The Publishing Game: An Analysis of "Game" Related Academic Publishing Patterns

X. Gu, K. Blackmore
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引用次数: 2

Abstract

Growth in the electronic games industry is evidenced by numerous reports citing an increasing proportion of "gamers" in the general population. Of particular interest is the shift in the conceptualization of the "typical gamer" from a very narrow stereotypical player to those meeting a much broader set of demographic characteristics. This has perhaps occurred in synergy with expansion in the types of games available. Similarly, we hypothesize that diversification has also occurred in academic research on games, primarily as a result of a simultaneous increase in interest in the use of electronic games for purposes beyond entertainment. In this research we extract 7842 distinct academic publications from major publishing databases to explore temporal patterns in the number of publications in the area of computer games. We also consider changes in disciplinary diversity over time. Our results show that computer game related research has undergone three development periods: the hibernation period from 1957 to 1980, the emergence period from 1981 to 2003, and the active period from 2004 to 2013. The broad domain of 'science technology' received the highest level of research interest among the three research domains: 'science technology,' 'social sciences', and 'arts humanities'. Interestingly, 'learning', in the context of computer games, has become a popular research topic from 2004. We also propose future work to extend our analysis to author collaboration and country of origin to inform understanding of the spatial-temporal patterns in game-related research.
出版游戏:“游戏”相关学术出版模式分析
电子游戏产业的发展可以从大量报告中看出,“游戏玩家”在总人口中所占的比例在不断增加。特别有趣的是,“典型玩家”的概念从非常狭隘的刻板玩家转变为符合更广泛的人口特征的玩家。这可能与现有游戏类型的扩展相结合。同样,我们假设多元化也出现在游戏的学术研究中,主要是由于人们对电子游戏的兴趣同时增加,而不仅仅是为了娱乐。在这项研究中,我们从主要出版数据库中提取了7842种不同的学术出版物,以探索电脑游戏领域出版物数量的时间模式。我们也考虑学科多样性随时间的变化。我们的研究结果表明,电脑游戏相关研究经历了三个发展期:1957 - 1980年的冬眠期,1981 - 2003年的涌现期,2004 - 2013年的活跃期。在“科学技术”、“社会科学”和“人文艺术”三个研究领域中,“科学技术”这一广泛领域受到了最高水平的研究兴趣。有趣的是,从2004年开始,在电脑游戏的背景下,“学习”已经成为一个流行的研究课题。我们还建议未来的工作将我们的分析扩展到作者合作和原籍国,以了解游戏相关研究的时空模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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