This article maps out the main areas of game research through an analysis of co-citation and keyword co-occurrence patterns in 24,128 game research documents between 1966 and 2016. The keyword analysis identifies 4 communities: Education/Culture, Technology, Effects and Medical. Co-citation analysis identifies 5 communities: Education, Humanities/Social Science, Computer Science, Communications, and Health. Burst analysis of keywords reveals when key research themes emerged across the period. Key findings are: the main division in game research is between Communications and Health on the one hand and Education, Humanities/Social Science and Computer Science on the other; design is an important bridge between different communities; and there...
In the last few years there has been an increase in game scholarship conducted in and focussed on ar...
Playing host to articles written in different disciplines and perspectives on the shared subject of ...
In this media-rich era, digital entertainment in the form of video games has a major impact on our s...
This article maps out the main areas of game research through an analysis of co-citation and keyword...
Although game studies are widely viewed as an interdisciplinary field, it is unclear how interdiscip...
International audienceThis article proposes a reflexive approach on the scientific production in the...
International audienceThis article proposes a reflexive approach on the scientific production in the...
Digital games have become a ubiquitous part of our society. In many countries, game development is a...
Video games clearly have great educational potential, both for formal and informal learning, and thi...
This entry describes game studies as a dynamic interdisciplinary field of academic study and researc...
Growth in the electronic games industry is evidenced by numerous reports citing an increasing propor...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
Playing host to articles written in different disciplines and perspectives on the shared subject of ...
Digital games have become a popular form of media entertainment. However, it remains unclear whether...
In the last few years there has been an increase in game scholarship conducted in and focussed on ar...
Playing host to articles written in different disciplines and perspectives on the shared subject of ...
In this media-rich era, digital entertainment in the form of video games has a major impact on our s...
This article maps out the main areas of game research through an analysis of co-citation and keyword...
Although game studies are widely viewed as an interdisciplinary field, it is unclear how interdiscip...
International audienceThis article proposes a reflexive approach on the scientific production in the...
International audienceThis article proposes a reflexive approach on the scientific production in the...
Digital games have become a ubiquitous part of our society. In many countries, game development is a...
Video games clearly have great educational potential, both for formal and informal learning, and thi...
This entry describes game studies as a dynamic interdisciplinary field of academic study and researc...
Growth in the electronic games industry is evidenced by numerous reports citing an increasing propor...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
Playing host to articles written in different disciplines and perspectives on the shared subject of ...
Digital games have become a popular form of media entertainment. However, it remains unclear whether...
In the last few years there has been an increase in game scholarship conducted in and focussed on ar...
Playing host to articles written in different disciplines and perspectives on the shared subject of ...
In this media-rich era, digital entertainment in the form of video games has a major impact on our s...