The Current State of Game Research Simon Egenfeldt-Nielsen, Ph.d student IT-University Copenhagen, Denmark email: sen@it-c.dk http://game.itu.dk http://itu.dk/people/sen http://game-research.com “To draw a parallel with the history of art, videogames are, at the very least, still waiting for photography to be invented, perhaps even for the Renaissance to happen.” EDGE (DEC. 1999) Conference: Video Games: text, narrative, and play Institute of Education, University London 27th June, 2003 Background and perspective Masters Degree in Psychology (bachelor and master on computer games). PhD Student at IT-University of Copenhagen, Member of Center for Computer Games Research Copenhagen. Member of Board for Digital Game Research Association (DiGRA). Co-founder Game-research.com Reviewer: Game-studies, Game-research, AOIR, DAC Editor: Ivory Tower IGDA/DiGRA Consulting: Framfab, Incircle, EQ, Game-Research Written two Danish books and several articles on computer games and learning. Perspective on the research is from within humanistics and social science. Nordic countries leading in some ways, and Academic Summit Brief history of game research 1970’s – The early years Nobody really talks about research computer games yet – the study of games as such and use for educational purposes is however booming. 1980’s – The beginning Research into beneficial and especially harmful effects. Triggered by the growing popularity of computer games and public debate. The majority of research resources go into answering questions like: Do computer games increase aggression, violence, asocial behaviour, learning etc.? Do computer games support stereotyped gender perception? Brief history of game research 1990’s – The seed is sown Research broadens with academics flocking from all disciplines, the numbers increasing up through the late 1990’s with conferences, magazines, courses and web-sites popping up. The focus of the research is broadening with every given subject with the slightest connection to computer games applying their own theories to the field. 2000 – Growing – all men to battle stations… A beginning qualification and specialization of the field through university courses, ph.d. education, basic framework/structures, and establishment of peer-reviewed journals. The focus of research is still controlled by researchers early academic training but times are changing. The challenge is coherence! Brief history of game research Two different paradigms, both approach computer games as far back as the 1980s Simulation & Gaming: Games, simulations, education, structural properties, limitations, learning – starting point in traditional games/simulations. Computer game studies: Game design, narratology, ludology, hypertext, learning, violence – starting point in computer games. Cross-communication sparse Historical awareness limited Awareness of canons and classics missing Methods weak and in development My contribution to further coherence and communication…. Brief history of game research Some areas are beginning to crystallize. Distinctions are made on the basis of game research, and not fitted into existing research areas. The Effects of Games (psychology, education, social, ethnography,...) Aesthetics in Games (narrative, interactivity, visual aspects, art, language, themes/genres...) Cultural issues of Games (gender, identity, violence, ideology, communities, nationality, regulations...) Games ‘in themselves’ (definitions of games, gameplay, structure, time, multiplayer, platforms, case studies...) Inspired by Susana Tosca (2002) Light houses in game research Computer Game Centres Games-To-Teach (MIT) Laboratory for Advanced Computing Initiatives (Georgia Tech) Center for Computer Games Research Copenhagen (Denmark) Play Research Group (Sweden) Zero Game (Sweden) IC CAVE (Scotland) Game Research Lab (Finland) …. Computer Game academic sites Joystick101.org Game-research.com Game-culture.com Ludology.org Digiplay.org.uk …. Light houses in game research Computer Game Journals Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research Game studies: the international journal of computer game research International Journal of Intelligent Games & Simulation …. Computer Game Conferences CGDC (Copenhagen, Tampere) DIGRA (Utrecht) COSIGN (Surrey, Amsterdam, Augsburg, Middlesbrough) Manchester, Bristol, London, Edinburgh (UK) Chicago, Lodz, Edmonton …. WE NEED ONE BIG LIGHT HOUSE DIGRA? Industry & academia Rationale for research: Must research but usable…? Not necessarily, but it can be: Applied research But it is…. In-depth and innovative Long-term perspective Experimenting Non-commercial General impression of industry attitude: What’s it in for us? Why bother? Wish better balance: Commitment, time, and drive We need good stories No man is an island… Industry & academia Examples… few out there! Are some collaboration on practical experience for students, and discussions at conferences but real collaboration on research projects are rare. Games-to-Teach Project MIT develop and produce 10 prototypes for educational games in partnership with Microsoft, which is then evaluated. Mogame - Wireless Gaming Solutions for the Future Tampere University, Game Research Lab have started colloboration with Nokia Research Center, Veikkaus (the National Lottery), Telia Sonera (Telecom) Codetoys (mobile games developer) on future gaming solutions. Industry & academia Barriers in game industry : • Self-taught – one title below the belt shut out a lot of knowledge • Theoretical extensions limited knowledge sharing hard • Growing pains new structure, project management, strategies. • Communication/terminology limited develop language and concepts • Tensions between developer and publisher hard to reach publishers All is changing… maturing… On the horizon - Collaboration areas: Concrete: Practical experience, seminars, education content General: knowledge, methods, terminology, qualified/well-rounded candidates, historical awareness, innovation, acceptance, seriousness. Discussion… is this enough, realistic…?