IGGI style, the training included talks by a wide range of invited guest speakers who brought their experience and expertise to the (virtual) table. On that note, a MASSIVE THANKS goes to AI Factory, Women in Games, BAME in Games, Sony, Game Republic, Fusebox Games, Player Research, UKIE, aiandgames.com, and Science Fiction author Matthew de Abaitua for their insightful talks and for representing the industry’s multifaceted perspective. A shoutout also to the IGGI academics and PhD students who contributed!
1 Apr 2021