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ETC Press
The volume argues that game design research should be a distinct, systematic field within design research. It studies how games are made and the knowledge produced in that making.
Game Design Research: An Introduction to Theory & Practice, published by ETC Press, argues that game design research should be recognized as a distinct, systematic field within design research, one that studies how games are made and the knowledge produced in that making. The volume contends that the field has long been shaped by norm-driven, autobiographical accounts and by rationalist "applied science" models that proved resistant to the uncertainties of creative work. Its authors advocate a clearer epistemological foundation, drawing on Schön's reflective practice and Cross's "designerly ways of knowing," and they call for practice-based approaches such as research through design, precedent studies, experimental prototyping, and studies of designers at work.
The book surveys a wide range of methods and frameworks, including design documents, the MDA framework, design patterns, Petri nets, and diagrammatic tools, and it finds that most have seen limited industry adoption because of accessibility problems and weak theoretical grounding. It also documents underrepresented areas, notably aesthetic and art-historical perspectives, which the authors argue are marginalized by technology-, business-, and serious-games-centered scholarship. Case studies include Ubisoft's mise-en-scène research on King Kong and the JEU SERAI project, whose psychometric validation found mostly weak and non-significant correlations, a rehabilitation-game design process built on iterative abstract prototyping, and qualitative studies of independent designers such as John (Gorogoa) and of critical practice among designers including Pippin Barr and Dietrich Squinkifer.
The scope spans the field's history from the 1980s onward, with particular attention to the 2000s and early 2010s, and encompasses commercial, indie, serious, and experimental games. The volume's conclusions are largely qualitative, and it acknowledges persistent challenges: scarce resources, industry secrecy, the difficulty of accessing tacit design knowledge, and the risk that industry-driven trends narrow academic perspectives.
Jason Schreier · 2026