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Game Studies reports and market data

1,436 documents·392 writers

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Cover of Exploring Help Facilities in Game-Making Software
Whitepaper14 pages

Exploring Help Facilities in Game-Making Software

Effective help facilities are essential for enhancing user experience and creative output in game-making software.

Purdue UniversitySep 2020
Cover of The Game Itself?: Towards a Hermeneutics of Computer Games
Whitepaper8 pages

The Game Itself?: Towards a Hermeneutics of Computer Games

The field of game studies currently suffers from a lack of a viable ludo-hermeneutic theory, primarily because the discipline lacks a stable ontological foundation.

Foundations of Digital Games (FDG)Sep 2020
Cover of Computational Thinking through Design Patterns in Video Games
Whitepaper7 pages

Computational Thinking through Design Patterns in Video Games

This analysis proposes a framework for utilizing video game design patterns as a pedagogical tool to foster computational thinking skills.

Leiden UniversitySep 2020
Cover of Towards a Taxonomy of AI in Hybrid Board Games
Whitepaper7 pages

Towards a Taxonomy of AI in Hybrid Board Games

Hybrid board games, which integrate digital and physical modalities, represent an evolving intersection of technology and traditional tabletop play.

Foundations of Digital Games (FDG)Sep 2020
Cover of ExpReal: A Writing Language and System for Authoring Texts in Interactive Narrative
Whitepaper4 pages

ExpReal: A Writing Language and System for Authoring Texts in Interactive Narrative

ExpReal functions as a surface realizer and templating language designed to bridge the gap between generic natural language generation and manual, canned text authoring in interactive narratives.

Foundations of Digital Games (FDG)Sep 2020
Cover of Do Game Bots Dream of Electric Rewards?: The Universality of Intrinsic Motivation
Whitepaper13 pages

Do Game Bots Dream of Electric Rewards?: The Universality of Intrinsic Motivation

Extrinsic reward-based systems, frequently utilized in both gamification and machine reinforcement learning, suffer from fundamental limitations that undermine long-term engagement and system robustness.

Foundations of Digital Games (FDG)Sep 2020
Cover of And then they died: Using Action Sequences for Data Driven, Context Aware Gameplay Analysis
Whitepaper12 pages

And then they died: Using Action Sequences for Data Driven, Context Aware Gameplay Analysis

A novel mixed-methods framework integrates sequence analysis with interactive behavior analytics to provide a scalable, context-aware approach to gameplay evaluation.

  • The proposed mixed-methods framework bridges the gap between high-level quantitative telemetry and qualitative observation by abstracting raw player data into actionable, context-aware behavioral sequences.
  • The methodology utilizes a human-in-the-loop approach to improve inter-rater reliability, significantly reducing the subjectivity inherent in traditional manual annotation processes.
  • Analysis of Defense of the Ancients 2 (Dota 2) demonstrates that the framework successfully identifies distinct strategic shifts, such as early-game focus on neutralizing carry heroes versus late-game prioritization of objective control.
Northeastern UniversitySep 2020
Cover of Entwining Bridging Activities, the EEE Framework, and Coup in a 6th Grade EFL Writing Class
Whitepaper22 pages

Entwining Bridging Activities, the EEE Framework, and Coup in a 6th Grade EFL Writing Class

Integrating the tabletop game Coup into a 6th-grade English as a Foreign Language (EFL) curriculum in South Korea offers a transformative pedagogical model for moving beyond traditional, textbook-bound instruction.

  • Integrating the tabletop game Coup into 6th-grade EFL classrooms in South Korea creates a pedagogical model that moves beyond traditional, textbook-bound instruction.
  • The Explore, Examine, Extend (EEE) framework facilitates a transition from initial gameplay to the production of formal, strategy-based informational texts.
  • Students develop metalinguistic skills by analyzing game mechanics and external strategy guides, which they then synthesize into structured writing.
Ludic Language PedagogySep 2020
Cover of Visuospatial Abilities Training with Digital Games in a Primary School
Whitepaper13 pages

Visuospatial Abilities Training with Digital Games in a Primary School

The A me gli occhi project establishes a clear link between targeted visuospatial training via digital games and enhanced mathematical performance among primary school students.

  • Targeted visuospatial training through digital games significantly improves mathematical performance in primary school students aged nine to eleven.
  • Students participating in the 'A me gli occhi' project outperformed traditional curriculum methods in standardized assessments, showing gains in numeric knowledge, word problems, and written operations.
  • Fifth-grade students demonstrated the most notable progress, particularly in the execution of complex written operations.
Italian National Research CentreSep 2020
Cover of Social Learning and Literacy Affordances in Animal Crossing: New Horizons
Whitepaper16 pages

Social Learning and Literacy Affordances in Animal Crossing: New Horizons

Animal Crossing: New Horizons functions as a sophisticated sandbox for social learning and bilingual literacy development, particularly within family-oriented, collaborative environments.

  • Animal Crossing: New Horizons functions as a sandbox for social learning and bilingual literacy by prioritizing text-heavy, collaborative gameplay over high-speed competition.
  • The game facilitates complex social governance, with players creating formal constitutions and bylaws to manage shared virtual resources and negotiate community standards.
  • Long-term engagement in the game fosters social capital and linguistic proficiency through dialogic learning and the creation of literary projects like illustrated zines.
Ludic Language PedagogySep 2020
Cover of Language and Literacy Teaching with Games: The “Who” and Transformative Actions
Whitepaper25 pages

Language and Literacy Teaching with Games: The “Who” and Transformative Actions

The Game Terakoya project establishes a transformative pedagogical framework that prioritizes student identity and personal development over the technical mechanics of game-based instruction.

  • The Game Terakoya pedagogical framework prioritizes student identity and personal development over technical game mechanics to improve language and literacy outcomes.
  • Effective game-based instruction requires slowing the learning cycle to facilitate deep reflection, allowing students to connect classroom activities with real-world professional aspirations.
  • The methodology replaces standardized testing with a model of continuous self-assessment, utilizing game analysis, remixing, and creation as primary diagnostic tools.
Ludic Language PedagogyAug 2020
Cover of Portraying Mental Illness in Video Games: Exploratory Case Studies for Improving Interactive Depictions
Whitepaper14 pages

Portraying Mental Illness in Video Games: Exploratory Case Studies for Improving Interactive Depictions

Video games possess a unique capacity to simulate psychological states through interactive mechanics, control schemes, and procedural design.

  • Video games possess unique medium-specific traits—such as interactivity, control systems, and procedurality—that offer opportunities to move beyond harmful tropes and improve public understanding of mental illness.
  • Mass media, including video games, have historically relied on negative tropes that portray individuals with mental illness as violent social pariahs, which can reduce self-esteem and hinder help-seeking behaviors.
  • What Remains of Edith Finch uses procedural gameplay to simulate the escapism associated with depression, while Hellblade: Senua's Sacrifice leverages 3D binaural audio and visual effects to represent the experience of psychosis.
Loading... The Journal of the Canadian Game Studies AssociationAug 2020

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