Category: Game Research Highlights
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Underrepresented group – A content analysis of child characters in video games
How do video games portray children? Reay analyses a collection of 506 popular titles from the year 2009 to 2019 through an content analysis to find out representation.
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Backseat Gaming: An Alternate Way into The Gaming Community
In their research article, Neta Yodovich and Jinju Kim explore how women can access the male-dominant Gaming Community through Backseat Gaming with a lower chance of being criticized.
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How are Video Game Modders Viewed by Players?
Modders are often generalized as being either good or bad, but their diversity calls for more nuanced discussion.
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Indie Developers as the Frontrunners of Female Representation in Narratives
Many AAA studios cater to the masses, but many indie developers are telling stories with strong female characters leading the narratives.
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Educating Interactive Narrative Designers — Is it possible to teach Storytelling?
Students could benefit from interactive narrative design courses in video game education.
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Being a strange stranger in animal mayhem games
Animal mayhem games provide an interesting ground to explore boundaries between the human and non-human world.
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The Empathy Spectrum: Emotional Responses to Games and Narrative
How can emotional responses to games be effectively categorised for better distinction to improve narrative design and character development? The Empathy Spectrum provides a tool for an analytical approach to video game storytelling.
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Little children, big anger – Understanding gamer rage in children
Children nowadays play a lot of games, and just like with everyone else, it can be quite a rough experience.
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Finding structure and connections through Animal Crossing: Horizons – how games can help us cope with crises
This is an overview of a study on how Nintendo’s Animal Crossing: New Leaf has helped players cope with the isolation of COVID-19 lockdowns in early 2020. The study centers around the routines and player identities that arise from the game.
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Archaeological Approach to Catastrophe and Mass Migration in No Man’s Sky
An archaeologist used real-life methods to study an abandoned community of player settlements in No Man’s Sky.
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More Queer Romances in Roleplay Games, Please
Not only is queer romance in RPG a good way to explore and and possibly self-discover, it can also be a way to fight against sexism and heteronormativity.
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What if we created games to aid us conversate about global issues?
Do games and gamification pose a solution for the multidisciplinary conversation of sustainable development?
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Invoking fear and anxiety – case Slender Man
With the right building blocks, even the simplest digital video games can cause strong feelings of anxiety and fear.
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Winning and losing play an important role in social player behaviour over the level of violent content
The level of violent content in video games doesn’t lead to anti-social player behaviour on its own.
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Katsaus Suomalaisen peliajan jurakauteen – epäonnistunut Amersoft 1984-1986
Katsaus Suomalaisen peliajan jurakauteen – epäonnistunut Amersoft 1984-1986. Tero Pasanen ja Jaakko Suominen tutkivat julkaisussaan suomalaista pelialan yritystä.
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Pelaamisen elinkaari – katsaus tutkimukseen pelien merkityksestä elämän eri vaiheissa
Artikkelissa tutkitaan pelaamisen elinkaarta ja miten ihmisen elinkaaren aikana pelien merkitys muuttuu.
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Dungeons and dragons as the first gaming platform
First there was Atari, then Nintendo and so on. WRONG – first there was D&D.


