2016
DOI: 10.1177/1555412016676661
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What We Know About Games

Abstract: This article proposes a reflexive approach on the scientific production in the field of game studies in recent years. It relies on a sociology of science perspective to answer the question: What are game studies really about? Relying on scientometric and lexicometric tools, we analyze the metadata and content of a corpus of articles from the journals Games Studies and Games & Culture and of Digital Games Research Association (DiGRA) proceedings. We show that published researches have been studying only a limit… Show more

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Cited by 22 publications
(13 citation statements)
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References 17 publications
(17 reference statements)
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“…To this point, in a recent Games & Culture article, Coavoux, Boutet, and Zabban. (2017) argue that Game Studies as a field is dominated by research about specific kinds of games, often neglecting research into other kinds of games.…”
Section: Academic Game Studies and The Consolidation Of The Core Ideomentioning
confidence: 99%
“…To this point, in a recent Games & Culture article, Coavoux, Boutet, and Zabban. (2017) argue that Game Studies as a field is dominated by research about specific kinds of games, often neglecting research into other kinds of games.…”
Section: Academic Game Studies and The Consolidation Of The Core Ideomentioning
confidence: 99%
“…According to Deterding [5] games are not treated in literature as a single discipline but as an interdisciplinary field, and like most interdisciplinary studies, studies on games seek to answer new social and epistemic questions that arise with new technologies. Coavoux, Boutet and Zabban [6] add, according to their study, which analyzes some of the largest journals on game studies, which is a highly interdisciplinary field, bringing together academics from literary disciplines, cultural studies, sciences [6]. Much of this diversity is due to the complexity by which video games are composed that involve from the technologies employed in development the platforms that will run the game, as well as developers, players and advertising, thus allowing the studies on games explore different perspectives.…”
Section: Related Workmentioning
confidence: 99%
“…This leads to other problems, as Fifty Years On stumbles over hurdles that others have already overcome. For example, the definition excludes zero-player games (Björk and Juul, 2012) and games that do not require "electronic visual displays," like the Dark Room Sex Game (Korsgaard et al, 2008; see also Karhulahti, 2015b) or games in the Audio Game Hub (Sonnar Interactive Ltd, 2016). Perhaps there are good reasons not to include these in videogames, but it is hard to tell why, when no reasons are given.…”
Section: (Emphasis Added)mentioning
confidence: 99%