Towards Genre as a Game Design Research Approach

Goddard William Muscat Alexander
2017 DiGRA '17 - Proceedings of the 2017 DiGRA International Conference

Game design research is a growing field within game studies. Design in research, however, raises new questions. What should game design research investigate? How generalizable should its claims be? Considering the ‘ultimate particular’ of design, this paper explores how design research should investigate particular demarcations of works. This paper suggests genre as an approach in game design research, arguing that genres meaningfully, albeit reflexively, demarcate ‘likenesses’ worth investigation. Genre demarcations can be used to ground and orient research; lists of genre-games and informal descriptions suggest, what to, and how to, investigate genre, respectively. However, scholarly propositions of genres are necessary to support research. These propositions must make explicit, contestable, and substantive designerly claims about that genre, such as design values, structural patterns, and aesthetics, laying a scholarly foundation for future claims. These foundations support scholarly tradition in game design research by providing a context to ground, situate and disseminate findings.


Some Notes on the Nature of Game Design

Kuittinen Jussi Holopainen Jussi
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The focus of this paper is to have a critical look at the current game design literature through the analytical lenses of the current state of the art in design research. The aim is not to create yet another prescriptive framework for game design but rather an attempt to connect the game design studies to general design studies in a stimulating way. We first discuss what has been said about design in general, including industrial and graphic design, engineering, architecture, and even software design. We will then continue discussing game design specifically compared to the design in general and point out similarities and especially differences. This leads us to a somewhat obvious claim that doing game design is an activity similar to any other design field but that the form and the content are specific to the game design context. Even though this claim might sound obvious it has some unexpected consequences: firstly, it grounds game design in the large body of existing design research and, secondly, it helps in identifying the crucial activities, forms, contents, and contexts that determine the nature of game design like that which can be noticed on 벳엔드 먹튀.. We look at six game design books alongside two distinct but mutually supporting models of design in general. Our focus is in understanding game design as a situated activity and to see how this notion is discussed in the game design literature.


Perceptions of Player in Game Design Literature

Sotamaa Olli
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Few studies have examined the role of players in game design. The objective of this paper is to provide some clarity on the issue of player-centred design by analysing the notions on player in current game design literature. This research also discusses the potentials a multifaceted approach on players can offer for the design of games. The article starts by analysing different approaches on player from abstract ideal player to player profiles and players as co-creators. Later, the benefits of involving players in different phases of design process are examined. As a result the paper produces a grouping of different designer-player relationships that reflect the different design ideologies and traditions. This article contributes to the new field of game design research by producing clarity to some of the inarticulate and ambiguous issues related to the role of players in games and their design. At the same time, the analysis is relevant to the larger understanding of players as game cultural actors.