Planspiel-Literaturdatenbank des ZMS
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2018
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(2018): On the Architecture of Game Science:A Rebuttal (Vol. 49 (3)), S. 356-372. DOI: 10.1177/1046878118779706
DOI: https://doi.org/10.1177/1046878118779706 Abstract: Background. Game studies offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to industry, and to individuals vis-à-vis institutions. That pragmatism makes the field issue-oriented, representing a post-normal science approach in a context of political pressure, values in dispute, high decision stakes and high epistemological and ethical systems uncertainties. The body of knowledge is not yet in the form of a cohesive structure: a game science paradigm. Thematic diversity, theoretical and methodological pluralism, and a strong focus on the instrumentality of games are weak credentials within academia, arranged according to analytical science (normal science) principles. Moreover, within the conventional academic settings, game science faces serious limitations, due to the fragmented positioning in different departments and faculties. Aim. A comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Based on radical developments during the early 20th century, physicists are introducing doubt, uncertainty, undecidability and imprecision into the world of physics. These advances have impacted on the philosophy of science, on modernism and postmodernism, and as a consequence, on game science. Being able to understand the current position of game science requires that we are aware of its scientific roots, and future options for research and professional practice. Method. Raising a debate among peers, addressing the questions and frame-of-reference presented in the introductory paper “On the architecture of game science”. Results. Referring to the frame of reference, offered by the introductory paper (Klabbers, 2018), the authors have presented five very interesting articles addressing their varying views on, and approaches to game science. Their contributions range from the linkages between game science and complex social systems, to gamification science, and game studies, focusing on the ludosphere, the realm of digital games. Combined, all papers present a comprehensive overview of the field, covering game science and its application levels, with special attention to the varying design and research methodologies and practices. They mention linkages with the philosophy of science level, however refrain to work out their implications for designing, facilitating, and debriefing games. This shortcoming leaves little room for reflecting on the unique role of the players, their explicit knowledge and tacit knowing included, and omits important epistemological questions, raised in Table 1 (Klabbers, 2018), which relate to the triple hermeneutic: the players’ reality created during game play. Conclusion. The collected papers offer a challenging overview of the current state of the art, craft, and science, and a good understanding of important questions that are on the minds of the authors. Together, they present a stimulating platform for a lively debate, and a good basis for advancing game science, more particularly, the connected philosophy of science, science, and practical levels. For the following reason, further research is needed and highly recommended.
Keywords: tacit, complex, ludosphere, paradox, knowing, ludology, meaningful, Play, Polanyi's, Knowledge, Gamification, Design, explicit, systems -
(2018): Game Science:Foundations and Perspectives. In: Simulation & Gaming (Vol. 49 (3)), S. 199-206. DOI: 10.1177/1046878118781631
DOI: https://doi.org/10.1177/1046878118781631 Abstract: Background. Game studies offer cross-disciplinary perspectives, but the body of knowledge is not yet in the form of a cohesive game science paradigm. Klabbers (2018a) argues that a comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Aim. This single-theme symposium issue On the Architecture of Game Science is especially devoted to the reflection and discussion on the foundations and principles of gaming and simulation. Method. Raising a debate among scholars and professionals, addressing the questions and frame-of-reference presented in the introductory article of Klabbers (2018a) and completed by his rebuttal. Results. The contributions range from the linkages between game science and complex social systems design through gaming simulation, to gamification science, and game studies, focusing on the ludosphere and the growing field of digital games. Conclusion. The articles present an overview of the current state of the art, craft, and science of gaming simulation, gamification and game studies. They present a stimulating and challenging debate, and a good basis for advancing the principles and foundations of game science.
Keywords: methodology, complex, studies, ludosphere, Gaming, Simulation, of, philosophy, science, Gamification, Design, Game, systems -
(2018): On the Expanding Ludosphere. In: Simulation & Gaming (Vol. 49 (3)), S. 338-355. DOI: 10.1177/1046878118779640
DOI: https://doi.org/10.1177/1046878118779640 Abstract: Background. Taking Klabbers’ call for a coherent game science as a starting point, we argue for an alternative way to approach the multidisciplinarity of research into games. Aim. Building on game studies and design research, this article reviews the history and forecasts the future of studying games. Application. All scholars of games could benefit from an awareness of the works of other game scholars in different traditions. The plurality of approaches towards games is an intellectual strength, even if it is difficult for a single scholar to maintain a holistic grasp on research relating to ‘games’. The multitude not only describes the disciplinary traditions reflecting the wider phenomenon of games and play, but also games as creative practice. Demonstration. While the article is theoretical in nature, we use real-world examples to illustrate and ground the argumentation. For example, a key challenge identified here is that the realm of games and their influence, the ludosphere, is expanding too rapidly for any single researcher to keep up with it. Conclusions. We invite game scholars to cultivate a stronger awareness of the multitude of research into games to better position their own work in a larger context.
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