methodology

New entry in the Digiplay Games Research Bibliography:

Lammes, Sybille (2007)
Situated Play. 3rd International Conference of DIGRA

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This paper will address why and how a reflexive and situated methodology could be employed to study cultural functions of play. Starting from the supposition that playing is pivotal to all game-research, I will follow Aarseth's claim that any (cultural) approach of games asks for an inclusion of the position of the player/researcher in its methodology. Being particularly interested in games as a cultural practice, I will add to his claim that for such kind of research a methodology is needed that enables us to see games as culture. My hypotheses will be that reflexivity and situatedness lie at the heart of any approach that wants to include both issues. I will show that reflexivity and situatedness may be needed as complementary tools to come to a cultural study of games that takes Aarseth's call for reflectivity serious.

I will claim that the researcher needs the combined tools of reflexivity and situatedness because both situatedness (intertwining agent and environment) and reflexivity (distance/proximity) take into account the involvement of the researcher/player with its material and view this as a cultural praxis. Situatedness allows for game-research that shows the physical locality of playing whilst still relating play to a more global or national context. Reflexivity permits us to show how the researcher is culturally and locally involved in her quasi-object of study through play.

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New entry in the Digiplay Games Research Bibliography:

Lieberman, D.A. (2006)
Playing Video Games: Motives, Responses and Consequences.

Image of booksThis book chapter is an overview of recent research on interactive games and learning and it describes the learning outcomes that have been identified in studies of interactive games. The outcomes are grouped into nine areas: Motivation to learn, Perception and coordination, Thinking and problem solving, Knowledge, Skills and behaviors, Self-regulation and therapy, Self-concepts, Social relationships, and Attitudes and values. The chapter concludes by pointing to processes of learning and skill development that can occur in well designed interactive games and some of the game design strategies that can enhance game-based learning. Read more...

New entry in the Digiplay Games Research Bibliography:

Stapleton,Andrew (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play

Image of booksThis paper details a research methodology that emerged during an inquiry into game design aimed at promoting conceptual learning in physics. The methodology, Research as Design-Design as Research (RADDAR), is outlined and a case study example is provided as means to illustrate its application. Read more...

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