How to Design Games That Promote Social Closeness Between Players?
To explore how multiplayer game mechanics facilitate social closeness, Depping & Mandryk conducted an experiment based on the 2D board-style puzzle game called Labyrinth.
Topical game research articles picked up and referenced by PlayLab! writers.
To explore how multiplayer game mechanics facilitate social closeness, Depping & Mandryk conducted an experiment based on the 2D board-style puzzle game called Labyrinth.
Lee’s article tackles the following question: what kind of social effects does participation in digital gaming have among elderly people?
Narrative puzzles are crucial for storytelling in many games, but their importance is hardly ever talked about. Wei and Durango go in depth to explain just why we should not overlook puzzles of the narrative kind.
While productivity and efficiency define the late-stage metagame of Dark Souls, the sublime experience can still be found somewhere within the game. #DarkSouls #Neoliberalism #LudicSublime
What Game design patterns are behind the FMV games that were popular during the nineties and are again gaining popularity? Therrien, Poremba, and Ray explore these design patterns through a large amount of FMV games.
What is the 'temperature' of different types of games, and how can this help us understand how they make us feel? #Researchhighlight #DearEsther #gameresearch
Jaakko Suominen categorizes four different waves of historical awareness in digital gaming that emphasize certain characteristics in writing and presenting Finnish gaming history.
Is there a wrong way to play a game? C. Thi Nyugen argues that, while there's nothing wrong with breaking the rules, the best way to play is to do as you're told.
A study shows that German public television holds still a persistent and biased view on video games.
An exploration of Tinder’s gamifying aspects and its magic circle.
A survey of businesses illuminates reasons for their declined use of gamification.
How do real-world economics compare to a laissez-faire market of an MMO?
How does the esports gambling market differ from traditional sports markets and how do people behave on the market?
Should one pick up or put down a controller for a boost in academic performance?
Researchers used Dead by Daylight’s subreddit to analyze different factors and perceptions surrounding toxic behavior.
A study that investigated different aspects of monetization in free-to-play games and approached it from an ethical point of view. How unethical is your free-to-play mobile game really?
A study that researches the interpretations of white nationalism within the game The Elder Scrolls V: Skyrim.
Jonathan Frome’s article considers the importance of separating the terms “interactivity” and “gameplay” when discussing emotional reactions to video games. The article encourages scholars to use more distinct terminology and definitions.
Through culturally informed textual examination, the Zelda-series primary antagonist, Ganondorf, is revealed to be more than just a brutish force of destruction.
Stöhl and Rusk use ethnographic methods to see what tools are being used for identity construction when playing, and what these identities are.