Research Methodology in Gaming: An Overview
Open accessAbstract
Digital games have evolved into diverse forms, and they touch many different areas of life in contemporary society. When approached together with the associated playful and serious behaviors, they profit from several research methodologies. This collection of articles introduces a range of research methodologies and aims to promote interdisciplinary dialogue in the study of games.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Videogames consist of all kinds of things from code to story and signs to players.
“Videogames consist of all kinds of things from code to story and signs to players.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Mäyrä, Holopainen, & Jakobsson, 2012, p. 296
The Guest Editorial (p. 296) describes games as complex and multidimensional, spanning technology, art, and player experience. That supports the claim’s broad point, but our copy does not identify code, story, and signs as components of videogames. (LLM, conf=0.82)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
No references could be resolved yet.
Research works printed but not linked: 1
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin.
Cited by
Sorted by citations
Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
- Authors
- Mäyrä, F., Holopainen, J., & Jakobsson, M.
- Affiliations
- University of Tampere (FI)
- Independent scholar, Tampere, Finland
- Malmö University (SE)
- Corresponding author
- Mäyrä, Frans
- Venue
- Simulation & Gaming
- Publisher
- SAGE Publications
- Published
- 2012-03-28
- Volume
- 43
- Issue
- 3
- Pages
- 295-299
- ISSN
- 1046-8781 (ISSN-L)
- 1552-826X
- OpenAlex
- W2134787918
- Cited by
- 12
- References
- 0
- Citations by year
- 2024: 1 · 2023: 1 · 2022: 1 · 2021: 1 · 2018: 2 · 2017: 1 · 2016: 3 · 2015: 2
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Simulation & Gaming (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Funders
- Tampereen Yliopisto
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Decision Sciences › Management Science and Operations Research › Game Theory and Applications
- Keywords
- video games, serious games, play
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review