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Grow Up, Level Up, and Game On; Evolving Games Research

Author

Listed:
  • Julia Kneer

    (Department of Media and Communication, Erasmus University Rotterdam, The Netherlands)

  • Ruud S. Jacobs

    (Department of Communication Science, University of Twente, The Netherlands)

Abstract

Playing host to articles written in different disciplines and perspectives on the shared subject of digital gaming, the current special issue means to galvanise interest in and recognition of the nascent field of games research. Despite being little more than 50 years old, the medium of digital games has seen a meteoric rise to economic and cultural prominence across the globe. A cultural shift accepting games as a worthwhile recreational activity (and more) is likewise resulting in shifting attentions within game studies. Games were seen as frivolous and even harmful, and research traditionally focused on the negative effects they were perceived to have while in the end coming up with very little reliable evidence to support this position. The current wave of games research exemplified in this issue is certainly wider: games are a cultural and often highly socialised medium that has changed the way we view the world. They are used in non-entertainment settings, helping to promote active learning in players of all ages. The medium also facilitates deeper psychological and philosophical theorizing, as researchers grapple with deeper questions on what games and play mean to each of us. Put simply: games research is not just fun and games.

Suggested Citation

  • Julia Kneer & Ruud S. Jacobs, 2018. "Grow Up, Level Up, and Game On; Evolving Games Research," Media and Communication, Cogitatio Press, vol. 6(2), pages 56-59.
  • Handle: RePEc:cog:meanco:v:6:y:2018:i:2:p:56-59
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    References listed on IDEAS

    as
    1. Teresa de la Hera Conde-Pumpido, 2018. "The Persuasive Roles of Digital Games: The Case of Cancer Games," Media and Communication, Cogitatio Press, vol. 6(2), pages 103-111.
    2. Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
    3. Lynn H. C. Love, 2018. "Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals," Media and Communication, Cogitatio Press, vol. 6(2), pages 69-79.
    4. Cristyne Hebert & Jennifer Jenson & Katrina Fong, 2018. "Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms," Media and Communication, Cogitatio Press, vol. 6(2), pages 112-125.
    5. Ahmed Elmezeny & Jeffrey Wimmer, 2018. "Games without Frontiers: A Framework for Analyzing Digital Game Cultures Comparatively," Media and Communication, Cogitatio Press, vol. 6(2), pages 80-89.
    6. Rory McGloin & Joe A. Wasserman & Andy Boyan, 2018. "Model Matching Theory: A Framework for Examining the Alignment between Game Mechanics and Mental Models," Media and Communication, Cogitatio Press, vol. 6(2), pages 126-136.
    7. Victoria Szabo, 2018. "Psychasthenia Studio and the Gamification of Contemporary Culture," Media and Communication, Cogitatio Press, vol. 6(2), pages 90-102.
    Full references (including those not matched with items on IDEAS)

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