by Rob Cover
Although the vast majority of studies undertaking the examination of electronic games and the emergence of a gaming culture deny that games are addictive, a stereotype of the game player as addicted continues to circulate in various strands of ego-psychology and pedagogical study and, with greater force and political affect. [more]by Nick Montfort
What follows is a critical consideration of Combat, the cartridge originally included with the Atari Video Computer System. Atari introduced the VCS in late 1977. The system retailed in the United States for about US$200, the equivalent of about US$650 today. The console, model number CX2600, came with two joystick controllers.. [more]by Hans Christian Arnseth
The proliferation of networked computers, gaming consoles such as the Sony PlayStation, Microsoft Xbox and Nintendo Gamecube and handheld devices such as the Nintendo DS and Sony PSP, have made computer gaming part of mainstream culture. This has also resulted in a renewed interest in this topic among educational researchers. [more]by Joris Dormans
Pen-and-paper roleplaying games, like computer games, are in their essence rule-based simulation "engines" that facilitate playful interaction. These similarities make it possible to take some theoretical concepts and notions developed for computer games and use them to study roleplaying games. [more]by Thaddeus Griebel
Ever since the release of The Sims in 2000, there has been talk in the media that people who play the game project aspects of their lives into their Sim characters. The goal of this study was to scientifically measure players’ personalities and values and find how these characteristics relate to gameplay in The Sims 2. [more]by Charles Paulk
Historically, videogames have had little use for the domestic. In contrast to television, which from its inception reflected workday suburbia back onto itself in family sitcoms like Ozzie and Harriet, the videogame medium has reliably tended toward more fantastical backdrops. [more]by Benjamin Wai-ming Ng
The electronic game is one of the most globalized but little-studied forms of Japanese popular culture. Japanese arcade games, home console games and handheld console games have dominated the world market since the mid-1980s. Hong Kong is one of the consumption centres of Japanese electronic games in Asia. [more]by Jonas Heide Smith
It is a source of confusion that economists for decades have worked on "game theory" while studying economic behaviour. However, while not focused on games in the recreational sense this perspective does provide a highly meticulous complementary framework for the understanding of computer game structure and player behaviour. [more]by Jussi Parikka, Jaakko Suominen
Mobile games and entertainment have been at the centre of the latest digital hype, even though consumers have been somewhat uncertain as to whether they are as enthusiastic as the industry wants them to be (MGAIN, 2003c, p.4). The gaming industry as well as the mobile phone business has been pushing mobile games as the next bestseller... [more]by Mia Consalvo, Nathan Dutton
Although the study of digital games is steadily increasing, there has been little or no effort to develop a method for the qualitative, critical analysis of games as "texts" (broadly defined). This paper creates a template for such analyses by developing and explaining four areas that game researchers should consider when studying a game. [more]by Hector Rodriguez
The modern study of play can be traced back to the publication of Dutch historian Johan Huizinga's groundbreaking study Homo Ludens (1938). Huizinga's book describes play as a free and meaningful activity, carried out for its own sake, spatially and temporally segregated from the requirements of practical life... [more]