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Breda University of Applied Sciences
46% of recommendations in the reviewed research are addressed to other researchers, while only 12% are addressed to developers.
"The Distant Horizon" examines why social sciences research on games rarely reaches the people who make them. Drawing on 73 interviews with developers, researchers, and others, along with a six-person focus group, the study finds that academic findings often fail to influence development practice. The core problem is a set of mismatches: differing priorities, incompatible speeds of academic and industry work, dissemination through separate channels, and dense, field-specific jargon. A striking indicator of this gap is that 46% of recommendations in the reviewed literature are addressed to other researchers, while only 12% are addressed to developers.
Attitudes among developers vary considerably. A minority reported being directly shaped by social science work, most were not, and some found it useful but difficult to translate into practice. Developers generally rely on industry websites and conferences rather than academic journals, and they face practical obstacles such as paywalls, including one participant's reference to an €80 article fee. Even where research is accessible, developers often struggle to see commercial relevance. Nonetheless, both developers and researchers recognized real value in academic attention to player psychology and narrative, which developers found the most applicable strand of the literature.
The study identifies the absence of a coordinating role, which participants described as a missing "director" figure, as a significant structural problem linking these mismatches. To address the gap, the authors recommend blended developer–researcher conferences, incentives for non-academic dissemination, Open Science support, a designated collaboration facilitator, and funding for joint projects. They acknowledge that the focus group's small size limits the generalizability of its findings. The reference list, which includes works on gamification, publishing delays, and European game development, reinforces the study's central concern with a perceived divide between academic gaming research and industry practice.
DiGRA · 2026