Games Research

Games are part and parcel of our lives. They shape interesting new game cultures, such as in e-sports. The game industries bring about many innovations. Game technology can also be used for non-entertainment purposes such as for game-based learning, urban planning or medical systems.

Our Games research programme focuses on Digitally Enhanced Realities (DER). These are new forms of human interaction in environments designed with games blended with big data, geo-data, simulations, robotics and Artificial Intelligence (AI). In our CRADLE lab, the next generation of games and digital media products and services are designed and created.

Entertainment games focusses on game cultures and the design and creation of video games. This research line conducts studies of the content of video games, the processes and tools of their creation, and the culture that surrounds them. Within this broad field there is focus on issues relating to diversity, storytelling, interface design/feedback, and puzzle design (using ‘escape rooms’ as a thematic entry point). The research team works closely with the international ‘triple A’ video game industry.

Serious games focusses on how games can be used to improve the performance of organizations and systems. Many industries and societal sectors are interested in harvesting the potential benefits of game-technologies and game concepts. We design, develop, use and study game-technology (including VR, AR) and game concepts for the deep impact that they can have on professionals, teams, organizations, or complex systems. Application areas of serious games are spatial planning, logistics, sustainability & ecological systems, tourism, entrepreneurship, management, leadership and change.

Featured Projects

MSP Challenge Simulation Platform

MSP Challenge Simulation Platform as a next generation Maritime Spatial Planning (MSP) support for the North Sea, Baltic Sea, Clyde Marine Region and beyond.

MSP Challenge

Gaming Horizons

The project explored the role of video games in culture, the economy, and education through interviews, workshops, and webinars with 280 stakeholders.

Gaming Horizons

VIBE

Virtual Humans in the Brabant Economy (VIBE) works on the development of virtual people (Avatars), which are used for training in health care.
 

VIBE

ALT-ER

This project aims to give European children a good start in their education.

ALT-ER

Thermo Fisher Scientific

Exploring Augmented & Virtual Reality (AR&VR) applications for electron microscopy and corresponding business cases for future projects.

Thermo Fisher Scientific