32 research outputs found

    Foundations of GAM Research. Methodological Guidelines for Designing and Conducting Research that Combines Games and Agent-based Models

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    This thesis presents the development of the games and agent-based model methodology and provides methodological guidelines for using GAM research, i.e., combining games and agent-based models in research. GAM research is rooted in complexity sciences and transdisciplinary research, offering valuable insights into complex, adaptable systems. GAM research has particular relevance in decision-making and complex-system management, thus fostering collaboration among scientists and non-academics from various disciplines. It is an engaging platform for data collection and stakeholder processes, thus enriching causal explanations. It should be noted that GAM research has the potential to overcome the limitations of traditional methods by facilitating hypothesis testing with simulation-based observations of human behaviours. Investigations in GAM research can change how social science addresses pressing global challenges. The immersive nature of games combined with agent-based models offers an innovative approach that attracts diverse participants, making it a promising tool for science that reaches beyond the classic academic spheres. As a comprehensive handbook, this thesis offers researchers inspiration and references for conducting GAM research across diverse application domains. This thesis presents an assessment of the state of research that combines games and agent-based models and proposes a structured approach to making progress in this field. Addressing the lack of a standardised methodology, this thesis is aimed at improving research practices, transparency, and replicability . Practical advice is provided for guiding researchers through designing and conducting GAM research, thus promoting rigorous and comprehensive studies

    Agency in and around videogames

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    This thesis conceptualises player agency in avatar-based videogames as an affordance of game design (Gibson 1979). By examining how agency is discussed in different discourses surrounding videogames, such as those of game studies and game design, it puts forward a multidimensional heuristic framework for conceptualising agency in avatar-based games. Game studios with a particular design focus that draw on ‘game design lineages’ (Bateman and Zagal 2018) feature as case studies to demonstrate the analytical power of this framework, examining how agency is designed, and how developers discuss how it is designed. The combined methods of textual and paratextual analysis provides insight not only into how game designers think about agency but also into how design intentions can translate into features of the released game. Such an approach facilitates a way of looking at agency as designed, which is informed by the vocabularies of academic discussions concerning videogames, as well as the language used to refer to these phenomena by industry practitioners, thereby grounding abstract theory in production practices and discourses

    Agency in and around videogames

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    This thesis conceptualises player agency in avatar-based videogames as an affordance of game design (Gibson 1979). By examining how agency is discussed in different discourses surrounding videogames, such as those of game studies and game design, it puts forward a multidimensional heuristic framework for conceptualising agency in avatar-based games. Game studios with a particular design focus that draw on ‘game design lineages’ (Bateman and Zagal 2018) feature as case studies to demonstrate the analytical power of this framework, examining how agency is designed, and how developers discuss how it is designed. The combined methods of textual and paratextual analysis provides insight not only into how game designers think about agency but also into how design intentions can translate into features of the released game. Such an approach facilitates a way of looking at agency as designed, which is informed by the vocabularies of academic discussions concerning videogames, as well as the language used to refer to these phenomena by industry practitioners, thereby grounding abstract theory in production practices and discourses

    In Gameplay : the invariant structures and varieties of the video game gameplay experience

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    This dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into player–game interaction and the video game gameplay experience at large. In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought. Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself. As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.KĂ€sillĂ€ oleva vĂ€itöskirja on monitieteellinen tutkimus videopelien pelaamisesta itsenĂ€isenĂ€ kansanomaisen kokemuksen muotona. Pelien ja leikkien tutkimus on perinteikĂ€s tutkimusaihe folkloristiikassa, mutta kaupallisten videopelien tutkimusta ei ole juuri tehty. TĂ€stĂ€ syystĂ€ folkloristiikan tutkimusmenetelmĂ€t ja -kĂ€sitteet ovat jÀÀneet tuntemattomaksi nykyaikaisessa pelitutkimuksessa. Tutkimus yhdistÀÀ folkloristiikan ja pelitutkimuksen nĂ€kökulmien lisĂ€ksi enaktiivisen kognition fenomenologista teoriaa pelaaja–peli-vuorovaikutuksen tutkimukseen sekĂ€ pelikokemuksen analyysiin. Tutkimuksessa analysoidaan tilastotieteellisin menetelmin kolmea aikuisvĂ€estöÀ edustavaa ”Palkitseva pelikokemus” -kyselytutkimusaineistoa (N=2,594, N=845, N=1,053), jotka kerĂ€ttiin Suomesta ja Tanskasta vuosina 2014–2017. Kyselytutkimusaineiston rinnalla analysoidaan 32 teemahaastattelun aineistoa. Haastatteluilla tuotettiin syvempÀÀ ymmĂ€rrystĂ€ kyselyyn vastanneiden henkilöiden pelimieltymyksistĂ€, pelimuistoista ja pelimotivaatioista. Tilastoaineiston ja haastatteluaineiston analyysi tuodaan yhteen monimenetelmĂ€llisellĂ€ ja dialogisella tutkimusotteella, joka yhdistÀÀ havainnot usealla eri tutkimusalalla tehtyyn pelitutkimukseen. Teoreettisen analyysin tuloksena argumentoidaan, ettĂ€ videopelien pelikokemusta ilmiönĂ€ mÀÀrittÀÀ kahdeksan muuttumatonta ominaisuutta, joiden suhteen kunkin yksittĂ€isen pelikokemuksen ainutlaatuisuutta voidaan tarkastella: Pelaajalla tulee olla leikkisĂ€ asenne (i) ja motivaatio pelaamiseen (ii). Pelaamisen kokemus rakentuu tutkivista ja suorittavista kĂ€yntĂ€nteistĂ€ (iii), jotka tuovat vĂ€liaikaisen muutoksen pelaavan henkilön minĂ€kokemukseen (iv). TĂ€mĂ€n muutoksen myötĂ€ pelaajuudesta muodostuu emotionaalinen (v) ja performatiivinen (vi) positio suhteessa pelimaailmaan (vii). NĂ€in syntyvĂ€n omakohtaisen pelikokemuksen rakenne vastaa kertomuksen dramaattista perusrakennetta (viii), vaikka peliĂ€ itsessÀÀn ei voida pitÀÀ kertomuksena. Tutkimuksen empiirisenĂ€ tuloksena esitellÀÀn faktorianalyyttisiin tapaustutkimuksiin ja laadullisten aineistojen analyysiin perustuva uudenlainen nĂ€kökulma ja menetelmĂ€ pelaaja–peli-vuorovaikutuksen ja pelimieltymyksen tutkimukseen, sekĂ€ edelliseen perustuva pelaajatyyppiluokittelu. Samalla vĂ€itetÀÀn, ettĂ€ vaikka videopelit kaupallisina esineinĂ€ eivĂ€t olisi folkloristiikan tutkimuskohteita, videopelien pelaaminen, pelaaja–peli-vuorovaikutus ja pelien kokemisen tavat eivĂ€t eroa ratkaisevasti pihaleikeistĂ€ vaan ovat saman kansanomaisen ilmiön esiintymiĂ€. Folkloristisen tutkimuksen soisikin kiinnittĂ€vĂ€n nykyistĂ€ painokkaampaa huomiota kulttuurin kokemisen, muokkaamisen ja ilmaisun tapoihin riippumatta siitĂ€, onko tarkastelun kohteena kaupallinen tuote vai ei

    Respawn

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    In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world

    The Invention of Good Games: Understanding Learning Design in Commercial Videogames

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    This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be employed even if those games were not originally designed as educational objects. In order to support the claim that ‘good’ commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as ‘good’, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the 'Magic Bullet' that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design

    The value chain in the Asian online gaming industry: a case study of Taiwan

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    This research examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the perspective of political economy in order to understand the process of commodification, including production, marketing and distribution. The research establishes that the game industry operates within a highly competitive market requiring substantial investments. Since game production requires complex technological skills, there is a high capital cost, and the process is very time consuming. Today's online gaining business has segmented into different sectors with varying roles, i.e. developer, publisher, distributor and operator, controlled by different players in the business. The research shows that Asian game firms seek vertical synergies by expanding complex collaborative networks of production, marketing and operation in order to minimize costs and maximize profits. This implies that an international value chain has been established within the regional economy due to that the capacity of modern East Asian cities to accelerate the integration of the online gaming industry into regional economic activity. Secondly, online gaming overall is a popular form of interactive entertainment in the intra-Asian market. The key theories used to understand digital games are debated between narratology and ludology. However, neither is capable of providing an explanation for the Asian gaming culture. On further examination, certain types of game genres, 'wuxia' and 'cute' games, are found to have a particular appeal for Asian users. The wuxia genre is exclusively circulated in the greater Chinese cultural arena. The 'cute' game originates from the protagonists and themes of Japanese video games. This genre is well accepted by Asian users living in urban environments, and has become a force to unite city gainers in different Asian countries. Lastly, the thesis explores the unique position of Taiwan's game industry, which has been transformed from a test-bed for games aimed at the Chinese market into an intermediary between China and the rest of the world. Before 2002, Taiwan was regarded as a springboard for foreign firms wishing to enter the big Chinese market. Now, China's game industry has emerged and Chinese games have been exported to other Asian countries. Currently Taiwan is the biggest export market. The sophisticated features of the Taiwanese market mean that it can act as a stepping stone for Chinese game firms wishing to expand into wider regional and global markets
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