Why are We Chasing Nostalgia in Video Games?
Nostalgia, the reason why we keep coming back to those games we loved in our childhood.
Topical game research articles picked up and referenced by PlayLab! writers.
Nostalgia, the reason why we keep coming back to those games we loved in our childhood.
Transformative experiences in girlhood games - Stephanie Harkin discusses the potential of video games utilizing liminal spaces in exploring identity.
Can a video game be sublime? Yaeri Kim dove deep into ABZÛ and discovered virtual vastness that took her breath away.
Between crafting and serving drinks – On labor tropes in drink making games and their relation to creativity and uncertainty.
Giving players freedom to roam can be more beneficial than holding their hand too much.
Research investigates, are low-ranked LoL players affected by Dunning-Krueger effect and blame failures on others
A look into the current research on professional gaming and professional gamers in e-sports.
Authors observe children designing games at school to analyze collaboration and digital skills. Reports indicate higher motivation and interesting results regarding teamwork.
Eleven motivations of play were found in this research, some more obvious than others.
How does identity construction work in digital games and what can we learn from it through studying character creators?
This research was conducted to find reasoning for why players spend tons of cash for a feature that adds zero to the gameplay.
Social interaction between player and non-player characters can be useful for developing social-emotional skills.
A new study indicates how incorporating gameplay referrals into film adaptations of videogames may affect the viewing experience.
Impacts of role play games (RPGs) in the study of well being is undeniable.
Are Non-Player characters a way of human-AI co-operation?
In this article, Michael Ridge chooses gamification as the subject of analysis to develop one of the cases in which his recognized problem, Value Capture, can be useful in the long term
Common practices of game artifacts are shifted by implied designers delivering thoughts to create ludic unreliability for players by inviting them to question and hesitate to develop game element relationships between players and designer
This research highlight explains what localization is in videogames, and how the industry manages it with its clientele, according to the study carried out by three experts: Marina Fontolan, James Wilson and Janaina Pamplona.
When two Overwatch characters were revealed to be LGBTQ, discussions flared in the community. Tanja Välisalo and Maria Ruotsalainen ask: Who has the right to have a say in what kind of representation is included in a game?
How can RPGs and LARP help trans people to explore and develop their identity? Josephine Baird's research of self-expression, exploration and embodiment investigates this question.