Software, digital media, and serious games for professional users


Research software includes operating systems and applications, procedures and accompanying documentation meant for specific societal groups active in fields of work related to the research field. 



This indicator pertains to products of relevance for education, professional practice, occupational and industrial associations, policy sectors, professional media, amateur researchers, and so on. Specific examples include tools for primary, secondary and tertiary education, tools for archaeological fieldwork, or serious games in education.

Software, digital media and serious games may qualify as hybrid if they are meant not only for peers but also for professional and/or general users. If this is demonstrably the case, then these results are included under the output indicators in Cell 1, Research products for peers. They can be reported a second time here in the narrative, where there is an opportunity to explain the interaction and/or interweaving of scientific/scholarly and societal impact and relevance so typical of the humanities. 



This indicator can be operationalised using various criteria to demonstrate – with arguments – the importance of the products. The criteria are:

  • innovative nature
  • complexity and scale
  • reach/applicability
  • role of research unit and/or researchers in producing the output 



Reasoned indicator, as part of narrative.