{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,1]],"date-time":"2026-02-01T02:57:44Z","timestamp":1769914664186,"version":"3.49.0"},"reference-count":339,"publisher":"Association for Computing Machinery (ACM)","issue":"1","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Games"],"published-print":{"date-parts":[[2026,3,31]]},"abstract":"<jats:p>\n                    The use of digital game technologies beyond entertainment has evolved from a niche practice to a well-established area of applied innovation [Sawyer and Rejeski\n                    <jats:xref ref-type=\"bibr\">2002<\/jats:xref>\n                    ; Future Market Insights\n                    <jats:xref ref-type=\"bibr\">2023<\/jats:xref>\n                    ]. Understanding these impacts is important for professionals in entertainment technology\u2014researchers, teachers, students, developers, and policy makers\u2014who, perhaps unknowingly, contribute to activities in other sectors. This systematic review investigates the use and impact of game technologies beyond entertainment to assess how the field contributes to other sectors through both its original innovations and those it has catalyzed and advanced. Across the publications analyzed, educational and applied games account for most documented cases, reflecting their prominence within academic discourse. We review academic research articles, book chapters, news coverage, and other published accounts to develop a broad picture of how game innovations spread\u2014from first-order impacts, in which commercial entertainment games are leveraged toward non-entertainment ends in areas such as education, science visualization, and health; to second-order contributions, in which technologies and design innovations (e.g., game engines, leaderboards, and occlusion-culling techniques) created for games are applied in non-game contexts; to tertiary contributions, where the games industry has catalyzed advances such as temporal anti-aliasing, scalable server architectures, and joystick design now used widely elsewhere. The review characterizes how video-game design elements and technologies have enhanced diverse fields, the relative degree of contribution across domains, and emergent themes. While the distribution of work mirrors the weighting of academic research toward educational and applied contexts, it also reveals broader technological and social impacts extending beyond those traditions. By focusing on published reports, this review moves beyond claims about potential to document the demonstrated, cross-sector contributions of game technologies outside entertainment.\n                  <\/jats:p>","DOI":"10.1145\/3785325","type":"journal-article","created":{"date-parts":[[2025,12,15]],"date-time":"2025-12-15T11:08:18Z","timestamp":1765796898000},"page":"1-44","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["The Spread and Impact of Game Innovations: A Systematic Review of Academic and Applied Domains"],"prefix":"10.1145","volume":"4","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6895-305X","authenticated-orcid":false,"given":"Constance","family":"Steinkuehler","sequence":"first","affiliation":[{"name":"informatics, University of California Irvine","place":["Irvine, United States"]}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0465-7010","authenticated-orcid":false,"given":"Kurt","family":"Squire","sequence":"additional","affiliation":[{"name":"Informatics, University of California Irvine","place":["Irvine, United States"]}]}],"member":"320","published-online":{"date-parts":[[2026,1,30]]},"reference":[{"key":"e_1_3_3_2_1","volume-title":"Serious games: The art and science of games that simulate life","author":"Abt C. 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