Skip to main content

Game Studies reports and market data

671 documents·178 writers

Documents

Cover of A Case Study in Increasing Empathy towards Deaf People Using the Role-Playing Game Sign: Japan
Whitepaper15 pages

A Case Study in Increasing Empathy towards Deaf People Using the Role-Playing Game Sign: Japan

The role-playing game Sign serves as a potent pedagogical tool for fostering empathy and awareness toward the deaf experience among educators.

  • The role-playing game Sign functions as an effective pedagogical tool for educators in Japan to build empathy and navigate the challenges of a hearing-centric environment.
  • Gameplay shifts educator mindsets from feelings of pity or fear toward a more nuanced appreciation for visual communication and interaction mechanics.
  • Structured debriefing sessions are essential to the efficacy of the game, as they allow participants to process the complexities of the simulated experience.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Enjoy the Silence: A Discussion Around Players' Experience and Emotional Accessibility in Alice is Missing
Whitepaper11 pages

Enjoy the Silence: A Discussion Around Players' Experience and Emotional Accessibility in Alice is Missing

Alice is Missing redefines the tabletop role-playing experience by replacing traditional verbal interaction with silent, text-based communication.

  • Replacing verbal interaction with text-based communication functions as both a narrative tool to heighten tension and a psychological safety mechanism that lowers the barrier to entry for diverse players.
  • The reliance on established narrative archetypes and card-based mechanics enables rapid player engagement but risks reinforcing culturally hegemonic norms that may limit the exploration of diverse identities.
  • The game’s design creates a 'fruitful void' where the absence of spoken dialogue forces participants to co-create meaning through interpersonal performance and narrative gaps.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of The Influence of Educators' Tabletop Role-Playing Games Familiarity on the Implementation of LARPs in Adult Education: Greece
Whitepaper16 pages

The Influence of Educators' Tabletop Role-Playing Games Familiarity on the Implementation of LARPs in Adult Education: Greece

Tabletop role-playing games serve as a foundational predictor for the adoption of educational live-action role-playing games within the Greek adult education sector.

  • Prior experience with tabletop role-playing games is a primary predictor for the adoption of live-action role-playing (LARP) methodologies in Greek adult education.
  • A survey of 113 Greek adult educators confirms a statistically significant correlation between analog gaming familiarity and the frequent implementation of experiential learning techniques.
  • Educators with tabletop gaming backgrounds exhibit a more favorable perception of game-based learning and possess the confidence required to facilitate complex, inquiry-based live-action simulations.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Possibility of Utilizing TRPG in After-School Daycare Services: An Interview Study of Staff
Whitepaper7 pages

Possibility of Utilizing TRPG in After-School Daycare Services: An Interview Study of Staff

This study examines the potential of table-talk role-playing games (TRPGs) as a therapeutic and educational tool within Japanese after-school daycare services (ADS) for children with developmental disabilities.

  • TRPGs serve as an effective therapeutic and educational framework for developing communication, cooperation, decision-making, social skills, resilience, academic basics, and imagination in children with developmental disabilities.
  • Staff at after-school daycare services report that TRPGs provide a safe, virtual environment where children can practice social roles, manage stress, and exercise personal agency.
  • The study identified seven core developmental benefits of TRPG integration: communication, cooperation, decision-making, social skills, resilience, literacy/numeracy, and imagination.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Deprogramming Indiana Jones: Anti-Colonialist DMing with Kids
Whitepaper9 pages

Deprogramming Indiana Jones: Anti-Colonialist DMing with Kids

Traditional tabletop role-playing games frequently perpetuate colonialist ideologies by relying on problematic tropes, such as the inherent villainy of specific races and the glorification of treasure-seeking violence.

  • Dungeon Masters can mitigate colonialist tropes in tabletop RPGs by shifting from conquest-based gameplay to collaborative, morally complex storytelling.
  • Educators should replace traditional hack-and-slash mechanics with non-violent problem-solving to encourage critical thinking and empathy in young players.
  • The integration of safety tools like the X-card and established behavioral norms is essential for creating inclusive gaming environments.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Mechanisms of Experience Point Rules to Promote Good Roleplay: A Study of 'Touched by the Heartstrings' in Shinobigami
Whitepaper16 pages

Mechanisms of Experience Point Rules to Promote Good Roleplay: A Study of 'Touched by the Heartstrings' in Shinobigami

This study examines the role of experience point mechanics in promoting positive roleplay within Japanese Table-talk Role-Playing Games (TRPGs), with a primary focus on the "Touched the Heartstrings" (Kinsen ni fureta) mechanic in the ninja battle RPG Shinobigami.

  • The 'Touched the Heartstrings' mechanic in Shinobigami incentivizes high-quality roleplay by allowing players to award experience points to peers based on subjective emotional impact, regardless of whether character mission objectives are met.
  • Peer-to-peer recognition systems like 'Touched the Heartstrings' function as essential retention tools that validate dramatic contributions and foster community engagement within TRPG systems.
  • Analysis of 20 specific game sessions and survey data from 162 respondents confirms that emotional and dramatic engagement is a primary driver for player motivation in systems where victory conditions are ambiguous.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Can Mobile Games Be an Option for Teaching Algebra?
Whitepaper22 pages

Can Mobile Games Be an Option for Teaching Algebra?

Mobile game-based learning serves as a viable pedagogical tool for teaching algebra to seventh-grade students, particularly those who struggle with traditional mathematics instruction but possess high digital gaming proficiency.

  • Mobile games effectively increase student motivation and mental processing speeds in seventh-grade algebra, particularly for students who struggle with traditional instruction.
  • While mobile platforms improve student attitudes toward mathematics, they do not inherently teach formal mathematical reasoning or replace the need for explicit instruction.
  • Research indicates that students using mobile algebra games often rely on trial-and-error strategies rather than developing new cognitive approaches to problem-solving.
Serious Games SocietyNov 2024
Cover of Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language
Whitepaper20 pages

Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language

Serious games serve as a potent pedagogical intervention for improving written proficiency in foreign language acquisition.

  • Students using the Motiv-Prodect gamified platform consistently outperformed peers in traditional classrooms, achieving higher quiz scores and demonstrating superior textual coherence and situational appropriateness in written French.
  • Gamified learning environments effectively reduce student anxiety related to writing tasks while fostering the intrinsic motivation required for autonomous skill development.
  • A study of 35 Algerian middle school students confirms that integrating game mechanics directly correlates with enhanced critical thinking and linguistic output.
Serious Games SocietyNov 2024
Cover of Serious Games in Science and Mathematics Education: A Scoping Umbrella Review
Whitepaper18 pages

Serious Games in Science and Mathematics Education: A Scoping Umbrella Review

Serious games serve as a significant pedagogical tool for enhancing science and mathematics education, primarily by fostering student motivation, engagement, and cognitive development.

  • Serious games significantly enhance science and mathematics education by boosting student motivation, engagement, and academic self-confidence, based on a synthesis of 16 systematic reviews and 535 primary studies.
  • The effectiveness of serious games is highly variable, as poor design or implementation can trigger negative outcomes such as student anxiety, demotivation, and feelings of failure.
  • Successful integration requires high teacher proficiency and game literacy to ensure educational objectives remain the priority over the gaming experience.
Serious Games SocietyNov 2024
Cover of Infrastructure of Agency: An Anti-essentialist and Post-humanist Framework for Video Game Agency
Whitepaper22 pages

Infrastructure of Agency: An Anti-essentialist and Post-humanist Framework for Video Game Agency

Video game agency functions as a distributed, post-human phenomenon rather than a static property inherent to software mechanics or individual human intention.

  • Video game agency is not a fixed mechanical property, but a distributed phenomenon emerging from the entanglement of human players, hardware, code, and social discourse.
  • Games function as infrastructure that directs rather than dictates action, meaning agency is a fluid, contingent process negotiated during play.
  • The boundaries between player and game are perpetually destabilized, as human and non-human actors continuously transform one another through interaction.
Journal of Games CriticismNov 2024
Cover of Sitting in the Gamemaster's Chair
Whitepaper15 pages

Sitting in the Gamemaster's Chair

The role of the Gamemaster extends well beyond traditional tabletop role-playing games, serving as a vital pedagogical tool for facilitating board and card game engagement within university-level language learning environments.

  • Transitioning students into the role of Gamemaster shifts university language learning from teacher-led instruction to a self-directed model, fostering leadership, communication, and pedagogical awareness.
  • The model relies on a low-stakes, pass/fail grading structure that leverages intrinsic motivation through the psychological principles of autonomy, competence, and relatedness.
  • Sociocultural scaffolding in a communal self-access learning center allows experienced students to guide novices, effectively scaling game-based learning across complex rule sets.
Ludic Language PedagogyNov 2024
Cover of Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects
Whitepaper8 pages

Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects

Virtual simulation games, which use extended reality technologies such as virtual, augmented, and mixed reality to recreate business scenarios in risk-free settings, are examined in this paper as tools for entrepreneurship education in higher education.

  • Virtual simulation games use extended reality (VR, AR, mixed reality) to recreate business scenarios in risk-free settings, and the paper argues they complement classroom entrepreneurship instruction by building decision-making, teamwork, risk management, and self-efficacy.
  • The evidence on effectiveness is mixed: several studies link simulation-based learning to better engagement, self-efficacy, and collaboration, but others find no significant effect on entrepreneurial intentions, and digital games show limited influence on teamwork skills.
  • A mobile business simulation study found improved attitudes and self-efficacy without any change in entrepreneurial intentions, underscoring that skill-related gains do not automatically translate into stated career intent.
European Conference on Games Based Learning (ECGBL)Oct 2024

Writers

Related topics