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crossover	innova+on	
in	the	game	and	publishing	sectors
about	HKU	and	the	Utrecht	approach	
some	thoughts	about	applied	game	design	

and	crossover	innova+on	
some	areas	for	future	collabora+on	

between	game	and	publishing	sectors
HKU	largest	educa+onal	ins+tute	for	the	arts	
in	the	Netherlands
We	seek	to	advance	human-centred	innova+on		
through	the	meaningful	applica+on		
of	the	crea+ve	arts	

we	want	our	ar+sts	and	designers	to	func+on	
across	the	borders	of	different		
ar+s+c,	scien+fic	and	societal	domains
founded	in	2008		with	support	from	EU	Structural	
Funds	and	from	the	province	and	town	of	Utrecht	
the	mission	was	to	create	economic	impact	by	
s+mula+ng	the	growth	of	the	Dutch	game	industry	
currently	supports	70	enterprises
europe	is	second	largest	games	market	globally,	
employing	100,000+	people	and	contribu+ng	more	
than	3.5bn	euro	to	economy	
dutch	game	sector	has	330	companies	and	employs	
around	3,000	people	with	approx	200m	euro	
turnover	
less	focus	on	entertainment	games,	more	on	applied	
games
almost	every	university	across	Europe	has	a	serious	
games	department	but	there	is	something	of	a	
contradic+on	in	terms	in	‘serious	games’		
our	approach	is	based	around	the	idea	of	applied	
games	and	in	this	way	we	try	to	retain	core	game	
design	concepts	in	the	areas	of	applica+on	and	
contexts	of	use
applied	games	do	more	than	teach	or	train,	and	
have	other	goals,	such	as	persuasion,	exercise,	and	
(physical)	therapy	
finding	a	good	balance	between	the	‘fun’	and	the	
‘applied’	part	of	the	game	is	oTen	a	major	challenge	
	old	sender-receiver	models	are	very	much	alive
about	the	cross
T
TT
T
cultural	sector
sector
crea0ve	industries
the	cultural	and	crea0ve	industries
sub-sectors	eg	architecture,	film,	
music,	games,	cross-media	etc
all	have	one	thing	in	common
Most	enterprises	in	the	cultural	and	crea+ve	industries	
consist	of	SMEs,	with	many	sole	traders	or	micro-SMEs	
employing	only	a	handful	of	people	(+60%)
defined	by	a	system	of	rules
discipline
defined	by	a	set	of	disciples
T
intra			mul+			cross			inter			trans
disciplinarity
intra			mul+			cross			inter			trans
all	have	one	thing	in	common
they	are	all	about	how	we	work	
with	each	other
“I	had	an	extremely	slow-
dawning	insight	about	
crea0on.		
That	insight	is	that	
context	largely	
determines	what	is	
wri@en,	painted,	
sculpted,	sung,	or	
performed.”
how	can	we	design	the	right	
contexts	that	will	bring	us	the	
outcomes	we	want
design?
Design	1.0	CraT	design,	adver+sing	
Design	2.0	Industrial,	products,	web	
Design	3.0	Organisa+onal	and	
ins+tu+onal	
Design	4.0		Distributed	social		
systems,	mixed	stakeholders	
complex	problems
design	thinking	
in	a	strategic	context	
helps	us	to	
deal	with	complexity
design	thinking	is	ac+on	oriented	
design	thinking	is	comfortable	with	change	
design	thinking	is	human	centric	
design	thinking	integrates	foresight	
design	thinking	is	a	dynamic	construc+ve	process	
design	thinking	reduces	risk
design	thinking	creates	meaning
design	thinking	
in	a	strategic	context	
helps	us	to	
achieve		
crossover	innova+on
we	want	our	ar+sts	and	designers	to	func+on	
across	the	borders	of	different		
ar+s+c,	scien+fic	and	societal	domains
T
T	-	shaped	people
intra			mul+			cross			inter			trans
T
`````````
genera+ve	outcomes
we	need	new	tools	to	support	and	integrate	the	next	
genera+on	of	design	intensive	SMEs	to	tackle	bigger	
challenges	and	locate	crossover	opportuni+es	


we	need	to	ac+vely	rebalance	the	role	of	ICT	
by	including	genera+ve	outcomes	and	tools	

from	SSH	in	a	meaningful	manner

we	need	more	transparency	in	crea+ve	design	processes	
to	s+mulate	crossover	innova+on
In	the	recent	TISP	survey	on	R&D	needs	in	the	publishing	
sector	3	of	the	top	4	needs	iden+fied	covered	digital	
distribu+on,	interac+ve	content	and	mul+media	content	
produc+on.	Each	of	these	areas	is	also	central	to	applied	
game	design.	

We	believe	that	there	are	three	key	areas	for	future	
collabora+on	between	the	applied	game	and	publishing	
sectors:	
	 •	 new	instruments	for	learning	
	 •	 new	tools	for	industry	
	 •	 innova+ve	approaches	to	societal	challenges
We	think	that	the	publishing	sector	can	learn	from	the	
experience	of	the	game	sector	and	their	interac+on	with	
sectors	outside	the	crea+ve	industries.		
For	example,	for	the	healthcare	sector	we	have	used	various	
ini+a+ves	to	promote	deeper	co-opera+on,	such	as	
networking	lunches,	joint	proposals,	living	labs,	co-crea+ng	
prototypes	and	of	course	game	jams.		
The	use	of	games	to	design	new	contexts	as	interven+ons	is	
already	underway.		
This	ranges	from	the	genera+on	of	awareness,	cri+cal	
reflec+on,	to	both	incidental	and	inten+onal	learning	of	skills,	
knowledge	and	behaviours	in	all	contexts.
Crossovers	also	exist	between	the	publishing	and	game	
sectors	for	making	aerac+ve	e-products.		
Mul+modal	interac+on	design	is	a	significant	area	and	
both	game	design	and	narra+ve	design	offer	many	
opportuni+es	for	the	publishing	sector.		
Narra+ve	design	in	general	and	the	transmedia	
storytelling	area	in	par+cular	also	offer	huge	poten+al	for	
new	e-products	and	for	crossover	solu+ons.
Another	area	where	game-design	can	offer	poten+als	for	
making	digital	content	more	interac+ve	and	meaningful	is	
that	of	educa+on.		
Games	are	becoming	a	primary	tool	for	engaging	the	
imagina+on	of	learners.		
The	collabora+on	between	the	games	and	publishing	
sectors	can	lead	to	the	development	of	new	e-products	
that	meaningfully	merge	educa+onal	content	and	playful	
interac+on.
Game	companies	oTen	use	rather	different	produc+on	
workflows	then	the	publishing	sector.		
However	there	are	several	poten+al	overlaps	in	the	
overall	process	from	composi+on	to	produc+on.		
This	applies	of	course	to	the	design	of	new	products	but	
less	obviously	to	new	opportuni+es	to	co-create	and	co-
design	new	services	and	then	to	provide	them	to	different	
sectors.		
Indeed	for	mul+media	educa+on	publishers,	the	focus	
will	move	away	from	designing	the	content	itself	to	co-
designing	the	learning	processes.
are education
or research organisations
43%
13%
enterprise support
policy/public sector
other
9%
living lab/cluster
4 %
networking
and 1
game organisation
a multi-disciplinary network
an open game jam toolkit for members
a platform for disseminating knowledge about
applied game design and game jams
a matchmaking service
education
and research
enterprise support, 

games, 

cluster, network
policy, 

public sector, 

other
ENTI
JKU
MHMK
FPM
KHLim
FHJ
GCU
CSP
ZHDK
HKU
CNAM
DGG
CITILAB
C&L
CEEI
ETIT
MATHEMA
ENOLL
ARCC
MFP
STOCKPORT
AGE
VDJ
GU
EUROKLEIS
clusters
3
asturias	
barcelona	
genk	
glasgow	
graz	
hamburg	
helsinki	
linz	
luxembourg	
metz	
milan	
munich	
paris	
turin	
sofia	
utrecht
jamtoday.ci+lab.eu
crossover	innova+on	
in	the	game	and	publishing	sectors	
david.crombie@hku.nl	
hku	university	of	the	arts	utrecht

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David Crombie, HKU University of the arts utrecht @ICT 2015, TISP workshop