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Computer Game Studies

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lightbulbAbout this topic
Computer Game Studies is an interdisciplinary field that examines the design, development, cultural impact, and social implications of computer games. It encompasses analysis of gameplay mechanics, narrative structures, player interactions, and the role of games in society, utilizing methodologies from fields such as media studies, psychology, and cultural studies.
lightbulbAbout this topic
Computer Game Studies is an interdisciplinary field that examines the design, development, cultural impact, and social implications of computer games. It encompasses analysis of gameplay mechanics, narrative structures, player interactions, and the role of games in society, utilizing methodologies from fields such as media studies, psychology, and cultural studies.

Key research themes

1. How do pedagogical theories and instructional strategies shape the design and effectiveness of educational computer games?

This theme explores the integration of established learning theories and instructional design principles into the development of educational computer games. Given the rapid technological advancements in gaming, understanding how pedagogical foundations are applied is essential to optimize game-based learning and ensure educational efficacy. Investigations focus on both the presence of theory-based design and the translation of theory into practical guidelines or frameworks for educational game development.

Key finding: Among 55 educational games published between 2000 and 2007, only 21 games were explicitly designed based on established learning theories or instructional strategies, while 32 games had no identifiable pedagogical foundation;... Read more
Key finding: The paper identifies a lack of solid theoretical frameworks connecting game design and instructional design, suggesting that existing educational games often suffer from a dissociation between gameplay and learning content,... Read more
Key finding: Analysis of 113 articles from 2017 to 2021 revealed an increasing trend of applying game-based learning approaches in computer science education, with diverse pedagogical strategies tailored to motivational and engagement... Read more

2. What empirical methodologies and experimental designs advance academic understanding of game design principles?

This theme investigates how experimental approaches in game design develop foundational knowledge about the relationship between design elements and player experience. Through rigorous design science methodologies, including controlled and exploratory experiments, researchers seek to identify generalizable principles that inform both academic theory and practical game development.

Key finding: The paper frames experimental game design as a rigorous design science method aiming to uncover fundamental design principles by systematically varying game mechanics and observing player behaviors; it distinguishes between... Read more
Key finding: Reflecting on the interdiscipline of game research, this study exposes a gap in explicit application of design research theories within game design scholarship, arguing that bridging game studies with established design... Read more

3. How do game cultures, including player communication and identity formation, influence and reflect broader social dynamics within computer game studies?

This theme examines the cultural and social dimensions of gaming, focusing on player interaction, identity construction, and community formation in digital gaming environments. It scrutinizes language use, positioning strategies, consumption practices, and the cultural evolution of gaming communities, illuminating the reciprocal influences between digital games and social structures.

Key finding: Through empirical analysis of gamer communication in MMORPGs, the study reveals how specialized linguistic expressions such as acronyms, neologisms, and emoticons function as creative, efficient in-group markers that help... Read more
Key finding: Employing ethnographic methods, this research explicates how players' consumption of virtual goods in League of Legends transcends mere pixel exchange to embody complex symbolic and material cultural meanings, revealing how... Read more
Key finding: Analyzing the history of early UK gaming magazines from 1983 to 1990, the study shows how gaming discourse constructed gamer identity—including norms around gameplay excellence, social ‘freakishness,’ and male... Read more
Key finding: Contrary to assumptions that MMORPG environments are hostile and impolite, survey and corpus data indicate that gamers employ politeness strategies in English lingua franca communication to position themselves positively,... Read more

All papers in Computer Game Studies

Este artigo procura discutir as práticas de consumo no jogo digital League of Legends (LoL) a partir de um olhar baseado nos estudos do campo da comunicação e da cultura material. O objetivo é compreender a relação entre objetos e... more
This thesis is an examination of kinaesthetic play from the lived experience of the player. The aim of this work is to show that the value of play runs much deeper than its applications and that play is a significant thing-in-itself; as... more
It is increasingly difficult in the modern university to find time for one's own ideas, still less anyone else's, so it is humbling when people read or discuss your project and think about it enough to enthuse, disagree, or point out... more
The new field of computer occupations has acquired a masculine character in a very short time, even in a period in which women's participation in the labour market increased significantly. In this article, I want to show how the computer... more
People play games to change or structure their internal experiences. Adults in this study, enjoy filling their heads with thoughts and emotions unrelated to work or school, others enjoy the challenge and chance to test their abilities.... more
In this paper, I discuss the elements of the avatarial game body. Using Don Ihde’s philosophy of technology, in addition with Richard Shusterman’s concept of somaesthetics, I break the avatar down into basic parts. I consider these parts... more
The idea of textual space is normally associated with the space represented in the text, this is to say, with mimetic space (henceforth space 1). But the involvement of texts with space can take other forms: the embedding of textual... more
OMG! Lol n00b :)! Quando os jogadores, sobretudo de MMORPG (Massively Multiplayer Online Role-Playing Games, i.e. jogos de interpretação online em massa para múltiplos jogadores) como o World of Warcraft®, falam entre si, adaptam a... more
Technology games are parts of ways of life. The rules of technology games are the customary restrained practices people engage in, in consort with artefacts. Artefacts are not media shaping themselves more closely around human needs but... more
The philosophical and theoretical standpoint, presented in this paper, are comprised of a combination of the analytical philosophical tradition known as 'external realism' as laid forward by John Searle, JL Austin, and David... more
This paper presents a frame-theoretic account of the inferential and non-inferential use of German perception verbs like klingen ‘sound’, aussehen ‘look (like)’, and sich anfühlen ‘feel (like)’. We argue that a proper analysis of... more
The subfield of game ontology has seen many models and structural hierarchies, but few that actively build on each other, or even attempt comparisons. This paper introduces a meta-model, which in addition to being an ontological model of... more
This essay concerns with the overlap of interactive art and computer games. In order to arrive at a critique of the feasibility of using playability’s absence as a strategy in the design of ‘art games’, the essay contextualizes... more
In recent years, an increasing number of games have created spaces which radically depart from our experience of space in reality. Digital games have used clandestine relocations of the avatar and semi-scripted reconfigurations of game... more
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and... more
The subfield of game ontology has seen many models and structural hierarchies, but few that actively build on each other, or even attempt comparisons. This paper introduces a meta-model, which in addition to being an ontological model of... more
MMORPGs (Massively Multiplayer Online Role-playing Games) like World of Warcraft® require gamers to communicate in English regardless of their language competence in it. Therefore, English becomes the lingua franca of many gamers.... more
This article interrogates Andrew Feenberg’s thesis that modern technology is in need of ‘re-aestheticization’. The notion that modern technology requires aesthetic critique connects his political analysis of micro-contexts of social... more
The book describes how games played on computers became computer games. By analysing the first gaming magazines it shows how a culture of reception and appreciation was produced around games produced for home computers and circulated in... more
Helen W. Kennedy School of Cultural Studies, University of the West of England. Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis. by Helen W. Kennedy. Available online: http://www.gamestudies.org/0202/kennedy/. ...
The author retains ownership of the copyright in this thesis. Neither the thesis nor substantial extracts from it may be printed or otherwise reproduced without the author's permission. L'auteur a accorde une licence non exclusive... more
This paper deals with play as an important methodological issue when studying games as texts and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual... more
This paper deals with play as an important methodological issue when studying games as texts, and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual... more
Contemporary videogames make use of a diverse array of physical and graphical user interfaces (GUIs) with diverse mechanics and logics (Jorgensenn, 2013). As these new interfaces beckon, one might well wonder if we are still phenomenally... more
Aesthetic critique Feenberg draws on the insights of social constructivism to argue that the design of technologies is a contentious, disputed and thoroughly political process. Technologies come heavily inscribed with symbolic meanings,... more
OMG! Lol n00b:)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that... more
This article addresses the issue of world-building as related to the strategies of delimiting the openness of the gameworld. Specifically, it treats of the role of a borderline that restricts both the range of exploration and the gaming... more
Computer games have come a long way in terms of being considered a creative practice, even an art form. Apart from dedicated festivals, also established electronic art institutions have embraced computer games. Previously separate... more
This paper presents and discusses the findings and results of a series of tests carried out by the author in the Danish educational system among pupils and teachers using the game Grand Theft Auto IV (GTA IV) as a case study for... more
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent... more
This paper outlines a research agenda that addresses the question of how contemporary interactive arts practice can evolve new strategies or ways of facilitating the development of subjective experiences that elicit an embodied, felt... more
Feenberg's new book, Technosystem: the social life of reason, makes an important intervention in the study of technological systems by showing that instrumental reason requires value judgement at the moment of its realization in this... more
Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as... more
The subfield of game ontology has seen many models and structural hierarchies, but few that actively build on each other, or even attempt comparisons. This paper introduces a meta-model, which in addition to being an ontological model of... more
Open access version can be found here: http://transmissions.edu.pl/glitched-perception-beyond-the-transparency-and-visibility-of-the-video-game-object/ . The video game is a complex structure combining different kinds of elements, from... more
Despite the increasing convergence of digital, physical, and immaterial dimensions of game characters, little attention has been paid to the role of materiality in how gamers connect with the characters they play. This study evaluated... more
This paper aims to investigate the nature of aesthetic experience, focusing on the interplay between emotions and cognition. We shall establish a link between a phenomenological account of emotions and a pragmatist, anti-dogmatic view on... more
In this paper, I discuss the elements of the avatarial game body. Using Don Ihde’s philosophy of technology, in addition with Richard Shusterman’s concept of somaesthetics, I break the avatar down into basic parts. I consider these parts... more
Este artigo procura discutir as práticas de consumo no jogo digital League of Legends (LoL) a partir de um olhar baseado nos estudos do campo da comunicação e da cultura material. O objetivo é compreender a relação entre objetos e... more
There is a rich history in early critical theory of attempting to harness the power of aesthetic imagination for the purposes of political liberation. Both Adorno and Marcuse pursue this project in different ways. But it has not yet been... more
The main ambition of the book is to sketch the existential aesthetics that explore the situatedness of the individual towards a single player digital game with avatar. The book focuses on games falling within the category of independent... more
The main ambition of the book is to sketch the existential aesthetics that explore the situatedness of the individual towards a single player digital game with avatar. The book focuses on games falling within the category of independent... more
According to the vast majority of game scholars, freedom is very important for games, relatively both to the dynamics which constitute their syntax properties and to the contents which give a framework to their semantics. But which is the... more
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