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DiGRA
Of roughly 2,278 initial articles reviewed from DiGRA proceedings, 2006–2018, only 60 contained genuine industry empirics.
"GDC vs. DiGRA: Gaps in Game Production Research" identifies a substantial disconnect between academic game research and the practical realities of game production, particularly in content-creation domains. The central thesis posits that academic inquiry, exemplified by venues like DiGRA, frequently lacks empirical data derived directly from industry production processes, in contrast to the experience-sharing prevalent at industry forums such as the Game Developers Conference (GDC). The study's primary purpose is to systematically map these research voids, advocating for enhanced collaboration models to bridge this divide.
A systematic literature review, using GDC tracks as a framework, revealed significant gaps. Out of an initial 2,278 articles, only 488 were deemed relevant after initial screening, and a mere 60 incorporated direct empirical data from the game industry. A critical finding is the severe underrepresentation of research in "Content Production" areas, including audio, visual arts, and narrative development. These areas, despite their prominence and discussion at GDC, receive minimal academic attention, indicating a misalignment between academic research priorities and actual industry needs.
Beyond content production, the analysis highlights deficiencies in research concerning management and programming, which, while present, often lack empirical grounding within a game production context. This overlooks crucial aspects such as cross-disciplinary collaboration and the impact of development tools. Furthermore, the study notes a scarcity of research on vital topics like diversity, accessibility, and the broader business aspects of game development. The findings collectively underscore an urgent need for more industry-oriented empirical studies and improved collaborative frameworks between academia and the game development industry.
DiGRA · 2010