This paper deals with play as an important methodological issue when studying games as texts, and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual activations, we argue that different methodological considerations can turn the focus towards one of the two (without completely excluding the other). After outlining and synthesizing a broad range of existing research we move beyond the more general advice to be reflective about the type of players that we are, and explore two methodological considerations more concretely. First of all, we discuss the various considerations to have regarding the different choices to make when playing a game. Here we show how different instrumental and free strategies lay bare different parts of the game as object and/or process. Secondly, we consider how different contexts in which the game and the player exist, can function as different reference points for meaning construction and the way they can put limitations on the claims we can make about our object of analysis.
Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game to complement this aspect. The main goal is to discuss the design process that went into creating the game as well as experiences from play sessions in relation to this increase of interdisciplinary knowledge among students. In the end, we present a new gaming concept based on real-world data that can be played in other interdisciplinary situations. Here, students´ feedback on individual features of the game helped to identify future directions in the development of our simulation game.
The application of gameplay metrics to empirically express a player's engagement with the game system has become more appealing to a broader range of researchers beyond the computer sciences. Within game studies, the appropriation and use of gameplay metrics not only further shifts these methods beyond formalized user testing (e.g. with the aim of product improvement) but creates a demand for a more universal approach to game metric extraction that can be applied to a wider range of games and account for different social science research agendas. Set in the context of a study into player experiences with participants aged 14-16 years of age, a method of articulating and identifying key moments of game-play pertinent to an analysis of experience with simulated violence was required [38]. This paper describes a pragmatic solution to the need to study a range of games that were determined not by the researchers but the study's participants. The solution exploits and examines the audio-video feedbacks presented to the player as part of their engagement with a game system. This paper broadly outlines this mode of metric extraction and its application to research that seeks to understand the nature of engagement and player motivations across a mixed methodology approach.
As a complex and hybrid medium, games are at once a 'text' that can be read and an activity that demands that players participate in the construction of its structure. This article seeks to articulate the relationship and interactions between games and their players, with a specifi c focus on suspense as a type of player involvement. Previous studies lack a description of the specifi c qualities of game suspense or the participatory aspects that are responsible for triggering the emotion. By examining how the textual and structural characteristics of the game trigger specifi c types of suspense, this article explores the involvement of a player between the virtual world and the actual confi gurative act of play, where personal success and failure are at stake.
Cautionary frameworks continue to dominate evaluations of games within political contexts, obstructing consideration of the specific conditions and experiences offered by particular game texts. This paper challenges this tendency of prior government-instigated research to promote viewpoints that are not textually evaluative or play-derived when reporting on perceptions of games possessed by the public. Instead, it prioritizes Dovey and Kennedy’s (2006) argument that ‘we cannot have recourse solely to [games] textual characteristics; we have to pay particular attention to the moment of its enactment as it is played.’ More concretely, this paper describes research sparked by the NZ Classification Office’s interest in exploring ‘the extent to which the public’s perception of causal links between game playing and various social ills’ might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium’ (OFLC 2009, 24). Using both game-play observation and in-depth interviews, we concluded that the participants’ preconceptions of Grand Theft Auto IV (Rockstar North, 2008) were drastically reevaluated after experience playing the game, shifting attitudes and beliefs as to how games should be regulated.
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