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Introduction to Game Analysis
Abstract
This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall.
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Videogame analysis: a social-semiotic approach
Pérez-Latorre, Ó., Oliva, M., & Besalú, R. (2016) · Social Semiotics · doi:10.1080/10350330.2016.1191146 · Cited by 58
Los recursos de la pobreza: familias de bajos ingresos de Guadalajara
Varley, A., de la Rocha, M. G., & de la Rocha, M. G. (1989) · Bulletin of Latin American Research · doi:10.2307/3338765 · Cited by 41
Maximizing Engagement with Cultural Heritage through Video Games
García, D. C., Reche, M. P. C., & Hernández, M. D. L. E. C. (2023) · Sustainability · doi:10.3390/su15032350 · Cited by 52
Challenges of IDN Research and Teaching
Koenitz, H., & Eladhari, M. P. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-33894-7_4 · Cited by 33
Lankoski, P., & Björk, S. L. (2015) · ETC Press eBooks · Cited by 28
Design Features in Games for Health
Kelley, C., Wilcox, L. G., Ng, W., Schiffer, J., & Hammer, J. (2017) · Designing Interactive Systems Conference · doi:10.1145/3064663.3064721 · Cited by 25
“In fact, we expected to encounter this more frequently, given that the academic study of games often adopts analytical approaches that treat games as cultural texts and artifacts with a sociocultural context [16].”
BackgroundNelson, I. L., Hawkins, R., & Govia, L. (2022) · Environment and Planning E Nature and Space · doi:10.1177/25148486221123136 · Cited by 31
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Character Diversity in Digital and Non-Digital Games
To, A., McDonald, J., Holmes, J., Kaufman, G. F., & Hammer, J. (2018) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v4i1.84 · Cited by 18
“Analysis was conducted using techniques drawn from Fernández-Vara (2014), Ruberg & Shaw (2017) and others.”
MethodNonscalability and generating digital outer space natures in No Man’s Sky
Tait, E., & Nelson, I. L. (2021) · Environment and Planning E Nature and Space · doi:10.1177/25148486211000746 · Cited by 16
“Not only has it managed to prevent a devolution into chaos—common in uses of procedural generation— but the player can explore everything generated (Chang, 2019; Ferna´ndez-Vara, 2019; Khatchadourain, 2015; Peckham, 2016).”
BackgroundMethodBackground Checks: Disentangling Class, Race, and Gender in CRPG Character Creators
Iantorno, M., & Consalvo, M. (2023) · Games and Culture · doi:10.1177/15554120221150342 · Cited by 16
“Despite their prevalence, game studies literature only provides scant guidelines for studying them, often lumping them together with interface studies or more generalized game logging (Consalvo & Dutton, 2006; Fernández-Vara, 2019).”
BackgroundUnderstanding game sessions through provenance
Kohwalter, T. C., Figueira, F. M. D. A., Serdeiro, E. A. D. L., et al. (2018) · Entertainment Computing · doi:10.1016/j.entcom.2018.05.001 · Cited by 16
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Patterns in Mainstream Programming Games
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“Determining a sufficient playtime is problematic in game analysis in general [30] as the player is part of the dynamics and there may be mutual exclusive parts of the game.”
BackgroundBonenfant, M., Trépanier-Jobin, G., & St-Martin, L. I. L. (2020) · Communiquer Revue de communication sociale et publique · doi:10.4000/communiquer.5182 · Cited by 11
Passion as Method: Subjectivity in Video Games Criticism
Jennings, S. C. (2015) · Cited by 8
Aycock, J. (2015) · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) · doi:10.1145/2729094.2742583 · Cited by 9
“The game presentation criteria, based on students’ reading of existing game reviews, tended to lack depth at times – a problem also identified by Fern´andez-Vara [8].”
BackgroundWorlds at Our Fingertips: Reading (in) What Remains of Edith Finch
Bozdog, M., & Galloway, D. (2019) · Games and Culture · doi:10.1177/1555412019844631 · Cited by 9
“A close reading can expose hidden layers of meaning within the game (Tosca, 2003; Consalvo & Dutton, 2006; Bizzocchi & Tanenbaum, 2011; Fernández-Vara, 2014), and in the present article, it allows us to focus on the literary elements present in the game and to emphasize their mutually beneficial relationship to gamepl…”
BackgroundEcogames: Playful Perspectives on the Climate Crisis
de Beke, L. O., Raessens, J., Werning, S., & Farca, G. (2024) · Amsterdam University Press eBooks · doi:10.1515/9789048557219 · Cited by 11
Fisher, J. (2016) · Communication Culture and Critique · doi:10.1111/cccr.12128 · Cited by 8
Coziness in Games: Second Homes, Audiences, and Esthetics
Krzywinska, T., Brown, D., Ma, M., Belinskiy, A., & Bhui, K. S. (2025) · Games and Culture · doi:10.1177/15554120241310920 · Cited by 16
“…the surface of several characters (Op de Beke, 2021; Mackay & Roberts, 2023), while Cozy Grove, Beacon Pines (2022), Sky Children of the Light (2019) and Spiritfarer (2020) each focus on moving-on the spirits of the dead, taking their cue from Studio Ghibli ’ s fi lm Spirited Away (2003) and…”
Dive Into the Past: Chinese Intangible Cultural Heritage Represented in Chinese Mobile Games
Que, Y., Conde-Pumpido, T. D. L. H., & Jansz, J. (2024) · Media and Communication · doi:10.17645/mac.8749 · Cited by 7
“With this objective, we gathered data from the three areas of study of game analysis raised by Fernández‐Vara (2019), which are (a) the context in which the game content is released, (b) an overview of information about the game, and (c) the formal elements of textual and audio‐visual…”
MethodIt's Not Always About You: The Subject and Ecological Entanglement in Video Games
Heijmen, N., & Vervoort, J. (2023) · Games and Culture · doi:10.1177/15554120231179261 · Cited by 6
“The player forms an important, unmistakable aspect of the medium as a complete text (Fernández-Vara, 2019), and there is signi fi cant diversity between player preferences, backgrounds, and more.”
Engagement-Oriented Dynamic Difficulty Adjustment
Mi, Q., & Gao, T. (2025) · Applied Sciences · doi:10.3390/app15105610 · Cited by 7
Exploring the Role of Narrative Puzzles in Game Storytelling
Wei, H., & Durango, B. (2019) · doi:10.26503/dl.v2019i1.1101 · Cited by 5
“(Fernández-Vara 2014a, 233, author’s italics)”
BackgroundInfluentialFrom pixels to pedagogy: using video games for higher education in the humanities
van Horssen, J., Moreton, Z., & Pelurson, G. (2023) · Journal of Learning Development in Higher Education · doi:10.47408/jldhe.vi28.875 · Cited by 5
Doyle-Myerscough, K., Eberhardt, R., Jakobsson, M., et al. (2017) · doi:10.1145/3055116.3055121 · Cited by 5
“Our critique of the current state of local co-op interaction modes rests on a theoretical foundation from game/interaction criticism [4, 12], feminist media and technology studies in general [21, 27, 36], and game studies in particular [5, 19, 29, 32, 35, 37].”
BackgroundMöbus, B. (2024) · MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung · doi:10.21240/mpaed/59/2024.04.09.x · Cited by 4
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Queer Indie Games on itch.io, 2013-2022
Ho, X., Escobar, R. P., & Tran, N. L. L. (2022) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3555858.3555881 · Cited by 4
Building a pervasive social gaming experience using SocialPG
Valera‐Aranguren, R., Paderewski, P., Vela, F. L. G., et al. (2022) · Expert Systems · doi:10.1111/exsy.13023 · Cited by 4
“An interesting aspect of the mechanics is that, as Fernandez Vara (Fernández-Vara, 2019) points out, referring to Sicart (Sicart, 2008), they can be intertwined and form diverse interaction schemes, and at the same time they can be invoked by agents, with this term referring to any entity that acts on the game world.”
BackgroundCreating morality through play
Schrier, K. “., Eskander, S., Beaudoin, G., Fisher, N., Harden, P., Levine, S., Sarnecky, K., Shaenfield, A., & Alvarico, E. (2022) · Elsevier eBooks · doi:10.1016/b978-0-323-85667-6.00014-1 · Cited by 4
Inderst, R. T. (2023) · Springer eBooks · doi:10.1007/978-3-658-36629-2_33-1 · Cited by 4
CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY
Wernbacher, T., Reuter, R. A. P., Denk, N., Pfeiffer, A., König, N., Fellnhofer, K., Grixti, A., Bezzina, S., & Jannot, E. (2020) · ICERI proceedings · doi:10.21125/iceri.2020.0764 · Cited by 4
“Fernandez-Vara (2014) [5] The book “Introduction to Game Analysis” serves as an accessible guide to analysing games using strategies borrowed from textual analysis.”
MethodTrauma in Games: Narrativizing Denied Agency, Ludonarrative Dissonance and Empathy Play
Kuznetsova, E. (2017) · ERA: Education and Research Archive (University of Alberta) · doi:10.7939/r30z7196h · Cited by 4
Navigating through the Tempest: Climate Change Simulations in Action Role-Playing Games
Zhao, Z., Cao, X., & Lv, S. (2025) · Environmental Communication · doi:10.1080/17524032.2025.2527645 · Cited by 3
“The user interface, comprising menus, icons, save points, and prompts, mediates the player’s interaction with the gaming environment (Fernández-Vara, 2019).”
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder
Dashiell, S. L. (2023) · Games and Culture · doi:10.1177/15554120231176630 · Cited by 4
“Other theorists have used other aspects of Bourdieu in their work (Apperley & Walsh, 2012; Fernandez-Vara, 2019).”
Questions without Answers: Enjoyment of Irresolution in Mystery Player Experience
Kärnä, E. L. K., Väkevä, J., Rautalahti, H., & Lindqvist, J. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3677100 · Cited by 5
Ossa, V., Thon, J.-N., & Wilde, L. R. A. (2022) · De Gruyter eBooks · doi:10.1515/9783110754483-001 · Cited by 3
Proposal for the Inclusion of Narrative in the Video Game Design Process
Cobos, M., & Saráuz, P. L. S. (2023) · Smart innovation, systems and technologies · doi:10.1007/978-981-99-5414-8_42 · Cited by 3
Theoretical and Methodological Framework for Studying Video Games and Orientalism
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Between the Lines: Using Differential Game Analysis to Develop Environmental Thinking
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Marak, K. (2017) · Theoria et Historia Scientiarum · doi:10.12775/ths.2017.004 · Cited by 4
Autonomy, Heteronomy, and Bioethics in BioShock
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Völcker, M. (2020) · PLoS ONE · doi:10.1371/journal.pone.0238765 · Cited by 3
Translating literature into playability
Pettini, S. (2017) · The Journal of Internationalization and Localization · doi:10.1075/jial.00005.pet · Cited by 3
Narrative of Videogames, Automation of a Proposed Analysis Model
Saráuz, P. L. S., & Cobos, M. (2023) · Smart innovation, systems and technologies · doi:10.1007/978-981-19-6585-2_25 · Cited by 3
Agency in and around videogames
Bódi, B. (2021) · Nottingham ePrints (University of Nottingham) · Cited by 3
Feng, Z. (2024) · Simulation & Gaming · doi:10.1177/10468781241231895 · Cited by 2
Zhao, Z., & Fung, A. Y. H. (2025) · Media International Australia · doi:10.1177/1329878x251347031 · Cited by 2
Fighting/Fat: Fighting Game Characters and the Emptiness of Video Game Fatness
Harper, T. (2023) · Journal of Electronic Gaming and Esports · doi:10.1123/jege.2022-0043 · Cited by 2
“As Fernández-Vara notes in Introduction to Game Analysis (Fernández-Vara, 2019, p. 132), “ [t]he goal is not only to admire how the game is done, but how the formal elements relate to player experience.”
BackgroundWelcome to Decision Points Theater: Rhetoric, Museology, and Game Studies
Daniel-Wariya, J. (2019) · Rhetoric Society Quarterly · doi:10.1080/02773945.2019.1627401 · Cited by 2
Looking Ahead in Games Research: Entry Points into a Pragmatic Field of Inquiry
Siitonen, M., Conde-Pumpido, T. D. L. H., & Reer, F. (2021) · Media and Communication · doi:10.17645/mac.v9i1.3685 · Cited by 2
“It has been argued that the particular characteristics of games that differentiate them from other media objects ask for more sophisticated method- ologies that allow a systematic analysis of games and the discourses embedded and surrounding gaming practices (Fernández-Vara, 2014).”
BackgroundTowards a social-semiotic approach to visual analysis of two-dimensional games
Matumoto, A. D. O., & Gonçalves-Segundo, P. R. (2022) · Texto Livre Linguagem e Tecnologia · doi:10.35699/1983-3652.2022.39398 · Cited by 5
“Therefore, to understand how games play a role as (re)producers of discourses, it is crucial to propose tools to analyze games as texts (FERNÁNDEZ-VARA, 2019, p. 6 et seq.) and the meanings their images can generate.”
MethodBravo, C. F. P. (2023) · Signa Revista de la Asociación Española de Semiótica · doi:10.5944/signa.vol32.2023.32747 · Cited by 2
Can Playfulness Be Designed? Understanding Playful Design through Agency in Astroneer (2019)
Bódi, B. (2021) · Eludamos Journal for Computer Game Culture · doi:10.7557/23.6362 · Cited by 2
“…has only been in recent years that paratext begun to creep in from the periphery in game studies (see, e.g., Booth 2015; Consalvo 2017; Dunne 2016; Fernández-Vara 2015; Švelch 2020; Vollans et al. 2017; Wright 2018, 2022), with some scholars still opting for alternative terms (see, e.g.,…”
BackgroundResearch method as learning method – students’ and teacher’s perspectives
Kolås, L. (2020) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie44824.2020.9273963 · Cited by 3
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why
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“In addition, I used textual analysis (Fernández-Vara, 2019) to examine aspects of the game like word choice, dialogue options, and paratexts.”
Fernández-Ruiz, M., Piña, M., & Vilasís-Pamos, J. (2025) · New Media & Society · doi:10.1177/14614448241307036 · Cited by 1
“Second, through a contextual and formal analysis (Fernández-Vara, 2019) of six video games created to inform or illustrate the processes of platform work, we analyzed the potential of video games to depict and provoke reflection on similar experiences.”
InfluentialRethinking Ludonarrative Dissonance in BioShock
Jackson, C. (2026) · Games and Culture · doi:10.1177/15554120261438561 · Cited by 1
Teaching game designing and development: Pedagogy and challenges
Dawn, S., & Kaushik, P. (2016) · International Conference on Contemporary Computing · doi:10.1109/ic3.2016.7880210 · Cited by 1
Entre bande dessinée et jeu vidéo: Le Secret de la Licorne d’Hergé
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O espaço como remediação da metáfora do personagem: uma provocação narrativa
Goss, J., & Fadel, L. M. (2022) · Pós Revista do Programa de Pós-Graduação em Arquitetura e Urbanismo da FAUUSP · doi:10.11606/issn.2317-2762.posfauusp.2022.171043 · Cited by 1
Designing Magic: The Gathering's Amonkhet: Egyptianness and the Limitations of Cultural Resonance
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On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games
Davern, S., & Haahr, M. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-47655-6_16 · Cited by 1
Narrative as a Key Element for Learning Through Videos
Saráuz, P. L. S., & Cobos, M. (2023) · IEEE Ecuador Technical Chapters Meeting (ETCM) · doi:10.1109/etcm58927.2023.10309024 · Cited by 1
Mitchell, A., & van Vught, J. (2023) · Amsterdam University Press eBooks · doi:10.5117/9789463720663 · Cited by 2
de Paula, B. H. (2024) · Media Practice and Education · doi:10.1080/25741136.2024.2378394 · Cited by 1
“As mentioned in previous sections of this paper, the ambiguity around the term ‘game design’ can transform it into what Fernández-Vara (2019) names as a ‘buzzword’, or an ‘empty vessel’: while different actors might be using the same term, they might be referring to different practices and…”
Escalar la montaña para sanar la herida. Afrontar la vulnerabilidad en el espacio videolúdico
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Backe, H.-J. (2024) · Eludamos Journal for Computer Game Culture · doi:10.7557/23.7816 · Cited by 1
Remenche, M. D. L. R., Montargil, G. D. S., & Rohling, N. (2021) · Revista Contracampo · Cited by 1
Polifonia queer nos roleplays de LuCroft
Montargil, G. D. S., & Remenche, M. D. L. R. (2021) · Letrônica · doi:10.15448/1984-4301.2021.s.42552 · Cited by 1
Masso, I. C. (2016) · Discourse & Communication · doi:10.1177/1750481315616003 · Cited by 1
Lohmann, R. (2014) · Utrecht University Repository (Utrecht University) · Cited by 1
Dekker, M. (2016) · Utrecht University Repository (Utrecht University)
Pesch, R. (2016) · Utrecht University Repository (Utrecht University)
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Blom, J. (2017) · Utrecht University Repository (Utrecht University)
Hooper, J. (2017) · e-publications@bond (Bond University)
Leppäsalko, T. (2017) · Tampere University Institutional Repository (Tampere University)
Game Studies at Scale: Towards Facilitating Exploration of Game Corpora
Aycock, J. (2017) · Loading
Ottens, M. W. J. K. (2018) · Utrecht University Repository (Utrecht University)
Universitat Jaume, I., Seca, D. V., Núñez, M. M., et al. (2020) · Miguel Hernández Communication Journal · doi:10.21134/mhcj.v11i0.340
“Para ello, tomaremos como referencia el modelo de Fernández-Vara (2015), que se aproxima al videojuego desde el análisis del contexto, los aspectos esenciales del juego y los elementos formales, y lo pondremos a dialogar con los postulados sobre el concepto de libertad dirigida que desarrolla…”
BackgroundMethodChoosing a Door: Narrative Interactivity in Videogames
Hawkins, D. (2019) · Trinity College Digital Repository (Trinity College, Hartford CT)
Steur, D. (2020) · Utrecht University Repository (Utrecht University)
Mediación de la diplomacia pública
Espinola, A. R. (2022) · Global Media Journal México · doi:10.29105/gmjmx18.35-7
DeJong, S., & Blamey, C. (2022) · Games and Culture · doi:10.1177/15554120221119962
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Vicent-Ibáñez, M. (2023) · Hipertext net Revista Académica sobre Documentación Digital y Comunicación Interactiva · doi:10.31009/hipertext.net.2023.i26.18
Ji, T. (2023) · Lecture Notes in Education Psychology and Public Media · doi:10.54254/2753-7048/8/20230174
Politiken des (digitalen) Spiels
(2023) · Game studies · doi:10.14361/9783839467909
Günther, C., & Parzer, R. (2023) · transcript Verlag eBooks · doi:10.1515/9783839467909-010
Mitchell, A., & van Vught, J. (2023) · Amsterdam University Press eBooks · doi:10.1515/9789048554232-005
Mitchell, A., & van Vught, J. (2023) · Amsterdam University Press eBooks · doi:10.1515/9789048554232-011
Video Games in Political Campaigns and as a Sociocultural Text—A Case Study in Ecuador
Ulloa-López, P., & Delgado, Y. (2024) · Smart innovation, systems and technologies · doi:10.1007/978-981-99-7210-4_37
A Representação do Museu de Ciência em Stardew Valley
Aguiar, D. H. D. N., & de Carvalho, F. G. (2023) · doi:10.5753/sbgames_estendido.2023.233856
“Isso inclui diferentes formatos de jogos na discussão, como de cartas, de tabuleiro e de computadores, e nos permite estudá-los como produtos culturais, que podem ser interpretados porque têm significado [Fernández-Vara 2019].”
BackgroundWie analysiert man die Geschichte politischer Ideen in digitalen Spielen?
Pfister, E., & Görgen, A. (2024) · Game studies · doi:10.14361/9783839467978-005
La identidad profesional del periodista en juego: el caso de Headliner: NoviNews
Vicent-Ibáñez, M., & Merinero-Sánchez, A. (2024) · Media & Jornalismo · doi:10.14195/2183-5462_44_5
Metadata
- Authors
- Fernández-Vara, C.
- Affiliations
- New York University (US)
- Corresponding author
- Fernández-Vara, Clara
- Venue
- Routledge eBooks
- Publisher
- Routledge
- Published
- 2019-01-21
- OpenAlex
- W581086118
- Cited by
- 116
- References
- 0
- Citations by year
- 2026: 9 · 2025: 10 · 2024: 14 · 2023: 25 · 2022: 11 · 2021: 7 · 2020: 10 · 2019: 5
- FWCI
- 8.73
- Type
- book
- Language
- en
- Open access
- closed
- Locations
- Routledge eBooks (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Cinema History and Criticism
- Keywords
- match analysis, game studies, video games, game criticism, game reception, game context, game content, digital media, game writing, text analysis
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