Analysis of Russian and global game studies: ludology vs. narratology

A. Pugachev
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引用次数: 1

Abstract

The author reviews the past-to-present academic literature on game studies from the perspective of ludology and narratology. The academic study of video games has grown substantially since 2001 - the year Game Studies started publishing its first articles. Yet both ludology and narratology remain a particularly new field, especially in the Russian academic field, and many of its discussed themes have yet to attain widespread recognition. The academic articles published between 2017 and 2022 were reviewed to provide understanding of the current state of the research on ludology and narratology in various research areas. The corpus was gathered by searching publications in international database Scopus. Each article was categorized according to the type of database, period of time, the country of publication, the field of study and the frequency of citations. The applied method of quantitative research allows tracking the development of research within five years in the field of game studies. Several proposals for further research in this field were put forward. The main hypothesis of this work is that one type of methodology is more applicable than the other, considering the background. The author concludes that one type of methodology can prevail in research - depending on the region of the published article.
俄罗斯和全球游戏研究分析:游戏学vs.叙事学
作者从游戏学和叙事学的角度回顾了过去到现在关于游戏研究的学术文献。自2001年以来,电子游戏的学术研究有了长足的发展——游戏研究开始发表第一篇文章。然而,ludology和叙事学仍然是一个特别新的领域,特别是在俄罗斯学术领域,其许多讨论的主题尚未获得广泛的认可。回顾了2017年至2022年期间发表的学术论文,了解了各研究领域关于ludology和叙事学的研究现状。语料库是通过检索国际数据库Scopus中的出版物收集的。每篇文章根据数据库类型、时间、出版国家、研究领域和被引频次进行分类。定量研究的应用方法可以追踪五年内游戏研究领域的研究发展。最后,对该领域的进一步研究提出了几点建议。这项工作的主要假设是,考虑到背景,一种类型的方法比另一种更适用。作者的结论是,一种方法可以在研究中流行——这取决于发表文章的区域。
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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CiteScore
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58
审稿时长
5 weeks
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