GDC vs. DiGRA: Gaps in Game Production Research


Engström Henrik
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

Previous studies have revealed a gap between game research and industry game production. This article presents an analysis of this research gap using the tracks and summits at the Game Developers Conference (GDC) as a point of reference. The result shows that there are several areas where there exists very little research. The DiGRA conference is no exception – since 2006, only a handful of papers present empirics from game production. Studies are in particular rare for content producing areas, such as audio, visual arts, and narrative. There are plenty of opportunities for researchers to extract experiences and knowledge from game professionals and to identify problems to be addressed. To do this, collaboration models need to be established that endure non-disclosure agreements and crunch cultures.

 

The Troubled Transition to Game Study Projects


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

This paper reviews the experience of Students in HE level Game Courses making the transition from taught units to self–managed study projects – particularly the problem of choosing and refining a good study topic. This review draws on examples of 40+ student projects from 3 universities, and the experiences 6 supervisors in informal discussion with the author over a period of 4 years. The paper identifies common trends, mistakes and problems. Patterns emerge of students struggling with the multi-disciplinarity and newness of the field, the lack of authoritative canon, the difficulty of articulating a topic, and the tendancy of game students to stray into domains beyond their experience. From these common problems the paper proposes a checklist of steps to guide the topic selection process.