Games, gamers, and gaming: understanding game research

Game research has during recent years grown into a distinct interdisciplinary research field. Building upon theories and methods from a variety of approaches and disciplines, this has provided a source for rapid growth of knowledge about the field but also disagreements about concepts and research practice. Based upon the view that game research needs input from many fields, this paper introduces a unifying model with the intention of helping to explain how different research position and contributions can co-exist fruitfully.

[1]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[2]  Clara Fernández-Vara,et al.  Towards an Ontological Language for Game Analysis , 2005, DiGRA Conference.

[3]  Jonas Linderoth,et al.  Datorspelandets Mening. Bortom idén om den interaktiva illusionen , 2004 .

[4]  Ann-Carita Evaldsson Play and games , 2009 .

[5]  Jodi Forlizzi,et al.  The building blocks of experience: an early framework for interaction designers , 2000, DIS '00.

[6]  Jesper Juul Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .

[7]  T. L. Taylor Does WoW Change Everything? , 2006 .

[8]  Ulf Wilhelmsson,et al.  Computer games as playground and stage , 2006 .

[9]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[10]  Sus Lundgren Teaching Gameplay Design is Teaching Interaction Design , 2008, IxD&A.

[11]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[12]  Gonzalo Frasca,et al.  Ludologists love stories, too: notes from a debate that never took place , 2003, DiGRA Conference.

[13]  Markus Montola,et al.  Tangible Pleasures of Pervasive Role-Playing , 2007, DiGRA Conference.

[14]  J. Neumann,et al.  Theory of games and economic behavior , 1945, 100 Years of Math Milestones.

[15]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[16]  Kristina Andersen,et al.  Playing Games in the Emotional Space , 2005, Funology.

[17]  A. Bruni,et al.  Reassembling the Social—An Introduction to Actor Network Theory , 2007 .

[18]  Staffan Björk,et al.  Patterns in Game Design (Game Development Series) , 2004 .

[19]  Johan Redström,et al.  Towards user design? On the shift from object to user as the subject of design , 2006 .

[20]  Frans Mäyrä,et al.  Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design , 2005, Game Stud..

[21]  B. Robards Structures of Participation in Digital Culture , 2010 .

[22]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[23]  M. Montola Exploring the Edge of the Magic Circle : Defining Pervasive Games , 2005 .

[24]  Björn Sjöblom The relevance of rules : Negotiations and accounts in co-operative and co-located computer gaming , 2008 .

[25]  Jane McGonigal,et al.  This might be a game: ubiquitous play and performance at the turn of the twenty-first century , 2006 .

[26]  Espen Aarseth,et al.  Computer Game Studies, Year One , 2001, Game Stud..

[27]  Tracy Fullerton,et al.  Game Design Workshop: Designing, Prototyping, and Playtesting Games , 2004 .