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Looking Ahead in Games Research: Entry Points into a Pragmatic Field of Inquiry

Author

Listed:
  • Marko Siitonen

    (Department of Language and Communication Studies, University of Jyväskylä, Finland)

  • Teresa de la Hera

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

  • Felix Reer

    (Department of Communication, University of Muenster, Germany)

Abstract

This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.

Suggested Citation

  • Marko Siitonen & Teresa de la Hera & Felix Reer, 2021. "Looking Ahead in Games Research: Entry Points into a Pragmatic Field of Inquiry," Media and Communication, Cogitatio Press, vol. 9(1), pages 1-4.
  • Handle: RePEc:cog:meanco:v:9:y:2021:i:1:p:1-4
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    References listed on IDEAS

    as
    1. Teresa de la Hera & Camila Sarria Sanz, 2021. "The Role of Spontaneous Digital Play during Young Patients’ Cancer Treatment," Media and Communication, Cogitatio Press, vol. 9(1), pages 39-48.
    2. Rowan Daneels & Steven Malliet & Lieven Geerts & Natalie Denayer & Michel Walrave & Heidi Vandebosch, 2021. "Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences," Media and Communication, Cogitatio Press, vol. 9(1), pages 49-61.
    3. Alex Gekker, 2021. "Against Game Studies," Media and Communication, Cogitatio Press, vol. 9(1), pages 73-83.
    4. Ulf Wilhelmsson & Tarja Susi & Niklas Torstensson, 2021. "Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game," Media and Communication, Cogitatio Press, vol. 9(1), pages 17-27.
    5. Lars-Ole Wehden & Felix Reer & Robin Janzik & Wai Yen Tang & Thorsten Quandt, 2021. "The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience," Media and Communication, Cogitatio Press, vol. 9(1), pages 5-16.
    6. Ruud S. Jacobs, 2021. "Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games," Media and Communication, Cogitatio Press, vol. 9(1), pages 28-38.
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