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 language | English |
|---|---|
| Pages (from-to) | 563-584 |
| Number of pages | 22 |
| Journal | Games and Culture |
| Volume | 12 |
| Issue number | 6 |
| DOIs | |
| Publication status | Published - 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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