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Game Studies - Science topic
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Questions related to Game Studies
As a part of my research related to haptic experience I am trying to select video games as per genre. However, the online video game marketplaces have the genre scene quite confusing and no clear description for genres. Does anyone have any insight about how each game genre is defined.
We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
I am developing a quasi experimental study in the field of game-based learning and initially I intended to use different subjects for both control and experimental. But, due to covid-19 restrictions, I will only have access to my experimental group sample. In the past (some months before starting the experimental intervention), I developed an exploratory approach with the same group that I didn’t publish yet.
Summing up, my question is: what is the scientific validity of using the same subjects, in different points in time as both control and experimental group? What issues can be anticipated?
Thank you so much!
Do you think artificial intelligence will be implemented for computer games?
What can be the effects of artificial intelligence implemented for computer games?
Please, answer, comments.
I invite you to the discussion.
Best wishes
The use of computer games at work and education is growing and will grow. Computer game technologies are distributed in parallel to applications in simulators of various means of transport and machines.
Please reply
I invite you to the discussion
Thank you very much
Best wishes
What kind of scientific research dominate in the field of Computer games in the education process?
Please, provide your suggestions for a question, problem or research thesis in the issues: Computer games in the education process.
Please reply.
I invite you to the discussion
Thank you very much
Best wishes
I know is a very broad and general question, but focusing in this century, which/why are in your opinion the most 3/5 relevant works?
My two cents:
- What Video Games Have to Teach Us About Learning and Literacy (Gee). Coming from the educational field this was the book that made me jump into Game Studies
- Understanding Video Games: The Essential Introduction (Egenfeldt, Smith and Tosca). Yep, I know... pretty basic but I still recommend it to anyone entering into the field.
- Rules of Play (Salen & Zimmerman). A modern classic.
- Half-real (Juul). Brought a lot of debate to the field and to the classic questions of what a game is/where are does a game end, etc.
- Persuasive Games (Bogost).12 years old and still in good shape.
Any insight?
From role-playing games studies to proposals for decolonized ethnographic methods, it seems that the idea of sharing narrative authority is often presented as a key component in addressing power inequalities in contexts where worlds are being built and/or expressed in discourse. But what is narrative authority, exactly? How would you define various "degrees" of sharing it? Is it a clear indicator of agency? Your thoughts will be greatly appreciated.
Worldbuilding has become a topic of interest in many fields. Literature, media studies, game studies are addressing it as a creative process. Social sciences are reflecting on how it relates to the construction of political possibilities. In your opinion, what are the best works bridging these two perspectives on Worldbuilding?
In a student group work we are making experiment on participants playing video games using DFS-2 flow evaluation questionnaire. We are looking for experimentation using this same questionnaire for other kind of activities, not related to game. the goal is to compare results.
I'm trying to remember the paper/author where it was stated that the use of a human computer interface in artistic performance was a particularly hard benchmark and that "performance spec" is even harder to meet than "military spec".
Can anybody help me out?
Hi, I’m working on a project using a game-based simulation where we expect to calibrate models using both expert and/or player observed data. I was looking for some papers on similar approaches but could only find one and is not even close. Maybe not using the correct keywords or my search engine is to biased, any recommendations?
Thanks in advance and best regards.
I am in particularly interested in methods for analyzing conversations in gameplay between players and from players to game characters
Do you think chess would help people in life? Do you consider chess as a strategic game, that once internalized, can foster to learn how to move in life's everyday situations, as the workplace or social interactions?
What do you think about "spending time" teaching and playing chess with your children?
Any opinion will be welcome
I'm looking for online games and studies related to culture, e.g. museums, which incorporate puzzles and logic problems. An example of such game is Time Explorer used in British Museum (http://www.britishmuseum.org/games/GreatCourt.swf). However, I'm interested in games that include more complex tasks/logic problems and thus their primary target group is adults and not children. Any ideas?
We are starting a new research project, and will be looking into a lot of different ways to observe and assess properties of play and playful learning. Part of this will feed into equipping and advising an all new physical labfor studying play and playful products.
Coming from a game studies background, I have a lot of experience when it comes to experiments and observations with gaming, but less when we are talking about play in a broader sense.
I am asking a very open question at this point, as we are still trying to hone in on as many interesting approaches as possible. We are committed to covering (but not exclusively):
- Qualitative observations and schemes
- Quantitative measures, including instruments and experimental setups
- Physiological measures and other ways of collecting data from/with technologies - from brain based approaches to mobile sensors and native data
- And of course approaches that transcend and combine the above.
Any and all inspiration will be welcomed - including words of warning and insights into failed approaches. What we are mainly looking for is tools and methods, as well as the theories behind them.
Good day community,
I am looking for articles that argue or are resistant towards the concept of collaborative leadership in an online multiplayer gaming environment. If anyone has this type of information, would you please send it my way?
Thanks,
Adam
I'm interested especially in how the history and theory of art would describe his so called "masterpiece" (I mean the Quadtych, not Scherzo No. 7). And am curious if anyone's already compared the dance scenes from the first "Bioshock" and from "Bioshock Infinite: Burial at Sea"?
When analyzing millions of World of Warcraft character names, a lot of surprising patterns were found - one of them that there is a great deal of variance in how creative players of different classes are with naming their characters - any theories as to why Mages and characters on RP servers have more diversity than other classes/people on PvP servers? For more see: http://www.gamasutra.com/blogs/AndersDrachen/20130911/200000/An_Investigation_of_World_of_Warcraft_Character_Names.php#!
We know people will go through a lot of effort to obtain results in video games, almost without external rewards. Can this effect be exploited to make people committed to some useful activity?
I'm working on pottery ['samian ware' or terra sigillata] from a Roman amphitheatre, amongst which the epigraphist has suggested one incised base as possibly representing an improvised abacus, if not an ersatz gaming board.
Pliny and Martial refer to ‘counters and a board’ (calculos tabulamque).
Does anyone know of any abacus, ersatz or otherwise, found at a Roman arena?
At an amphitheatre, an abacus might be used for ticket collecting, adding up scores, etc. Are there references [ancient or modern] to betting at amphitheatres or in the circus?
Measurements and further details are given on page 2 of the comments below. Any further comments on measurements, etc, will be gratefully received! Its precise function, whether calculating table or gaming board, is uncertain without more convincing evidence.
Are there any quantitative studies of the benefits of Role Playing Games (e.g. D&D)? I have found a number of anecdotal studies but nothing with a firm measurement. If you have any qualitative studies I would be interested in them, but I really want to see some figures.
I only found serious games study in very short term less than a month. Anyone see studies that serious games are still effective in long run. Players keep playing the game again and again for let's say 6 months or years.
Thank you.
I am looking for some expert in history of ancient games particularly the Nabatean's game boards.
I have figured out how they were playing there most popular game, however need an expert in the domain to cooperate this breakthrough.
Thanks in advance for your replies.
Someone can suggest me bibliography to analyze the video game´s design learning, that is to say, playing, learning and creating content such custom maps or development V.G. ( Like Warioware D.I.Y or Project Spark )
Looking for opinions and perspectives of colleagues from different backgrounds.
There are several gambling tools in a casino. One can simply divides these tools into electronics and real objects. The former contains slots or any other computer controlled machines. The later contains the objects that the gambler can touch such as dices, roulette, and poker. Is there any research or study comparing the results from the two kinds of gambling tools? For example, one take 100 USD into casino and how much he can win (or how long he can play) if he plays purely the electronics or the real objects?