Title: Introducing Game Research
1Introducing Game Research
Ass. Professor Simon Egenfeldt-Nielsen,
Psychologist, PhD IT-University Copenhagen,
Denmark sen_at_itu.dk Stockholm, 27th October
2005
To draw a parallel with the history of art,
videogames are, at the very least, still waiting
for photography to be invented, perhaps even for
the Renaissance to happen. EDGE (DEC. 1999)
2Background and perspective
Serious Games The development of future serious
titles. IT-University CPH Research educational
potential of games Framfab Worked on
internet, games and children. Written two
Danish books on computer games and learning. Two
English books in the making on similar
topics. Worked, studied and researched games for
more than 7 years - researcher, board member,
editor, author, and developer. Perspective on
the research is from within humanistics and
social science. Nordic countries leading in some
ways - know each other
3Brief history of game research
1970s The early years Nobody really talks
about research computer games yet the study of
non-electronic games and use for educational
purposes is however booming. 1980s The
beginning Research into beneficial and
especially harmful effects. Triggered by the
growing popularity of computer games and public
debate. Questions like
- Do computer games increase aggression, violence,
asocial behaviour, learning etc.? - Do computer games support stereotyped gender
perception?
1990s The seed is sown Research broadens with
academics flocking from all disciplines, the
numbers increasing up through the late 1990s
with conferences, magazines, courses and
web-sites popping up. Every subject with
slightest connection to computer games applying
their own theories to the field.
4Brief history of game research
2000 Growing all men to battle stations
A beginning qualification and specialization of
the field through university courses, ph.d.
education, basic framework/structures, and
establishment of peer-reviewed journals. The
focus of research is still controlled by
researchers early academic training but times are
changing. The challenge is coherence!
2005 The Enterprise is operational
Internships in place, education accepted by most
major publishers More conferences than anyone
can visit - people bet on own sub-area. Textbooks
are beginning to appear and frame the area.
5Brief history of game research
Two different paradigms, both approach computer
games as far back as the 1980s Simulation
Gaming Games, simulations, education, structural
properties, limitations, learning starting
point in traditional games/simulations.
Computer game studies Game design,
narratology, ludology, hypertext, learning,
violence starting point in computer games.
Cross-communication sparse Historical
awareness limitedAwareness of canons and
classics missing Methods weak and in development
6Brief history of game research
Some areas are beginning to crystallize. The
Effects of Games (psychology, education, social,
ethnography,...) Aesthetics in Games(narrative,
interactivity, visual aspects, art, language,
themes/genres...) Cultural issues of
Games(gender, identity, violence, ideology,
communities, nationality, regulations...) Games
in themselves (definitions of games, gameplay,
structure, time, multiplayer, platforms, case
studies...) Inspired by Susana Tosca (2002)
7Light houses in game research
Computer Game Centres Georgia Tech Laboratory
for Advanced Computing Initiatives (US) Centre
for Computer Games Research Copenhagen
(Denmark) Play Research Group (Sweden) IC CAVE
(Scotland)Game Research Lab (Finland)Wisconsin-M
adison (US) . Computer Game academic sites
Joystick101.org Game-research.com Game-culture.co
m Ludology.org Digiplay.org GrandTheftAutoTerra
Nova.
8Light houses in game research
Computer Game Journals Simulation Gaming An
Interdisciplinary Journal of Theory, Practice and
Research Game studies the international journal
of computer game research International Journal
of Intelligent Games Simulation Journal on
Games and Culture . Computer Game Conferences
CGDC (Copenhagen, Tampere) DIGRA
(Utrecht/Vancouver) COSIGN (Surrey, Amsterdam,
Augsburg, Middlesbrough) Manchester, Bristol,
London, Edinburgh Chicago, Lodz, Edmonton,
Wisconsin GDC/E3.
ONE BIG LIGHT HOUSE DIGRA?
9Industry academia
A conservative industry needs researcher, dont
know yet, including researchers Must research be
usable? Not necessarily, but it can be Applied
research
But it is. In-depth and innovative Long-term
perspective Experimenting Non-commercial
No man is an island
General impression of industry attitude Whats
in for us? Why bother? Better image! Better
balance Commitment, time and drive We need
good stories
10Industry academia
Examples few out there! Much related to the area
of serious games. Some collaboration on
practical experience for students, and
discussions at conferences but real collaboration
on research projects are still rare - some
sponsoring in US and collaboration on vocational
education. Games-to-Teach Project MIT develop
and produce 10 prototypes for educational games
in partnership with Microsoft, which is then
evaluated. Educational Potential of Commercial
Game Technology Over The Edge, IT-University
Copenhagen, Alinea, UN Association, EA Europe,
Schools and content experts - building a
prototype in collaboration.
11Barriers and future
- Self-taught industry one title below the belt ?
shut out knowledge - Theoretical extensions limited ? knowledge
sharing hard - Growing pains ? new structure, project
management, strategies. - Communication/terminology limited ? develop
language and concepts - Tensions between developer and publisher ? hard
to reach publishers - All is changing converging consolidation
12Contact
Slides at http//www.itu.dk/people/sen sen_at_itu.d
k Links www.itu.dk/people/sen (personal
web-site) www.seriousgames.dk (company
web-site) www.game-research.com (game research
web-site) www.seriousplaying.org (serious game
research web-site)