Skip to main content

Game Studies reports and market data

1,581 documents·494 writers

Documents

Cover of Videogames and Complexity Theory: Learning through Game Play
Whitepaper11 pages

Videogames and Complexity Theory: Learning through Game Play

This analysis explores video games as complex, adaptive, and self-organizing systems that facilitate sophisticated learning.

  • Video games function as complex, adaptive systems that facilitate superior learning by coupling information with action, unlike traditional educational models that isolate tasks from their context.
  • Games foster emergent learning by keeping players within a 'regime of competence' through well-ordered, pleasantly frustrating challenges that promote system thinking over rote memorization.
  • The inherent instability and infinite, emergent possibilities within a game environment serve as the primary drivers for high levels of player engagement and skill acquisition.
Canadian Game Studies AssociationSep 2009
Cover of Frames and Simulated Documents: Indexicality in Documentary Videogames
Whitepaper12 pages

Frames and Simulated Documents: Indexicality in Documentary Videogames

Documentary videogames function as sophisticated instruments for historical inquiry by leveraging indexical relationships to forensic data and archival records.

  • Documentary videogames function as tools for historical inquiry by shifting the player's role from a passive participant to an active forensic investigator of archival records.
  • The effectiveness of these games relies on the indexical relationship between digital simulations and real-world forensic data rather than a pursuit of perfect historical fidelity.
  • Procedural design in titles like JFK Reloaded allows players to analyze the causal links between digital signs and historical events through the reconstruction of physical processes.
Loading... The Journal of the Canadian Game Studies AssociationSep 2009
Cover of Seeking the Embodied Mind in Video Game Theory: Embodiment in Cybernetics, Flow, and Rule Structures
Whitepaper9 pages

Seeking the Embodied Mind in Video Game Theory: Embodiment in Cybernetics, Flow, and Rule Structures

This analysis examines the role of the human body within video game theory, specifically critiquing how cybernetics and flow theory conceptualize the player.

  • Current game theory is overly reliant on formalist, rule-based frameworks that prioritize cognitive processes while neglecting the player's physical and material reality.
  • Cybernetic models in game theory treat players as disembodied information processors, focusing exclusively on mechanical feedback loops rather than human experience.
  • Flow theory creates a flawed, adversarial relationship between mind and body, requiring the player to condition their physical self to achieve immersion.
Canadian Game Studies AssociationSep 2009
Cover of Playing in the Fields of Desire: Hegemonic Masculinity in Live Combat LARPs
Whitepaper12 pages

Playing in the Fields of Desire: Hegemonic Masculinity in Live Combat LARPs

Live-action role-playing (LARP) environments frequently function as liminal spaces that reinforce rather than subvert traditional gender norms.

  • Live-action role-playing (LARP) environments often reinforce traditional gender norms by prioritizing physical combat and aggressive assertiveness as the primary metrics for success.
  • Game mechanics act as gatekeepers that create a binary divide between 'power-gamers' who embody dominant masculine traits and 'role-players' who prioritize empathy or support-based development.
  • The institutionalization of combat-heavy gameplay systematically marginalizes participants who do not conform to traditional masculine archetypes.
Loading... The Journal of the Canadian Game Studies AssociationSep 2009
Cover of Close Reading Oblivion: Character Believability and Intelligent Personalization in Games
Whitepaper20 pages

Close Reading Oblivion: Character Believability and Intelligent Personalization in Games

The Elder Scrolls: Oblivion serves as a primary case study for examining the tension between intelligent personalization and the psychological phenomenon of character believability in open-world role-playing games.

  • Over-promising on the depth of interactive AI systems creates a dissonance between player expectations and technical execution, which ultimately undermines the perceived authenticity of the gameworld.
  • The 'uncanny valley' effect in open-world RPGs is frequently triggered when sophisticated modeling attempts exceed the underlying technology's capacity to sustain consistent, human-like behavior.
  • Adaptive systems that rely on rigid stereotyping and class-recommendation algorithms often fail to account for the nuance of individual player choices, leading to biased or inconsistent NPC interactions.
Canadian Game Studies AssociationSep 2009
Cover of Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women
Whitepaper18 pages

Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women

Louisa May Alcott's Little Women (1868/1869) is presented here as an unusually early and original American children's text in which play is valued for its own sake rather than merely as a vehicle for moral instruction.

  • Louisa May Alcott's Little Women (1868/1869) treats play as valuable in its own right rather than merely as a vehicle for moral instruction, an unusually early stance in American children's literature, and it contrasts sharply with Martha Finley's Elsie Dinsmore (also 1868), where play is subordinated to Christian submission.
  • The novel is read as a faithful record of nineteenth-century American play culture, with its improvised toys, domestic spaces such as the garret, and period games like croquet, Authors, and Rigmarole reflecting the era's leisure practices.
  • Alcott's family commitment to play, especially her mother Abba's practice of hosting games, grounds the novel's emphasis on play, as shown in Alcott's childhood journals.
American Journal of PlaySep 2009
Cover of Societal Impact of a Serious Game on Raising Public Awareness: The Case of FloodSim
Whitepaper10 pages

Societal Impact of a Serious Game on Raising Public Awareness: The Case of FloodSim

FloodSim serves as a primary case study for evaluating the efficacy of serious games in fostering public awareness regarding complex environmental policy.

  • FloodSim successfully engaged over 25,000 users, demonstrating that digital simulations can serve as effective, accessible entry points for public environmental education.
  • While the game effectively frames flooding as a complex societal challenge, there is a critical tension between high user engagement and the lack of pedagogical depth required for informed policy discourse.
  • Subject matter experts identified that the simulation lacks the nuance necessary for high-level policy decision-making, limiting its utility beyond superficial awareness-raising.
Association for Computing MachineryAug 2009
Cover of Relating Cognitive Models of Computer Games to User Evaluations of Entertainment
Whitepaper44 pages

Relating Cognitive Models of Computer Games to User Evaluations of Entertainment

The relationship between cognitive complexity and user enjoyment in digital gaming reveals that entertainment value is not strictly tied to mastery or performance.

  • Player enjoyment follows an inverted-U relationship with performance, peaking when users hover near the threshold of victory rather than achieving total mastery.
  • Satisfaction paradoxically declines once a player surpasses the optimal success threshold, suggesting that effortless mastery reduces overall entertainment value.
  • Cognitive friction—the struggle inherent in near-failure states—is a critical component of the user experience that designers should prioritize over ease of play.
Worcester Polytechnic InstituteApr 2009
Cover of In and Out of Control: Learning Games Differently
Whitepaper16 pages

In and Out of Control: Learning Games Differently

Digital gameplay functions as a complex, networked environment where agency is distributed across human players, social bystanders, and technological interfaces.

  • Game mastery is an embodied, relational practice developed through sustained interaction with technology and social peers, rather than an innate or static skill set.
  • The transition from novice to expert is marked by a shift in focus from the screen to social interaction, accompanied by a transition from guarded, closed physical postures to open, fluid movements.
  • Technological competence is a social and technical construction built through practice and equitable access, debunking the myth of the 'digital native' as an inherent trait.
Loading... The Journal of the Canadian Game Studies AssociationApr 2009
Cover of Children's Choice of Games: The Influence of Prosocial Tendency and Education-Level
Whitepaper10 pages

Children's Choice of Games: The Influence of Prosocial Tendency and Education-Level

Children's Choice of Games: The Influence of Prosocial Vivian Hseuh-Hua Chen1, Weirong Lin1, Chiew Woon Ng1, Su Li Chai2, Angeline Cheok Eng Khoo2, and Henry Been-Lirn Duh3 1 Wee Kim Wee School of Communication and Information, 31 Nanyang Link, Nanyang Technological University, Singapore 637718…

IFIP International Conference on Entertainment Computing (ICEC)Jan 2009
Cover of Player Experience Evaluation: An Approach Based on the Personal Construct Theory
Whitepaper12 pages

Player Experience Evaluation: An Approach Based on the Personal Construct Theory

Player Experience Evaluation: An Approach Based on Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, and Ludovica Primavera DIBE - Department of Electronics and Biophysical Engineering University of Genoa, via Opera Pia 11 a, {franz,berta,adg,primavera}@elios.unige.it Abstract.

IFIP International Conference on Entertainment Computing (ICEC)Jan 2009
Cover of Plug: Secrets of the Museum: A Pervasive Game Taking Place in a Museum
Whitepaper2 pages

Plug: Secrets of the Museum: A Pervasive Game Taking Place in a Museum

"Plug: Secrets of the Museum": A Pervasive Game Taking Place in a Museum Michel Simatic1, Isabelle Astic2, Coline Aunis2, Annie Gentes1, Aude Guyot-Mbodji1, Camille Jutant1, and Emmanuel Zaza3 1 Institut TELECOM, 46 rue Barrault, 75634 Paris Cedex 13, France [email protected], [email protected]…

Institut TELECOMJan 2009

Writers

Games and companies

Related topics