Topical game research articles picked up and referenced by PlayLab! writers.
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.
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.
Image by Plush Design Studio: https://unsplash.com/@plushdesignstudio
"“theyre all trans sharon”: Authoring Gender in Video Game Fan Fiction" discusses gender and transgender identities in video game fanfiction.
In this research highlight, we summarize how the authors of the study "A Visual Analytics Approach for Understanding Reasons behind Snowballing and Comeback in MOBA Games" created a tool for developers to detect the occurrence of these phenomena in their games.
The research article 'Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness' by Iskenderova et al. discusses the effects drinking might have on the level of cybersickness caused by VR gaming.
Suunniteltaessa pelejä yhteiskunnallisiin tarpeisiin ongelmana on usein, että pelisuunnittelijat ja pelien tilaajat eivät puhu yhteistä kieltä. PLEX/CIVIC-malli tarjoaa tähän työkaluja.
This article provides an exploration of the portrayal, questioning, and challenge of religious authority in the Dishonored series. Rautalahti examines the game in comparison to Weber's three ideals of authority.
Nielsen and Karhulahti scrutinize how the nine features of internet gaming disorder by the APA should be interpreted differently under the scope of eSports.
The study examines how players' morality operating on an intuitive level affects and is affected by gameplay. The study looks at in-game choices corresponding to two tiers of moral judgement making.
Joyce Goggins explores the cute world of LEGO and analyzes LEGO's marketing tactics, namely the use of fan labor in creating The LEGO Movie.
Aluksia Aurajoessa © Turun kaupunki - Olli Sulin
E-osallistuminen on nähty mahdollisuutena saada kansalaiset osallistumaan mm. kaupunkisuunnitteluun, mutta voiko pellillistäminen tuoda uusia osallistujia ja motivoida käyttäjiä hankkeen aikana?
Leaving behind a larp character can be difficult.
Larp can be an emotionally and physically taxing hobby. In her article ”Post-Play Activities for Larp: Methods and Challenges”, Maury E. Brown discusses various forms of post-play activities for larp to help cope with in-game experiences and transitioning back to off-game.
Does using a mini-map hinder you from learning your surroundings? This game research summary explains the differences between verbal instructions and mini-map use for spatial learning.
Tony Rosqvist’s Scale of Morality is a method for exploration of Morality and Ethics in Video Games. It can be used to determine if a player’s ethics align with deontology, consequentialism, or a blending which gives Rule Consequentialism.
Success in the field of games for health is a complex issue.
Wargames offer a platform for teenage boys to perform masculinity
As in literature and film, estrangement in games reinvigorates perception and returns a forgotten essence of things
In the best tradition of brecht, a RPG can comment itself. In his paper ”The Self-Reflexive Tabletop Role-Playing Game”, Evan Torner studies three different tabletop role-playing games and the ways…
Moral gameplay design benefits from extensive background research, external playtesting and iterative design.
Is there a relationship between playing video games and cheating in studies?