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 imbalanced state of free-to-play game research: A literature review


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

As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research.

 

Out of Context – Understanding the Practicalities of Learning Games


Marklund Björn
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

The aim of this paper is to highlight the lack of studies examining the contexts in which learning games are used. Learning game research tends to focus heavily on the game artefact by examining how different types of designs foster both engagement and learning and how well the axiomatic definitions of good game design correspond to sound learning principles. While the dissection of the anatomy of games is important, there is an overabundance of studies on learning games as isolated systems at the expense of examinations of the constraints, possibilities, and requirements imposed by their real-world context of use. Learning games that are intended to work in formal settings like K-12 classrooms constitute systems that significantly differ from the traditional game scenarios between game artefacts and their players. As of yet few researchers have set out to survey these systems in their entirety. This paper presents a small literature review of learning game research that highlight the absence of studies focused on understanding the practicalities of the development and use of learning games. The paper also juxtaposes the results of the review with outcomes of a study conducted “within” the identified gap to present arguments for why the current lack of practical research is problematic.

 

Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research


Warmelink Harald Siitonen Marko
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Numerous researchers have written about the social dynamics of player communities in multiplayer online games. Following a systematic review of refereed empirical research publications from 2000-2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities, as well as the aspects and operationalizations they have concentrated on. The analysis shows that qualitative approaches have been more popular than quantitative. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or organizations) and macro (communities and networks) perspectives. Eighteen different aspects and operationalizations of player communities were identified. Six of these were clearly most popular, i.e. social structuring, rationale, culture & social norms, used ICTs, number of members and time of existence. The article concludes with several perspectives and suggestions for future research.