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- A Conceptual Model for the Analysis of Investigation Elements in Games
< Back A Conceptual Model for the Analysis of Investigation Elements in Games Link Author(s) P Marques, M Parreiras, J Kritz, G Xexéo Abstract More info TBA Link
- A Word from The iGGi Director | iGGi PhD
A Word from The iGGi Director iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. A Word from the Director Welcome to iGGi! Below are a few words about the vision for iGGi, about who funds iGGi and why, and about why i GGi can be a force for good in a sometimes turbulent world. iGGi is short for the “EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence” (EPSRC is short for “Engineering and Physical Sciences Research Council”). You can see why the name iGGi stuck! In , 120 PhD students spend 4 years learning cool stuff and conducting research in topics related to games and the games industry, working with 100 UK games companies . The big vision for iGGi is to inject research innovations and innovative researchers into the games industry. There is a strong economic argument for this, and there are even stronger social and cultural reasons. So where did iGGi come from and what is the vision that allowed us to win £30 million for games research? In the early 2000s, the games research community went through a huge growth spurt (which continues to this day). The economic, social and cultural power of video games meant that politicians and funders could no longer brush games aside as kid’s stuff. An opportunity arose in 2013 with the announcement of a competition for funding around 100 centres for PhD research in a focussed area of science or engineering. While it was clear that the call would be massively oversubscribed and very competitive, games seemed a good fit given the rise and rise of the financial size of the games market and the growing research community. We had more and more friends and contacts in the games industry. And we had shown that games could be funded at scale via projects such as UCT (£1.5 million) and NEMOG (1.2 million). A group of people from across academia and industry, with an interest in games research, came together to submit a bid and form a consortium. Our joint goal was to “make better games” and “make games better”. My role in this (as ‘Principal Investigator’) was as a synthesiser of ideas, as a recruiter of people who shared and refined these ideas, and as a writer and lobbyist who could package them up for referees who almost certainly lacked enthusiasm for games research. So how can we summarise the iGGi vision? The ‘IG’ in iGGi stands for ‘Intelligent Games’ - using research advances to make better games that provide richer, more fun experiences. The ‘GI’ in iGGi stands for ‘Game Intelligence’ - research which uses games to understand and inform people. In more detail: the following two paragraphs, from the 2013 iGGi bid, were probably among the most carefully written of the text in the whole bid document (redrafted dozens of times): Our vision is twofold: Intelligent Games: iGGi PhDs, investigators and collaborators will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. We will weave technical and creative disciplines: using games as an application area to advance research in areas including artificial intelligence and computational creativity; human-computer interaction; interactive sound, graphics and narrative; robotics, agents and complex systems. The study of intelligent games will be underpinned by new business models and by research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence: iGGi PhDs, investigators and collaborators will investigate games as a medium to achieve scientific and societal goals, working with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and using games to seed a new era of scientific experimentation into human preference and interaction. We will create new games to conduct large-scale analysis of individual behaviour, leading to better understanding in economics, psychology, sociology, biology and human-computer interaction. We will build games which promote physical and mental health and educational achievement, underpinned by advances in mobile technology and data mining. This vision was refined and updated for the 2018 iGGi resubmission, especially given the enormous advances in machine learning and the cultural and social successes of games, but the text above remains a good overview of the high-level iGGi vision. But a vision is relatively static, and now, of course, iGGi is a community of brilliant, fun, caring, intelligent, curious research students, supported by staff and industry partners. So maybe the best way to find out more about iGGi is to read more about a few of them… I look forward to talking about games research with you! Peter Cowling iGGi Director Professor of AI, Queen Mary University of London
- Industry Info | iGGi PhD
Industry Info iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. Industry Info iGGi is excited to be working with a wide range of partners from Industry and Academia to facilitate Knowledge Exchange. These collaborations take shape in multiple ways, but some of the most common include: > iGGi Conference: The next iGGi Conference takes place 10+11 Sep 2025 at the University of York . The iGGi Conference is an annual public event (registration necessary). Existing iGGi PG Researchers present their current work via exhibition and talks. Keynote speakers and panellists include members of Games Industry and iGGi Alumni. The iGGi Conference has become a niche networking platform for Games Industry and the wider Games Community. Importantly, we will have dedicated time slot for Networking on both Conference Day 1 + 2 (Wednesday and Thursday) . In the conference registration form, we ask all attendees to complete a mini-bio about themselves which we will make available to all conference guests on the day. The idea is that PG Researchers and Industry Members get an opportunity for informal 1-2-1 conversation, for either general chat, Knowledge Exchange, finding placement matches, or post-doc positions. Find more info about the iGGi Con 2025 on its dedicated website at www.iggi2025.org If you or your company are interested in participating in the Conference, please indicate so when you complete the conference registration form or contact iGGi Industry Liaison Susanne Binder directly via email. > iGGi Placements: During their time at iGGi, each PG Researcher will spend a minimum of 8 weeks (but typically around 3+ months) on placement. Companies who have hired iGGi PG Researchers for this type of Knowledge Exchange include big players such as Google Deep Mind, Microsoft, and Sony, but also a number of SMEs like Splash Damage, Revolution Software, Ninja Theory, and Die Gute Fabrik Story Tech. Follow this link to see iGGi PG Researchers who are currently available for placement. You can also check out our Testimonial page . > iGGi Seminars/Workshops: iGGi Seminars and Workshops are held at regular intervals throughout the year in various formats (i.e. online, in person, hybrid). They include Talks by invited guest speakers from industry or academia, Workshops organised by either our researchers/supervisors or one of our partners, Panels with up to four contributors, Demos on a specific technical topic or developed game, Hackathons on a problem defined by an Industry Partner, and Masterclasses. C ontact iGGi Industry Liaison Susanne Binder if you are interested in running a workshop or seminar for iGGi. > iGGi Projects/Co-funding: Companies such as Microsoft, Creative Assembly, and Square Enix have defined research projects based on a complex problem relevant to them; this has resulted in several successful (ongoing) collaborations where iGGi PGRs’ research proposals were matched to fit the respective project. In a few cases, the respecitve company decided to co-fund a studentship in return for research collaboration/IP rights. We are always looking for Industry to provide new research direction ideas and tell us about their research needs. > iGGi Supervision Teams: We strongly support the idea that each iGGi PGR’s supervision team should include at least one external supervisor, ideally someone who is actively working/engaged in the Games Industry. > Post-PhD Industry Positions: W ith a steady trickle of iGGi PG Researchers who are completing their doctorate, we can help promote post-PhD positions which an Industry Partner wishes to advertise; we can help put the partner in touch with any potentially matching candidates. Follow this link to see iGGi PG Researchers who are currently looking for post-PhD job opportunities. > Sponsorship of Events: Industry Partners can sponsor either a whole iGGi event or an element thereof, in return for a customised package (e.g., marketing). iGGi can provide further info on request. > Hosting iGGi at your Studio/Office: iGGi always welcomes invitations to offices of games studios and companies for a chance to look behind the scenes. In the past, such visits were often combined with an iGGi PG Researcher giving a short talk to the company's staff and/or vice versa, but the format is quite open. If your company/studio would like to host iGGi for a short visit, please get in touch ! > Engaging with iGGi Research by using iGGi Publications as a Resource: Over the last 10 years, iGGi PG Researchers have published a substantial amount of their research in the shape of conference papers, journal papers, book chapters, workshops, and of course their thesis, along other types of publication. We have created a searchable database for this body of work; feel free to browse it! ------ There are many ways for our industry partners to work with iGGi. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you.
- About | iGGi PhD
About iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. About iGGi Your Future in Games Research The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is the world's largest PhD research programme focused on games research. Our mission is to unlock the full potential of games research to contribute to wellbeing, prosperity, and science by training the next generation of leading researchers, designers and developers in games. Based at the University of York, Queen Mary, Goldsmiths, and Essex, iGGi students undertake a four year PhD in impact-oriented games research, working closely with more than 80 partner organisations in the games industry and society. iGGi students advance games with research, software, patents, algorithms, data analytic techniques and creative works across a wide range of areas , from game AI and analytics to player experience and game design to games and play for health, education, or research. Game Research that Matters iGGi embraces a diversity of research approaches and topics: from humanistic studies of how autobiographical games convey meaning or designerly work on using stage magic in game design to rigorous trials of games for mental health or creative play with machine learning and advancing AI techniques for real-time MOBA play. At the heart of iGGi's approach to research are two principles: fostering dialogue between research and practice: we engage game creators, players, and other stakeholders throughout our research to ensure our work is inclusive, responsible, and makes a positive impact on the real needs of people and organisations fostering dialogue between engineering and human sciences: we believe innovative and responsible game research happens in interdisciplinary work that brings together perspectives from engineering (AI, data science, game-making) and humanities and behavioural sciences (HCI, psychology, design, game studies) While we welcome work across many themes, iGGi particularly focuses on two lines of work: Intelligent Games: Unlocking the value of research for the entertainment games industry, creating new engaging gameplay agents as well as new data- and AI-assisted tools and methods for making games and studying players Game Intelligence: Unlocking the value of games for wellbeing, learning, and science by advancing the design of applied or ‘serious’ games and gamification, the use of game data to understand the human condition, and our understanding of the positive and negative uses and effects of games. Game AI Player Research Applied Games Game Audio Design & Development Accessibility Creative Computing Esports Immersive Technology Game Data iGGi THEMES A Unique Community and Network PhD research is often solitary. Not so in iGGi : PhD students can collaborate with more than 70 other current PhD students and 60 leading academics all working on games. iGGi's past and present closely linked networks include the Digital Creativity Labs , XR Stories , WEAVR , and the Arena Research Cluster at the University of York, cutting-edge research and development centres for games, immersive storytelling, and esports, and the Game AI Research Group at QMUL, one of the largest research groups for technical games research world-wide. PhD students form a lasting cohort with everyone joining the programme in the same year, from joint training to working together in shared offices, and iGGi runs regular local and remote events to connect students further across sites and cohorts. The iGGi Con Every year, students co-organise the iGGi conference showcasing their research to academia and industry, and participate in the Global Game Jam. Students also travel to major industry and academic conferences like Develop, CoG, CHI, CHI Play, or FDG to network and disseminate their work. Finally, students co-organise research workshops on joint topics of interest with leading researchers and practitioners, and can conduct research visits with iGGi's academic partners abroad. iGGi Con info Meet the Team Meet The Team PG Researchers Meet our iGGi PGRs Supervisors/Staff Meet our Supervisors and other Staff Management Team Meet our iGGi Management Team Alumni Meet our iGGi Alumni Engaging Industry and Society To foster dialogue between research and practice, iGGi draws on a network of more than 80 partner organisations, spanning industry bodies (UKIE, TIGA, BGI, IGDA), developer studios (e.g. Sony Interactive Entertainment, Bossa Studios, Square Enix, Ubisoft, Creative Assembly, Revolution Software), industry suppliers (e.g. deltaDNA, Spirit AI, Player Research), advocacy groups (e.g. Women in Games, AbleGamers, BAME in Games, SafeInOurWorld), research centres at other universities and organizations (e.g. Microsoft Research, Nokia Bell Labs, UC Santa Cruz, UC Irvine, GeorgiaTech, Utrecht University, Monash University, NC State University, University of Waterloo, Tampere University), and media organisations (e.g. Screen Yorkshire, BBC). iGGi students spend at least eight weeks working with one or more of our partners to understand the realities and challenges of applying research in practice, tackle real-world problems, and make a positive difference. Beyond the members of our partner network, iGGi students have also worked with e.g. Splash Damage, Media Molecule, Google DeepMind, Prowler, Sue Ryder, BT, and many others, and iGGi is always looking for new partners to join our network. iGGi Partners Show all iGGi Partners A Rigorous Training Programme Over their four years of study, iGGi students receive a full year's worth of training to prepare them to do excellent and impactful research. In their first year, students take four 'core' training modules: Game Design: Students learn how to conceive, design, prototype and playtest their own games, be it for entertainment or a 'serious' purpose like health, education, or research. Game Research & Data: Students learn various methods for empirically studying games and players, including standard HCI methods and data science techniques for gaining insights from big data sets. Game Development & AI: Students learn how to develop game prototypes using standard industry game engines, explore novel interaction techniques and interfaces, and the state of AI applications in games, like AI opponents and collaborators, procedural content generation, or player modelling. Impact & Engagement: Students learn how to engage industry, players, and other societal stakeholders early on in their research, how to conduct responsible research and innovation that is overall beneficial to human wellbeing, and how to present their work online, to the media, and industry. These formal training modules are complemented by regular events and workshops, academic and industry knowledge exchange, and a wide range of optional modules depending on each students’ needs. See info on iGGi Training An Inclusive and Responsible Environment iGGi wants to be a positive agent of change for more inclusive, diverse, and responsible games and research communities. We especially welcome students from underserved communities, celebrate diversity in our events, and work with e.g. Women in Games and BAME in Games to reach out to students from diverse backgrounds. We work hard to increase the intellectual, ethnic, and gender diversity of our supervisor pool so students can find the right fit for them. We support flexible training and work arrangements to fit students’ family and health situations. We work with leading figures in responsible innovation and rigorous, open science media effects research to ensure our training and research critically engages with the potential positive and negative impacts of games and research innovations. Please note that iGGi CDT is now closed for recruitment: the last iGGi intake is September 2023. A Word from Peter Cowling, iGGi Director Word from iGGi Director General Note Please note: iGGi is funded via a grant from UK Research and Innovation (UKRI) / Engineering and Physical Science Research Council (EPSRC) . This means that studentships awarded by iGGi are subject to UKRI/EPSRC regulation as well as terms and conditons of the grant agreement. iGGi CDT is now closed for recruitment: the last iGGi intake is September 2023.
- iGGi Conference 2022 | iGGi PhD
< Back iGGi Conference 2022 Mark the date - the next iGGi conference is coming your way! 06 - 07 September 2022 at York The iGGi Conference is an annual event organised by Postgraduate Researchers (PGRs) and Staff of the iGGi Centre for Doctoral Training. This year, iGGi CON will take place 06-07 September in York (in-person event). What happens at iGGi CON? iGGi PGRs showcase their current projects Keynotes, Talks, Panels, and Workshops involving members from games industry and academia who discuss future developments in digital games and other issues relevant to the community Networking Food, drinks, conversation, entertainment Who can attend? iGGi CON 2022 is a public event particularly aimed at members of the games industry (registration required). Come along and find out about new ideas, meet future employees, and steer the direction of research in the world’s largest games PhD programme. Registration now open! Follow this link for more info. Previous 8 Jun 2022 Next
- iGGi Seminar - Alexander Swords | iGGi PhD
< Back iGGi Seminar - Alexander Swords Alexander Swords is visiting us at Empire House to speak about: Narrative Design of Totem Teller Wednesday, 22 June 2022 @ 16:00-17:30 Abstract Alexander Swords is the writer and narrative designer on the transmedia video game experience Totem Teller as well as the creator of The Forest Paths Method For Narrative Design. In this talk he’ll cover how the Method has been indispensable in the development of the game, bringing together the more tangible requirements of game development and the transcendental form on which the game is based. It will include a behind the scenes look at the narrative design patterns used in development, as well as footage of gameplay yet to be made public. Bio Alexander Swords is a writer and narrative designer working across emotional games, games for change, the adaptation and evolution of stories moving to new mediums, and advocating for the power of interactive narrative and the need for diverse future storytellers. With 20 years experience working with stories, creators, and their audiences, he’s currently wielding this experience as a writer and narrative design director on Totem Teller and Anytown: Garage Sale Monsters. He’s also the creator of the Forest Paths Method for Narrative Design; a structuralist approach to understanding story in an approachable and collaborative way. Moderated by Timea Farkas (iGGi PhD) For further info and/or if you are an iGGi-external who would like to attend, please contact s.binder@qmul.ac.uk Previous 15 Jun 2022 Next
- iGGi Open Evening at QMUL | iGGi PhD
< Back iGGi Open Evening at QMUL iGGi QMUL is spontaneously running an Open Evening event on 15 December 2021 at 6pm Empire House (Whitechapel Campus) https://goo.gl/maps/dquCpQHtSuTN7YD9A We will showcase some of the ongoing research of the QMUL Game AI research group the iGGi Centre for Doctoral Training the AIM Centre for Doctoral Training which are all part of QMUL's School of Electronic Engineering and Computer Science. It will be a great opportunity to speak face-to-face to some of the Researchers and Staff relevant to iGGi (and you can also consider our "competitor" AIM who offer fully funded scholarships in a similar way to iGGi). There will also be pizza and drinks! If you can/want to attend: Fill in this form: https://forms.gle/mGmWeoGUtH4sZmz86 Note that you will be required to wear a face mask for the duration of the event, and you will be required to show proof of vaccination or a negative covid test taken within the last 48h of event start. We look forward to seeing you there! Previous 8 Dec 2021 Next
- Academic Pathways into Games | iGGi PhD
Academic Pathways into Games iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. Academic Avenues into Games You are interested in pursuing Games as an academic career or would like to complement your CV with an academic degree in Games. But.. ...iGGi is no longer recruiting! "What now??" you ask. iGGi has recruited its last of (a total of) 10 cohorts in 2023 as the 2x5 years of scheduled intakes have been completed, and there is no funding for any further cohorts. Many of you have since contacted us to ask if there are other academic avenues into Games. So we thought we'd dedicate a page (this one) to this very topic, and lay out the options available to you via the iGGi partner universities. At Queen Mary University of London Bachelor Degree: BSc Computer Science and Artificial Intelligence Masters Degree: MSc Computer Games PhD: The Game AI Research Group (GAIG) at Queen Mary University of London Also check out our list of suitable supervisors at QMUL on our iGGi Supervisor page (you can filter by location, and/or research theme) At the University of York Bachelor Degree: BSc Interactive Media Masters Degree: MA Digital Media and Culture MA Social Media and Management PhD: For suitable supervisors at UoY check out our iGGi Supervisor page (you can filter by location, and/or research theme) At the University of Essex Bachelor Degree: BSc Computer Games BSc Computer Games (incl. foundation year) Masters Degree: MSc Computer Games PhD: For suitable supervisors at Essex check out our iGGi Supervisor page (you can filter by location, and/or research theme) At Goldsmiths, University of London Bachelor Degree: BSc Games Development BSc Computer Games Programming BSc Creative Computing BSc Digital Arts Computing Masters Degree: MA Games and Playful Design MA Computer Games: Art & Design MA Computational Arts MA/BSc Virtual & Augmented Reality PhD: MPhil/PhD Arts & Computational Technology at Goldsmiths For suitable supervisors at Goldsmiths check out our iGGi Supervisor page (you can filter by location, and/or research theme) Funding Funding your studies can be a challenging endeavor at any level, but given our existing scope of Postgraduate level, the below points relate specifically to financing PhD studies. In the UK, there are six different types of funding sources to consider for financing a PhD: Government Funding through organisations such as the UKRI (iGGi, for instance, is a PhD programme funded by the EPSRC , which is one of UKRI's nine councils) >>> check out the UKRI Funding Finder Postgraduate Research Loans , available to individual PhD students >>> check out gov.uk's Doctoral Loan info page Most universities offer a very limited amount of their own "Studentships " and it is best to contact the respective university (or even the department) directly to find out more Charities and Trusts support individual PhD students through the award of Scholarships and Bursaries >>> check out the turn2us search tool which offers a custom-search-able database of grants you might qualify for Companies may directly investing in research projects that are of business interest to them and partner with a relevant university, or directly sponsor a PhD student And of course, if this is an option available to you, you can try and self-fund your course Games Courses at non-iGGi Universities There are many other universities in the UK that offer games-related courses, the below links are but a small selection, just to give you a starting point. Please note that this is not intended to be a ranking or particular recommendation in any way, and that the listing is merely based on our recent collaborations, interactions, and existing contacts with individuals or specific projects at these institutions. King's College London >> King's Institute for Artificial Intelligence University of Abertay >> Department of Games and Arts University College London >> Cinematic and Videogame Architecture University of the Arts London >> Game Design University of Hertfordshire >> 3D Games Art & Design University of East London >> Game Programming University of Staffordshire >> Games Courses Birmingham City University >> Game Studies You can also check out this games map website from Ukie which lists, among other games-relevant entities, academic institutions that offer games courses.
- iGGi Game Jam 2025 and Awards! | iGGi PhD
< Back iGGi Game Jam 2025 and Awards! iGGi successfully concluded its 11th Game Jam on Friday, and it’s been EPIC! A total of 9 groups worked on a variety of game types, all based on this year’s theme: idiom 🔊 /ˈɪdɪəm/ iGGi PGRs appreciated the (in comparison to previous years) extended and therefore more relaxed format of the iGGi GJ 2025; while the the event itself spread over 72 hours, an extra day on either end afforded plenty of socialising between cohorts, and there was ample time for play testing. A special thank you goes out to the four iGGi Industry Advisory Board members who donated some of their time and who could be contacted online by groups via the iGGi GJ Discord server: A HEARTFELT THANKS !!! For the iGGi GJ 2025 Awards , participants could assign matching idioms (or twists on existing idioms) to each group. The resulting idioms were then used to label jars (one per group) containing 3D-printed keyboard keys with an “iGGi 2025” engraving (to fit the tab key on a mechanical keyboard) which were given out as prizes on Friday after the presentations. What's more, as a revelation that came completely unexpectedly to the researchers, the iGGi Game Jam had a far larger-scale secret Surprise Award still up its sleeve thanks to….. ...…SONY Interactive Entertainment !!!! SONY very generously sponsored the main award – a PS5 !!! – see pictures below showing its enthusiastic reception! - BIG MASSIVE THANKS from all of us to SONY! And here’s a rundown of the groups, games, and their award title: Game: “ Catan Got Your Tongue ” A Catan mod. Game: “ Stochastic Reward Engine ” This game is trying to decompose Catan into its core elements providing the players with a fun time optimising their probability choices in a binary choice environment. All created by: Connor Watts, Peyman Hosseini, Ruizhe Yu Xia, Tom Wells Award title: “Settle for less” Game: “ The Frankenwurst ” A fun 2D adventure game choke full of idioms. Created by: Nicole Levermore, Owen Crucefix (iGGi-ext.), Tamsin Isaac Award title: “When pigs… die…” Game: “ Hammer to Fall ” Grab your hammer and hit as many nails as possible. A tiny VR game about hitting nails with a hammer. Nothing nefarious going on here. Fun for the entire family! Created by: Dominik Jeurissen, Karl Clarke, Philip Smith, Toby Best Award title: “Hammer Time!” Game: “ Hexed or Vexed ” A spooky social deduction murder mystery. Created by: Alex Flint, Océane Lissillour, Prakriti Nayak, Tania Dales Award title: “Let’s burn that bridge when we come to it” Game: “ love & CLAW ” >> A beautiful fusion of balanced gameplay with a unique theme.. >> A furry good card game. Created by: Bobby Khaleque, Daniel Cooke, Dimitris Menexopoulos, Florence Smith Nicholls, Francesca Foffano, George Long, Luiza Stepanyan, Remo Sasso, Sahar Mirhadi, Sunny Thaicharoen Award title: “A Furry in the hand is worth two in the bush.” Game: “ ⏃⏁⎎⊑⍀⋏⊬⏃ ” A music toy. Created by: Cameron Johnston, Doruk Balcı Award title: “(Key-)stroke a chord” Game: “ Pick Up ” Find a Cube in this open world, pick up and put it back! Game Win! Created by: Yiping Han (iGGi-ext.) Award title: “Rinse and repeat” Game: “ Piggioms ” Created by: Alan Pedrassoli Chitayat, Lauren Winter, Steph Carter Award title: “Seeing how the sausage is made” Game: “ snaaaaaa...(300x)...aaaake ” A 1 dimensional snake game controlled using a Pi Pico and 300 LED string. Created by: Ben Kirman (iGGi Supervisor) Award title: “BITE ITTTTT for snake’s sake!” Lastly, a hearty THANKS to the four PGR GJ Organisers Doruk Balcı, Karl Clarke, Lauren Winter, and Tamsin Isaac , to the Supervisor GJ Organiser Ben Kirman , and a special mention goes to the iGGi Admin Team , in particular to Helen Tilbrook who went above and beyond to make it all happen! The next iGGi Game Jam will take place in January 2026 - exact dates tba - and we can't wait!! Photo Gallery - iGGi Game Jam 2025 Awards: Photo Gallery - iGGi Game Jam 2025 Moments: Itch.io link to all submissions here Previous 13 Jan 2025 Next
- iGGi 2021 CON | iGGi PhD
< Back iGGi 2021 CON The iGGi 2021 Conference concluded last week and we look back on two days that were fully packed with Talks Keynotes Panels Workshops the customary iGGi Buzz Talks knowledge exchange + networking and not to forget, a much-needed dose of socialising + fun If you've missed some or (hopefully not) all of it - we've compiled selected recordings, so that you can catch up via YouTube at your own leisure. A MASSIVE THANK YOU to the team of conference organisers: Nick Ballou , Timea Farkas , Dan Gomme , Joe Hesketh , Bobby Khaleque , Charlie Ringer , Michael Saiger , Evelyn Tan , Marko Tot , Kyle Worrall - this could not have happened without your dedication, effort, and creative input!This year's IGGI 2021 CON took place online on gather.town : with customisable avatars and an engaging conference map it felt like the next best option to an in-person event. Having said that, we can't wait to run IGGI 2022 as a face-to-face experience again, and we are very much hoping to see you there!! Previous 17 Sept 2021 Next
- Joint Writing Retreat - November 2023 | iGGi PhD
< Back Joint Writing Retreat - November 2023 Another fantastic Joint Writing Retreat was had with our colleagues at MAT , CDE and AIM this week at the beautiful High Leigh. Feedback from the event, was, as always really positive with: 100% of respondents saying the retreat was useful and beneficial to their research/progress 96% saying they would recommend it to others 95% saying they produced more content than expected With comments about the primary benefit of the retreat being: Scheduled writing time and not having to worry about preparing food, chores etc Refreshing and networking with people in a similar but different sphere made me reframe I feel good writing in a big group. And I have good mood in here Very focused working time and environment. More productive than the office. Very quiet and focused. Not having to think about what food to buy and to prepare and to cook takes the mental load off to just focus on writing. It's surprising how much fretting about food preparation for the week takes out of your day. Here is the word cloud created from the Mentimeter “poll of 3 words” to describe the retreat: Previous 24 Nov 2023 Next
- IGGI on Industry Impact | iGGi PhD
< Back 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! Previous 1 Apr 2021 Next









