Academic Research About Esports Is Breaking the Borders Between Fields of Study
The number of academic researches about esports has been increasing since the year 2002.
Topical game research articles picked up and referenced by PlayLab! writers.
The number of academic researches about esports has been increasing since the year 2002.
The Stanley Parable highlights the inherent restrictiveness of narrative-based videogames.
An article about Twitch streaming and how it is affecting the performance of the streamer. The researcher gathers data from both APIs and interprets the results, leading to surprising discoveries!
Research suggests online gaming communities don’t feel too keenly for all-female esports teams.
How do narrative adventure games like Life is Strange and The Walking Dead depict women empowerment in morally precarious situations? This is what Butt & Dunne’s "Rebel Girls and Consequences in Life is Strange and The Walking Dead" is about.
How do fan-made archives of a game series’ texts relate to the official titles? Dennis Jansen’s article explains that deciding on canonicality in a fictional universe is no simple task.
Sometimes you are in control, sometimes not. Casper S. Boonen and Daniel Mieritz delve into horror games with their Agency Parameter Model.
The use of self-determination theory in fostering motivation via game-based learning
Non-monogamy in various forms is becoming increasingly visible in the society and media of today, but what is non-monogamy representation like in video games?
Digital gaming is a big topic and takes a big part in many lives of today's children. This following brief summary about the Mavoa/Carter/Gibbs (2017: 171-181) article, takes a closer look at parental perceptions of the popular video game Minecraft.
Can you imagine that you are abroad for let’s say business reasons, some of your colleagues go to a team-building escape game together and you cannot participate because you are away?
Nowadays, games are considered, among other things, a mean of finding new friends or even a partner. In addition, games can also create environments where one can get easily misunderstood…
Melissa Kagen argues that Firewatch shines a light on the issues of toxic masculinity in gaming and lets the player perform a more nuanced form of masculinity.
The fight to maintain player interest: A new model for predicting and combating churn in social f2p games.
Driving a car is arguably not the healthiest form of transportation. Very restricted space for movement and a suboptimal sitting posture can, especially in long-distance commuters and professional drivers, lead to physical and mental suffering, such as physical fatigue. With the development of autonomous cars, which relieve drivers from the driving task and offer a much wider range of movements and incar interactions, new possibilities of physical exercises have emerged. To explore how to implement physical exercises into the car context, Sven Krome, Jussi Holopainen and Stefan Greuter developed an in-car fitness program AutoGym, which translates the traffic into an exertion game.
What if #Germany had won the second world war? The video game #Wolfenstein : The New Order has been trying to give an answer to this seemingly hypothetical scenario (Domíniguez 2017:71f). By combining #fantasy, real-world history, and the players historical knowledge, and through the element of music, the game is reinterpreting history and the present.
In his essay “Engineering Queerness in the Game Development Pipeline”, Eric Freedman discusses the queering of game engines and the game industry.
A group of researchers take Let's Play videos under their scrutiny and see whether they can be as immersive as actually playing the game.
Peleillä on mahdollista saada kansalaiset osallistumaan kaupunkisuunnitteluun ja parantaa samalla heidän kansalaistaitojaan.
eSports events are increasingly popular. However, are the current existing venues in our society capable of hosting them? Jenny et al. investigate this problem and suggest that adaptation is needed.