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Game studies

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lightbulbAbout this topic
Game studies is an interdisciplinary field that examines the cultural, social, and technological aspects of games, including video games, board games, and other forms of play. It explores game design, player interaction, and the impact of games on society, utilizing methodologies from media studies, psychology, and cultural studies.
lightbulbAbout this topic
Game studies is an interdisciplinary field that examines the cultural, social, and technological aspects of games, including video games, board games, and other forms of play. It explores game design, player interaction, and the impact of games on society, utilizing methodologies from media studies, psychology, and cultural studies.

Key research themes

1. How do game elements and design principles enhance learning outcomes and motivation in educational contexts?

This theme investigates the specific game features, design principles, and pedagogical models that effectively support cognitive learning, motivation, and engagement in various educational settings. It moves beyond general claims about games' potential by empirically examining which game mechanics (e.g., challenge, feedback, competition) and instructional approaches (e.g., constructivism, situated learning) contribute to measurable learning improvements and learner retention.

Key finding: Through a systematic review of 190 research articles across 12 years, this study found that game studies incorporating cognitive understanding and application-level knowledge demonstrated more effective learning outcomes in... Read more
Key finding: This article synthesizes evidence that serious games and gamification strategies, such as the use of game mechanics like augmented reality treasure hunts and interactive coding apps (e.g., Swift Playgrounds), significantly... Read more
Key finding: Identifying key game elements that support learning—including repetition, content segmentation, feedback, challenge, competition, active participation, teamwork, and interaction—this chapter illustrates how these mechanisms... Read more
Key finding: Using a systematic literature review, this study highlights pedagogical models aligned with video game-based learning, emphasizing students as active agents with autonomy and self-regulation. It stresses transformative... Read more
Key finding: This work contributes foundational theoretical insights on the interplay between game design and learning, revealing challenges in integrating learning objectives fully into commercial games. It points out the motivational... Read more

2. What methodologies and frameworks are employed to evaluate and understand serious games and game-based learning effectiveness?

This theme explores methodological approaches to assess the learning outcomes, user engagement, and educational impact of serious games. It covers experimental designs—from randomized controlled trials to quasi-experimental and qualitative methods—and discusses their applicability, strengths, and limitations when applied to game-based interventions in educational contexts.

Key finding: This chapter systematically compares evaluation methodologies including randomized controlled trials (RCTs), quasi-experiments, case studies, and surveys through practical examples in higher education. It highlights RCT as... Read more
Key finding: By framing experimental game design as a form of design science, this work explains how rigorous variation of game components combined with player studies can yield insights into fundamental design principles, beyond... Read more
Key finding: Employing co-word and co-venue bibliometric analyses across 48 game research venues and over 8,000 articles, this study reveals the structure and interrelations of game research themes and communities. It provides a... Read more
Key finding: Besides findings on learning effectiveness, this systematic review categorizes studies by research design, learning theories employed, and methods of assessment, providing insight into prevalent evaluation practices and gaps... Read more

3. How do interdisciplinary perspectives enrich game studies, particularly regarding game design, culture, and narrative analysis?

This theme examines the integration of various disciplinary frameworks—ranging from design research and cultural studies to narratology and critical theory—in understanding games not only as ludic artifacts but as cultural phenomena, aesthetic texts, and socio-political commentaries. It emphasizes the value of transdisciplinary dialogue for holistic game study and innovative game design approaches.

Key finding: By analyzing the intersections and distinctions between game studies, game research, and design research, this paper advocates for enriching game studies with general design research frameworks. It argues that integrating... Read more
Key finding: Presenting design-based learning informed by situated learning theories, this symposium overview highlights how participatory game design activities engage youth culturally and cognitively. It shows that learning through game... Read more
Key finding: This essay critiques the dominant ludological and narratological focus on mechanics and narrative functions in explaining video games, demonstrating through Fallout 3 that neither approach sufficiently accounts for how... Read more
Key finding: This foundational text articulates historical game studies as a distinct field that critically examines how games represent and engage with historical narratives and discourses. It highlights the importance of viewing games... Read more
Key finding: This overview portrays the transdisciplinary, collaborative nature of contemporary game studies, emphasizing the synthesis of cultural, social, and economic perspectives. It underscores that fully grasping games’ meanings... Read more

All papers in Game studies

Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
For over six years, Hollow Knight: Silksong has not simply been a video game. It has transcended its nature as an entertainment product to become a cultural myth, an almost religious symbol of expectation and hope for a global community.... more
Seit Start des Studiengangs im Jahr 2013, haben uber 55 Absolvent*innen den Bachelorabschluss Motologie an der Hochschule Emden / Leer erreicht. Kontinuierliche Gesprache mit den Studierenden und Absolvent*innen im sog. »Jour Fixe« und... more
Playing video games has become one of the largest leisure activities in the world. This study examines the effects video games have on college students, their grade point averages, time management, and study habits. Existing literature... more
Public debates around video games and violence tend to be overwhelmingly focused on realistic attacks on bleeding, screaming, undeniable humans in a small number of blockbuster games. This essay seeks to open new possibilities for ethical... more
Diversos estudos apontam para o potencial das mídias enquanto contadoras de histórias como uma importante característica de sua comunicação. Os games, entretanto, por se tratarem de um suporte essencialmente de entretenimento, muitas... more
This article analyses the player–avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player–interviews and fan writing. It argues that the avatar is a... more
Résumé de Ciel variable Dans son essai Photographie et cinéma d’animation : états d’hybridité, Florence Le Blanc s’intéresse aux interactions fertiles entre ces deux médiums. En survolant plusieurs films québécois récents et plus... more
Francisco; VOSKUIL, Anne Karin; PAPARAZZO, Nicolás y TORRES, Diego. Una wiki semántica para las artes escénicas. Conceptos e implementación de la plataforma colaborativa Nodos IZETA, Andrés Darío y CATTÁNEO, Roxana. ¿Es posible una... more
O intervalo de tempo entre a gestacao e os tres anos de vida e crucial para o desenvolvimento de um individuo. Alem de ser o periodo de producao de neuronios, as experiencias vividas nessa fase ajudam a moldar os circuitos e a arquitetura... more
Actas del III Congreso Internacional de Estudios de Género, Perspectivas y Retos de Futuro: Jóvenes Investigadores (Getafe, 13 - 15 de junio de 2018) organizado por el Instituto Universitario de Estudios de Género de la Universidad Carlos... more
Este artigo pretende analisar o atual cenário de game-making intrínseco ao jogo Roblox e explorar a estrutura e possíveis implicações legais de jogos on-line que transformam o jogador em um produtor de conteúdo. Roblox é uma das... more
O character design visa a construção de personagens e é um dos pilares essenciais para o desenvolvimento de jogos. Considerando os arquétipos presentes na composição da silhueta, da paleta de cores e do exagero ao construir personagens,... more
This study explores the morpho-semantic analysis of Mobile Legends: Bang Bang (MLBB) jargon and its educational implications. As one of the most popular multiplayer online battle arena (MOBA) games, MLBB has fostered a unique lexicon... more
The purpose of this research is to develop a Class Library in the domain of Scrolling Shooter games. The built of this Class Library will be used to develop Scrolling Shooter games as the result of this research. In software engineering,... more
In a region full of crackdowns, Arab countries in the Middle East have found themselves in a competitive digital atmosphere. A variety of Arab-themed video-games began circulating on the Internet reflecting a number of social and... more
In a region full of crackdowns, Arab countries in the Middle East have found themselves in a competitive digital atmosphere. A variety of Arab-themed video-games began circulating on the Internet reflecting a number of social and... more
La investigación establece un vínculo entre las distopías y las intertextualidades nostálgicas que se manifiestan en la representación narrativa de la ucronía dentro del videojuego. Para explorar esta relación intertextual, se analizan... more
El objetivo de este proyecto es sentar las bases dentro del ámbito educativo para realizar videojuegos innovadores en términos de mecánicas, estéticas e interfaces hombre-máquina poco comunes.Eje: Ingeniería de Software.Red de... more
Advergame, as a medium of marketing communication is getting popular recently in Indonesia. Different to other advertising mediums, such as newspapers, magazines, televisions, and radios, which informations are delivered by narrative... more
L'avancée en âge s'accompagne de nombreux déclins cognitifs, mais reste cependant un phénomène très hétérogène. En effet, plusieurs facteurs extrinsèques semblent moduler l'impact du vieillissement sur la cognition. Récemment, une série... more
Jerzy Bialomyzy – magister, doktorant w Zakladzie Gramatyki, Semantyki i Pragmatyki Wspolczesnego Jezyka Polskiego, Instytut Polonistyki Uniwersytetu Warszawskiego. Zainteresowania badawcze: pragmatyka jezykoznawcza, retoryka, jezyk... more
"Indeed, with hardship will be ease" ( Al Insyirah : 6 ) "I refuse to let my fear control me anymore!" v vi ACKNOWLEDGEMENT Alhamdulillah, all praise and thanks is for the Almighty Allah SWT, the lord of the universe, for all blessing and... more
The Australian games industry during the 80s and 90s was typified by small teams and some very successful games. The late 90s saw a growth of studio numbers and activity.
La industria de los videojuegos ha crecido notablemente durante la última década. Estudios realizados en 2017 por la Entertainment Software Association (ESA, 2018) demuestran que, solo en Estados Unidos, la inversión de consumidores pasó... more
El presente capítulo se desarrolla en el marco de las líneas de investigación que refieren a los videojuegos como adaptaciones, formas de traducción y réplica de formas cinematográficas. Se considera, además, que los mecanismos narrativos... more
This article aims to correlate Brazilian games developed and released in the 1990s for the Master System games platform with the concepts of decolonial aesthetics, as presented by the Argentine semiologist Walter Mignolo, and the... more
Este artigo tem por objetivo correlacionar jogos brasileiros desenvolvidos e lançados na década de 1990 para a plataforma de games Master System com os conceitos de estética decolonial, conforme apresentado pelo semiólogo argentino Walter... more
Web-based learning has revolutionized distance education from the foundations. The tremendous variety of new possibilities offered has also caused the upgrade of methodologies and strategies entailed in face-to-face education. The... more
Sound is both an atmospheric and functional element of understanding one's orientation within a space, whether real or virtual, evoking a sense of spatial awareness. With videogame engines becoming increasingly prevalent in architectural... more
Niniejsza publikacja to jedenasty tom naszego cyklicznego wydawnictwa pod tytułem „Człowiek a historia. Ludzie i wydarzenia”. Otwarta formuła spotkań pod tą samą nazwą, które organizujemy tradycyjnie w połowie maja już od przeszło... more
This chapter describes the experiences of one English Language Arts teacher who incorporated role-playing games into her 6th grade classroom. During a historical fiction unit focused on the American Revolution, students read young adult... more
This essay explores the intermedial and digital aspects of "Bandersnatch", an interactive work part of the "Black Mirror" series, released on Netflix between 2018 and 2020. "Bandersnatch", a choose-your-own-adventure style video game,... more
In The Videogame Industry Does Not Exist, Keogh takes a deeply human stance, emphasizing that gamemakers struggle for legitimacy and position within a broader field “in which cultural, social, and economic values flow” (7) informed by... more
Serious games are understood as games that have a purpose beyond entertainment, and are designed for the educational or behavior-change benefit of those who play them. However, the creation of text-based, choice-driven games presents an... more
Master of Arts "Consummation" was the one term about which Kenneth Burke wasn't particularly longwinded-odd considering his claim that it was the apex of his theory of form. Perhaps Burke never explained exactly what consummation was... more
Desde a virada do milênio, os videogames se expandiram e diversificaram, consolidando uma posição hegemônica dentro da cultura pop contemporânea. O público que consome games, da mesma forma, também se diversificou. Hoje, estima-se que... more
O artigo explora os desafios metodológicos na análise da metaficção nos videogames, propondo um diálogo entre a teoria literária e os estudos de games. O texto discute como a autorreferencialidade se manifesta nos jogos, enquanto... more
What makes video games such powerful narrative media? My research explores how the interplay between games and players creates rich, complex experiences. By examining the ways in which video games narratives are organised, and how players... more
We propose a set of six topics of inquiry into historical games as regards their feminine characters, and we illustrate them through an analysis of This War of Mine, Valiant Hearts and 80 Days. Historical games may include documented... more
We propose a set of six topics of inquiry into historical games as regards their feminine characters, and we illustrate them through an analysis of This War of Mine, Valiant Hearts and 80 Days. Historical games may include documented... more
Gender has recently increased in relevance as a game analysis topic. Representations of masculinity and femininity in games have become a growing interest for scholars. Still, little has been written about representations of aging and... more
This war of mine' is a critical game depicting the war experience from a civilian's perspective. As a game, it relies on its interactivity in order to offer the player an immersive experience. As a critical game, it challenges design... more
Ситуация на Ближнем Востоке и политика Израиля/ На Ближнем Востоке сложилась сложная ситуация, и политика Израиля сталкивается с серьезными вызовами. Несмотря на угрозы национальным интересам, некоторые внутренние силы стремятся... more
The paper deals with a gamified approach developed to support teachers' reflection and awareness on a set of specific behaviours that can support informal learning. The approach adopts a metaphor, vegetable gardens to be grown, to... more
The chapter begins with a genealogy of whiteness and its relationship to screen technology, providing a potted or contextual history of the entanglement of racial representation and the ‘eyes’ of cinema. It draws into this history the... more
El juego de los dados es uno de los juegos más antiguos de la humanidad. Los dados se usaron en todo Oriente desde tiempo inmemorial, como lo demuestran los hallazgos arqueológicos en antiguas tumbas que datan del quinto milenio antes de... more
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