What We Know About Games: A Scientometric Approach to Game Studies in the 2000s

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Abstract

This article proposes a reflexive approach on the scientific production in the field of game studies in recent years. It relies on a sociology of science perspective to answer the question: What are game studies really about? Relying on scientometric and lexicometric tools, we analyze the metadata and content of a corpus of articles from the journals Games Studies and Games & Culture and of Digital Games Research Association (DiGRA) proceedings. We show that published researches have been studying only a limited set of game genres and that they especially focus on online games. We then expose the different ways game studies are talking about games through a topic model analysis of our corpus. We test two hypotheses to explain the concentration of research on singular objects: path dependence and trading zone. We describe integrative properties of the focus on common objects but stress also the scientific limits met by this tendency.

Original languageEnglish
Pages (from-to)563-584
Number of pages22
JournalGames and Culture
Volume12
Issue number6
DOIs
Publication statusPublished - 1 Sept 2017

Keywords

  • World of Warcraft (WoW)
  • epistemic culture
  • game studies
  • interdisciplinarity
  • lexicometric analysis
  • multidisciplinarity
  • path dependence
  • sociology of science
  • topic modeling
  • trading zone

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