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Home » Games

Game Studies


Game Studies covers the artistic, cultural, social, psychological and economic significance of games. This category includes links to academic studies, journals, news articles, conferences, associations, and related information on game culture and research.


Sub-Categories:


Video Game Research Papers - Academic research papers examining violence in video games, and related topics.
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Game Culture - Resource for academics, developers, gamers and others interested in the significance of computer games as a cultural phenomenon. Includes information on news, journal articles, conferences, mailing lists and related resources.
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Game Research - Offers news and research information on the development and social impact of computer games, and the Games Research mailing list.
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Games, Gamers and Gaming Culture - Links to computer and video game research resources. Bibliography of game research, researchers, organisations, conferences, archives, news.
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Video Game Culture: Leisure and Play Preferences of BC Teens - Study examines the significance of children's video game play by surveying British Columiba teenagers' attitudes, interests, motives and behaviors toward gaming.
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Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life - Article by Craig A. Anderson, University of Iowa and Karen E. Dill, Lenoir-Rhyne College, showing increased aggression in video game players.
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Jesper Juul: A clash between game and narrative - MA thesis by a Danish ludologist arguing that games are not narrative. Links to his other work. 1999.
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Game Liberation - A game about game theory by Jesper Juul.
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John Unsworth: Living Inside the (Operating) System: Community in Virtual Reality - Essay discussing communities in MOOs, using PMC-MOO as a case study and discussing scholarly and pedagogical trajectories of MOOs. 1996.
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Castronova, Edward: Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier - Report on the economy of Everquest, arguing that this virtual world has as real an economy as most nation states.
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Digiplay Initiative - Research project on computer games, gamers and the gaming industry. Site has an extensive bibliography of print and online game research. Some news, links, events, own publications.
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Ludology.org - Videogame Theory - Resource for academic videogame research - Includes articles, links, conferences, news
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Computergamestudies Mailing List - Description of the mailing list, archives of previous posts and instructions on how to subscribe.
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Yee, Nicholas - The Norrathian Scrolls: A Study of EverQuest - Findings of a major study of EverQuest players including data on and discussions of demographics, statistics, psychology, charts, addiction, gender differences, gender bending, relationships, romance and guilds.
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New International Association for Digital Games Researchers - Brief information on this initiative by Digiplay, and a call for participation.
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DFC Intelligence: Game Industry Research - Providing strategic market research and statistics on the video game, interactive entertainment and interactive broadcasting industries.
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Richard A. Bartle: Players Who Suit MUDs - Discusses whether MUDs are games, pass times, sports or entertainments and suggests four kinds of player: achiever, explorer, socializer or killer.
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Richard A. Bartle: MUD Writings Archive - A collection of fulltext research articles on MUDs by different researchers.
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Pargman, Daniel: Code begets community - Extracts of a PhD thesis on SvenskMUD and the management of a virtual gaming community.
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Jeffrey Goldstein: Does Playing Violent Video Games Cause Aggressive Behavior? - Quick and very sharp critique of the validity of recent research on video games and violence.
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Klevjer, Rune: In Defence of Cutscenes - Article situating cutscenes in games in relation to popular culture and narrative, arguing against the radical ludologist position that they are extraneous.
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Amory et. al. - Computer Games as a Learning Resource - Paper by Alan Amory, Kevin Naicker, Jackie Vincent and Claudia Adams evaluating how biology students use computer games and how games can be used in teaching.
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The 2002 Project on Massively Multiplayer Game Communities - Description of a graduate project by Dmitri Williams addressing questions of community, isolation and social capital.
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Gaming People - A collection of articles written by game designers, media critics, and players about computer and video game culture and its implications on society.
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Buzzcut - A collaborative weblog on the theory and criticism of electronic entertainment and video games, led by David Thomas.
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Satellite Uplink - A collection of insights that put video games inside a broader cultural and aesthetic framework. E-book available for download.
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Making Sense of Software: Computer Games and Interactive Textuality - Essay about video games including an analysis of SimCity written by Ted Friedman.
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The Zero-Game Studio - Applied research lab specifically looking at game form. Located in Visby, Gotland, Scotland.
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Global Timoto - One man, on a motorcycle, around the world, in mission to explore and record diverse people and the games they play.
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Prof. Dennis G. Jerz: Interactive Fiction - A collection of articles about interactive fiction.
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Fun is Fine: Toward a Philosophy of Game Design - Article reviewing David Kennerly's philosophy.
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