Game Studies reports and market data
Documents
New Games Related to Old and New Sequences
Combinatorial game theory provides a rigorous framework for analyzing two-pile subtraction games, where the governing move constraints are defined by a function of the current pile sizes.
Solving the Oshi-Zumo Game
The Japanese game Oshi-Zumo, a two-player, zero-sum game of incomplete information, is analyzed to determine its Nash-optimal mixed strategies.
Evaluation Function Tuning via Ordinal Correlation
Static evaluation functions in computer chess are most effectively optimized by prioritizing the relative ordering of positions rather than the absolute numerical values assigned to them.
Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues
Player-centered game design prioritizes the user experience over traditional developer-centric metrics to foster deeper engagement and minimize frustration.
Chess Endgames: Data and Strategy
The development of advanced chess endgame tablebases marks a significant evolution in computational strategy, moving beyond traditional Depth-to-Mate metrics toward more efficient alternatives like Depth to Conversion and Depth to Zeroing.
Facilitating Learning in a Real Time Strategy Computer Game
This research explores the development and implementation of a just-in-time (JIT) help system designed to improve user learning in real-time strategy (RTS) computer games.
A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants
This research introduces a quantitative metric to evaluate the entertainment value of board games, specifically focusing on the evolutionary trajectory of chess variants.
- The entertainment value of a board game, E(G), is quantitatively defined by the ratio between the average number of plausible moves and the average game length, where a lower value indicates higher entertainment.
- Historical evolution of chess variants demonstrates a deliberate optimization process aimed at balancing strategic complexity with player engagement by reducing E(G).
- Modern chess has reached a mature equilibrium by utilizing powerful pieces like the Queen and modern promotion rules to minimize game duration and draw frequencies compared to earlier variants.
The Technoludic Film: Images of Video Games in Movies (1973–2001)
The technoludic film represents a distinct cinematic genre emerging from the convergence of video games and traditional film.
Use of Computer and Video Games in the Classroom
This paper examines how commercial, entertainment-oriented computer and video games are used within formal classroom instruction, drawing on informal surveys conducted in 2002 and 2003 that were focused primarily on UK schools but extended to the United States, mainland Europe, and Australia to provide comparative context.
- Games were mostly used outside the core curriculum, in research pilots, competitions, computer clubs, literacy and critique activities, and as behavioural rewards, rather than as part of formal lessons.
- Strategy and simulation titles such as Sim City and RollerCoaster Tycoon were the most common classroom games, valued for their relevance across subjects and their ability to engage students.
- Teachers reported high pupil engagement and sometimes markedly increased group discussion and collaboration when games were used.
Tiny Patches of Peace: Signs of Agency in Digital Games
Cindy Poremba's study examines how player-created modifications function as a form of authorship in digital games, with particular attention to peace-themed works produced after September 11, 2001.
- Player-created modifications are framed as an independent form of authorship that both expresses and reinforces the player's legitimacy as an author, with the study focusing on peace-themed mods made after September 11, 2001.
- Cindy Poremba's analysis centers on two cases: the anti-war Counter-Strike modification "Velvet-Strike" and the anti-war posters "Tiny Signs of Hope" created for The Sims.
- Velvet-Strike adopts a "gamer" persona to gain credibility within the combative first-person shooter community while aiming its message at an outside audience of artists and activists.
A Multidimensional Typology of Games
Aarseth, Smedstad, and Sunnanå propose a multidimensional typology for classifying games set in simulated virtual environments, aiming to replace the ad hoc genre labels used by the gaming industry and popular press with a more rigorous analytical framework.
- Aarseth, Smedstad, and Sunnanå propose a multidimensional typology of virtual-environment games to replace ad hoc industry and press genre labels with a more rigorous analytical framework.
- The typology comprises fifteen dimensions grouped under Space, Time, Player-structure, Control, and Rules, including perspective (omni-present vs. vagrant), pace (realtime vs. turnbased), and teleology (finite vs. infinite).
- The dimensions were derived by comparing pairs of similar games, such as Morrowind and Diablo, and extracting principles intended to apply broadly across games.
Game Design Patterns
"Game Design Patterns" by Björk, Lundgren, and Holopainen addresses a gap between games research and industry practice: the absence of a shared language for describing and designing games.
- The report proposes an interaction-centered model for describing and designing games, addressing the lack of a shared vocabulary between games research and industry practice, rather than framing games around narrative.
- The model pairs a structural framework (game instances, sessions, and components grouped into bounding, temporal, and objective categories) with a collection of reusable interaction patterns.
- The patterns were derived from interviews with nine professional designers and a five-step harvesting method that produced over 200 pattern candidates.