1 / 12

Introducing Game Research

Introducing Game Research. Ass. Professor Simon Egenfeldt-Nielsen, Psychologist, PhD IT-University Copenhagen, Denmark sen@itu.dk Stockholm, 27th October 2005.

elom
Download Presentation

Introducing Game Research

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introducing Game Research Ass. Professor Simon Egenfeldt-Nielsen, Psychologist, PhD IT-University Copenhagen, Denmark sen@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)

  2. Background 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…

  3. Brief history of game research 1970’s – 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. 1980’s – 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? 1990’s – The seed is sown Research broadens with academics flocking from all disciplines, the numbers increasing up through the late 1990’s with conferences, magazines, courses and web-sites popping up. Every subject with slightest connection to computer games applying their own theories to the field.

  4. Brief 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.

  5. Brief 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

  6. Brief 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)

  7. Light 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-Madison (US) …. Computer Game academic sites Joystick101.org Game-research.com Game-culture.com Ludology.org Digiplay.org GrandTheftAutoTerra Nova….

  8. Light 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?

  9. Industry & academia A conservative industry needs researcher, don’t 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: What’s in for us? Why bother? Better image! Better balance: Commitment, time and drive We need good stories

  10. Industry & 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.

  11. Barriers 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…

  12. Contact Slides at http://www.itu.dk/people/sen sen@itu.dk 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)

More Related