Game Research Methods An Overview

Game Research Methods  An Overview
Author: Patri Lankoski,Staffan Björk,et al.
Publsiher: Lulu.com
Total Pages: 374
Release: 2015
Genre: Education
ISBN: 9781312884731

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"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.

Author: Anonim
Publsiher: Unknown
Total Pages: 183
Release: 1967
Genre: Electronic Book
ISBN: OCLC:674698295

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Games User Research

Games User Research
Author: Anders Drachen
Publsiher: Oxford University Press
Total Pages: 549
Release: 2018
Genre: Computers
ISBN: 9780198794844

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"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

An Introduction to Game Studies
Author: Frans Mäyrä
Publsiher: SAGE
Total Pages: 208
Release: 2008-02-18
Genre: Language Arts & Disciplines
ISBN: 9781473902923

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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.

100 Activities for Teaching Research Methods

100 Activities for Teaching Research Methods
Author: Catherine Dawson
Publsiher: SAGE
Total Pages: 385
Release: 2016-08-08
Genre: Reference
ISBN: 9781473987401

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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.

Understanding Research Methods

Understanding Research Methods
Author: Mildred L. Patten,Michelle Newhart
Publsiher: Taylor & Francis
Total Pages: 338
Release: 2017-06-26
Genre: Psychology
ISBN: 9781351817387

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A perennial bestseller since 1997, this updated tenth edition of Understanding Research Methods provides a detailed overview of all the important concepts traditionally covered in a research methods class. It covers the principles of both qualitative and quantitative research, and how to interpret statistics without computations, so is suitable for all students regardless of their math background. The book is organized so that each concept is treated independently and can be used in any order without resulting in gaps in knowledge—allowing it to be easily and precisely adapted to any course. It uses lively examples on contemporary topics to stimulate students’ interest, and engages them by showing the relevance of research methods to their everyday lives. Numerous case studies and end-of-section exercises help students master the material and encourage classroom discussion. The text is divided into short, independent topic sections, making it easy for you to adapt the material to your own teaching needs and customize assignments to the aspect of qualitative or quantitative methods under study—helping to improve students’ comprehension and retention of difficult concepts. Additional online PowerPoint slides and test bank questions make this a complete resource for introducing students to research methods. New to this edition: New topic section on design decisions in research Additional material on production of knowledge and research methods Significant development of material on ethical considerations in research Fresh and contemporary examples from a wide variety of real, published research Topic-specific exercises at the end of each section now include suggestions for further steps researchers can take as they build their research project.

Video Game Spaces

Video Game Spaces
Author: Michael Nitsche
Publsiher: MIT Press
Total Pages: 315
Release: 2008-12-05
Genre: Games & Activities
ISBN: 9780262293013

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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.

How To Be A Games User Researcher

How To Be A Games User Researcher
Author: Steve Bromley
Publsiher: Independently Published
Total Pages: 184
Release: 2021-02-05
Genre: Electronic Book
ISBN: 9798556962040

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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.