Skip to main content

Bournemouth University

Organization5 reports

5 reports, presentations and talks by Bournemouth University in the Game Industry Library, the newest “Navigating the Skies: A Serious Game for Exploring Drone Energy Consumption, Flight Risk, and Societal Impact” (2023).

Documents

Cover of Navigating the Skies: A Serious Game for Exploring Drone Energy Consumption, Flight Risk, and Societal Impact
Whitepaper7 pages

Navigating the Skies: A Serious Game for Exploring Drone Energy Consumption, Flight Risk, and Societal Impact

The serious game Navigating the Skies serves as a research instrument designed to engage non-specialist adult audiences in the complex trade-offs between logistics drone energy consumption and ground-level safety risks.

  • Navigating the Skies is a serious game developed in Unity3D to research public attitudes toward logistics drone routing by forcing players to balance energy consumption against ground-level fatality risks.
  • The game utilizes real-world geographic data from Open Street Map and Mapbox to simulate drone flight paths in Southampton, allowing users to visualize risk accumulation and battery constraints.
  • Pilot trials with 41 participants (67% female) demonstrated high engagement, with 92% of users finding the game easy to understand and effective for visualizing complex logistics trade-offs.
Bournemouth UniversityJan 2023
Cover of First Time User Experiences in Mobile Games: An Evaluation of Usability
Whitepaper18 pages

First Time User Experiences in Mobile Games: An Evaluation of Usability

First-time user experiences serve as a critical bridge between initial engagement and long-term retention in mobile gaming.

  • Onboarding sequences function primarily as educational tools for mechanics and interface clarity rather than as comprehensive drivers of overall game usability or player satisfaction.
  • Excessive or intrusive tutorial guidance can negatively impact player engagement by restricting user agency and limiting the freedom to explore.
  • Effective mobile game design requires balancing the communication of essential mechanics with the preservation of player autonomy.
Bournemouth UniversityApr 2018
Cover of The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis
Whitepaper29 pages

The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis

The serious games ecosystem represents a complex, interdisciplinary landscape where academic research, commercial development, and clinical application increasingly intersect.

  • The serious games sector must transition from isolated academic research to a collaborative model that integrates industrial and non-commercial expertise to ensure practical, context-sensitive implementation.
  • A lack of standardized terminology and conceptual ambiguity currently hinders the industry's ability to accurately evaluate the efficacy of serious games.
  • Development cycles frequently prioritize superficial engagement metrics over the rigorous, evidence-based learning outcomes required for professional and educational advancement.
Bournemouth UniversityJan 2016
Cover of Target BACRIM: Blurring Fact and Fiction to Create an Interactive Documentary Game
Whitepaper4 pages

Target BACRIM: Blurring Fact and Fiction to Create an Interactive Documentary Game

Target: BACRIM is an immersive, interactive documentary game designed to expose the realities of organized crime and human rights abuses in the Bajo Cauca region of Colombia.

International Conference on Interactive Digital Storytelling (ICIDS)Jan 2015
Cover of A Survey of Haptics in Serious Gaming
Whitepaper15 pages

A Survey of Haptics in Serious Gaming

Haptic technology serves as a critical modality for enhancing serious gaming, providing essential sensory feedback that complements traditional audio and visual inputs.

  • Haptic feedback is a foundational requirement for high-precision serious gaming applications, particularly in medical surgery simulations and accessibility tools for the visually impaired.
  • To achieve realistic tactile interaction, haptic systems must maintain a minimum refresh rate of 1000Hz.
  • The industry is currently shifting away from expensive, research-grade hardware toward more scalable, affordable vibration-based peripherals and standardized modeling libraries.
Bournemouth UniversityJan 2014

Do you work at Bournemouth University? Get a free report of how these documents are read and cited here.