Category: Game Research Highlights
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Does Streaming Esports Affect Players’ Behavior and Performance?
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!
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Merit above all else: Reception of all-female esports teams
Research suggests online gaming communities don’t feel too keenly for all-female esports teams.
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To conform or not to conform – dissonance of presenting woman empowerment in Life is Strange and The Walking Dead
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.
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Texts vs. Games – Fan Archives and the Elder Scrolls Narrative Universe
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.
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Getting a Grip on Reality – Agency in Horror Games
Sometimes you are in control, sometimes not. Casper S. Boonen and Daniel Mieritz delve into horror games with their Agency Parameter Model.
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Self-determination theory in game-based learning
The use of self-determination theory in fostering motivation via game-based learning
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A Change in the Conventions? Video Game Narratives and Non-Monogamy
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?
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Parental Perception of Minecraft Play: Negative and Positive Aspects
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.
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Escaping Together: The Design and Evaluation of a Distributed Real-Life Escape Room
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?
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Video games for the purpose of playing or rather for the purpose of getting acquainted at this time?
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 by other players and face psychological problems on the basis of that. For researchers, it is important to find out which aspects lead to players`…
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Breaking the Tropes – Masculinity in Firewatch
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.
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Churn prediction in mobile free to play games
The fight to maintain player interest: A new model for predicting and combating churn in social f2p games.
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AutoGym – How to Maintain Situational Awareness During Autonomous Driving?
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…
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Wolfenstein “The New Order”: Music as Inter-World Identity and Powerful Weapon
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.
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Queering Game Development: How Do You Make What You Want on a Premade Engine?
In his essay “Engineering Queerness in the Game Development Pipeline”, Eric Freedman discusses the queering of game engines and the game industry.
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Glued to the Screen – How Immersive are Let’s Play Videos?
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.
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Pystyvätkö pelit lisäämään kansalaisten tietoja ja osallistumista kaupunkisuunnittelussa?
Peleillä on mahdollista saada kansalaiset osallistumaan kaupunkisuunnitteluun ja parantaa samalla heidän kansalaistaitojaan.
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How Capable Is Our Society of Hosting eSports Events?
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.
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The controversies in high-performance play: the case studies of Nintendo and Valve Corporation
In the contemporary professional gaming scene, there are often issues between high-performance players and game institutions/platforms. Witkowski used two case studies to unfold the complexities of the networked career in the high-performance gaming community and the controversies that persist.
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Are Flow and Immersion the Same Thing?
Michailidis et al. consider in this study that flow and immersion have the same meaning, until and unless evidence is presented to differentiate the two from each other.