Game Research Methods An Overview

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Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 54,8 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

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Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Games User Research

Author : Anders Drachen
Publisher : Oxford University Press
Page : 549 pages
File Size : 50,5 Mb
Release : 2018
Category : Computers
ISBN : 9780198794844

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Games User Research by Anders Drachen Pdf

"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.

An Introduction to Game Studies

Author : Frans Mäyrä
Publisher : SAGE
Page : 208 pages
File Size : 46,6 Mb
Release : 2008-02-18
Category : Language Arts & Disciplines
ISBN : 9781473902923

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An Introduction to Game Studies by Frans Mäyrä Pdf

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 49,8 Mb
Release : 2008-12-05
Category : Games & Activities
ISBN : 9780262293013

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Video Game Spaces by Michael Nitsche Pdf

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

100 Activities for Teaching Research Methods

Author : Catherine Dawson
Publisher : SAGE
Page : 385 pages
File Size : 53,7 Mb
Release : 2016-08-08
Category : Reference
ISBN : 9781473987401

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100 Activities for Teaching Research Methods by Catherine Dawson Pdf

A sourcebook of exercises, games, scenarios and role plays, this practical, user-friendly guide provides a complete and valuable resource for research methods tutors, teachers and lecturers. Developed to complement and enhance existing course materials, the 100 ready-to-use activities encourage innovative and engaging classroom practice in seven areas: finding and using sources of information planning a research project conducting research using and analyzing data disseminating results acting ethically developing deeper research skills. Each of the activities is divided into a section on tutor notes and student handouts. Tutor notes contain clear guidance about the purpose, level and type of activity, along with a range of discussion notes that signpost key issues and research insights. Important terms, related activities and further reading suggestions are also included. Not only does the A4 format make the student handouts easy to photocopy, they are also available to download and print directly from the book’s companion website for easy distribution in class.

How To Be A Games User Researcher

Author : Steve Bromley
Publisher : Independently Published
Page : 184 pages
File Size : 53,6 Mb
Release : 2021-02-05
Category : Electronic
ISBN : 9798556962040

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How To Be A Games User Researcher by Steve Bromley Pdf

Love video games? Start your career making them better. Games user researchers run playtests to ensure games are understandable and enjoyable, and are a key part of making games that people love. The video games industry is full of passionate people who care about making fun experiences. If you love games, and want to make them better, consider a career in games user research. Drawing upon ten years of experience working on top games and helping people start their career in games How To Be A Games User Researcher is the essential guide on how to run professional quality playtest studies and get a job in the games industry. What's in the book? Discover How games development works and where research fits in How to plan, run, analyse and debrief professional quality playtests The importance of building relationships with game teams How to start a career in user research The skills required to excel at job interviews Who is this book for? This book is for: Students considering a career in games user research UX researchers looking to transition into games New games user researchers Academics studying games design, development, or HCI Game designers and developers looking to improve the quality of their playtests About the author Steve Bromley led research studies for many of PlayStation's top European games including Horizon: Zero Dawn, SingStar and the PlayStation VR launch lineup. He continues to work with games and VR studios to improve the player experience of their games. For the last five years, Steve Bromley has run a games user research mentoring scheme, which has partnered over one hundred students with more than fifty industry professionals from top companies such as Sony, EA, Valve, Ubisoft, and Microsoft, and helped many people get their first job in games. This book covers many of the topics that mentees have asked as they start their games user research career.

Character-Driven Game Design

Author : Petri Lankoski
Publisher : Taik Books
Page : 184 pages
File Size : 46,5 Mb
Release : 2011-05
Category : Electronic
ISBN : 9789526000022

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Character-Driven Game Design by Petri Lankoski Pdf

How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.

Visual Research Methods

Author : Shailoo Bedi,Jenaya Webb
Publisher : Facet Publishing
Page : 248 pages
File Size : 45,8 Mb
Release : 2020-10-13
Category : Language Arts & Disciplines
ISBN : 9781783304561

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Visual Research Methods by Shailoo Bedi,Jenaya Webb Pdf

Visual research methods (VRM) comprise a collection of methods that incorporate visual elements such as maps, drawings, photographs, videos, as well as three-dimensional objects into the research process. In addition, VRM including photo-elicitation, photovoice, draw-and-write techniques, and cognitive mapping are being leveraged to great effect to explore information experiences to investigate some of the central questions in the field; expand theoretical discussions in LIS; and improve library services and spaces. Visual Research Methods: An Introduction for Library and Information Studies is the first book to focus on visual methods in LIS, providing a comprehensive primer for students, educators, researchers and practitioners in the field. Contributed chapters in the book showcase examples of VRM in action and offer the insights, inspirations, and experiences of researchers and practitioners working with visual methods. Coverage includes: - an introduction to visual research methods including a discussion of terminology - an overview of the literature on VRM in libraries - methodological framing including a discussion of theory, epistemology, - practical and ethical considerations for researchers embarking on VRM projects - chapters showcasing VRM in action including drawing techniques, photographic techniques, and mixed methods - six contributed chapters each showcasing the results of visual research methods, discussions of the techniques, and reflections on VRM for research in information studies. This book will provide a strong methodological context for the adoption of visual research methods in LIS and feature examples of VRM ‘in action.’ It will prove to be a must-have reference for researchers, practitioners, instructors, and students who want to engage with visual research methods and to expand their methodological toolkit.

Introduction to Game Analysis

Author : Clara Fernández-Vara
Publisher : Routledge
Page : 289 pages
File Size : 55,7 Mb
Release : 2014-07-17
Category : Social Science
ISBN : 9781134474134

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Introduction to Game Analysis by Clara Fernández-Vara Pdf

Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Media and Communication Research Methods

Author : Anders Hansen,David Machin
Publisher : Bloomsbury Publishing
Page : 462 pages
File Size : 46,8 Mb
Release : 2018-09-12
Category : Social Science
ISBN : 9781350306646

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Media and Communication Research Methods by Anders Hansen,David Machin Pdf

This essential textbook provides a clear and authoritative introduction to qualitative and quantitative methods for studying media and communication. Written by two highly experienced researchers, the book draws on a wide range of media and communication research to introduce students to the relative strengths of the different research approaches. Beginning with an overview of the changing contexts and trends in media and communication research approaches, the book demystifies 'research' and the 'research process' by offering practical and accessible guidance on how to design, plan and carry out successful research projects in media and communication. This is an indispensable text for all students of media and communication studies, particularly those undertaking their own research projects or taking modules in research methods.

Research Methods for Sports Studies

Author : Chris Gratton,Ian Jones
Publisher : Taylor & Francis
Page : 321 pages
File Size : 49,7 Mb
Release : 2010
Category : Education
ISBN : 9780415493925

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Research Methods for Sports Studies by Chris Gratton,Ian Jones Pdf

This comprehensive, accessible and practical textbook provides a complete grounding in both qualitative and quantitative research methods for the sports studies student. The book offers the reader a step-by-step guide to the research process, from designing a research project, to collecting and analyzing data, to reporting the research, and is richly illustrated throughout with sport-related case-studies and examples from around the world. Now in a fully revised and updated new edition, the book covers key topics such as: choosing an appropriate research design undertaking a literature review key research techniques, including questionnaires, interviews, content analysis and ethnographic studies data analysis, including an introduction to SPSS, as well as guides to descriptive and inferential statistics writing a research report ethical issues in sports research. Research Methods in Sports Studies is designed to be a complete and self-contained companion to any research methods course and contains a wealth of useful features, such as highlighted definitions of key terms, revision questions, practical research exercises, and a companion website with web links, multiple choice questions, powerpoint slides, and other learning resources. The book is also an invaluable reference for any student undertaking a dissertation or research project as part of their studies. Visit the companion website at: www.routledge.com/textbooks/9780415493932

Methods for Studying Video Games and Religion

Author : Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler
Publisher : Routledge
Page : 222 pages
File Size : 51,9 Mb
Release : 2017-11-28
Category : Religion
ISBN : 9781315518329

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Methods for Studying Video Games and Religion by Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler Pdf

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

The SAGE Handbook of Research Methods in Political Science and International Relations

Author : Luigi Curini,Robert Franzese
Publisher : SAGE
Page : 1861 pages
File Size : 55,8 Mb
Release : 2020-04-09
Category : Political Science
ISBN : 9781526486394

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The SAGE Handbook of Research Methods in Political Science and International Relations by Luigi Curini,Robert Franzese Pdf

The SAGE Handbook of Research Methods in Political Science and International Relations offers a comprehensive overview of research processes in social science — from the ideation and design of research projects, through the construction of theoretical arguments, to conceptualization, measurement, & data collection, and quantitative & qualitative empirical analysis — exposited through 65 major new contributions from leading international methodologists. Each chapter surveys, builds upon, and extends the modern state of the art in its area. Following through its six-part organization, undergraduate and graduate students, researchers and practicing academics will be guided through the design, methods, and analysis of issues in Political Science and International Relations: Part One: Formulating Good Research Questions & Designing Good Research Projects Part Two: Methods of Theoretical Argumentation Part Three: Conceptualization & Measurement Part Four: Large-Scale Data Collection & Representation Methods Part Five: Quantitative-Empirical Methods Part Six: Qualitative & "Mixed" Methods

Games and Gamification in Market Research

Author : Betty Adamou
Publisher : Kogan Page Publishers
Page : 361 pages
File Size : 41,5 Mb
Release : 2018-11-03
Category : Business & Economics
ISBN : 9780749483364

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Games and Gamification in Market Research by Betty Adamou Pdf

Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.