Toxic behaviour in Dead by Daylight as perceived by the players.
Researchers used Dead by Daylight’s subreddit to analyze different factors and perceptions surrounding toxic behavior.
Topical game research articles picked up and referenced by PlayLab! writers.
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.
Players involve creative language play and humor in their criticism of Remedy announcing a PC release exclusive to a single distribution platform.
With video games becoming more mainstream, developers are starting to add more accessibility options for disabled players to enjoy the same games as well. This research investigates the value of these options and what they mean to disabled people.
Empathy spectrum defines several emotions often associated with empathy and explains how it can benefit both the player as well as game developers. Four different games are used to express stages of the spectrum.
Eudaimonic emotional experience has been given less attention than hedonistic emotional experience in gaming. Using a new framework proposed by research, designing more complex emotional experiences might be possible.
What are the affordances and restrictions the digital single-player role-playing games impose on the gamer? The study explores the different ways the player can use the game as a complex toy with multiple affordances to play pretend with.
Streaming Video Games on Twitch has Affordances for accruing wealth and fame.
Video games have started to take steps towards more inclusive representations of gender identities. A study by Dalila Forni discusses these new reconsiderations by analyzing gender representations in Horizon Zero Dawn.
What can and cannot be said while gaming according to men of color.
Are violent video games and one’s empathy connected? Krause et al. study this interesting topic and find surprising results in their article “Exploring the Effects of Violent Video Games on Healthcare Trainees”. #Violence #Gaming #Psychology
Mafia games feed stereotypical images of Italian people, and Mafia movies do the same to Mafia games. Stereotypical cultural products can legitimize organized crime.
Non-player characters can evoke trust, even love, Tali and Garrus of the Mass Effect series more than many others. Are you Shepard or the player?
In an effort to create a consistent environment for discussing #objectives, researchers narrowed games down to ten #imperative #goals that could be used to describe any #game.
In this article, the authors explore different kinds of bad behaviour in CS:GO esports, from throwing to bug exploitation, and how they are perceived by the spectators.
A study that investigates the villain of "Portal" by Valve, GLaDoS through a psychoanalytical lens. Does the monstrous mother’s behaviour originate from the patriarchy?