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Game Science: Foundations and Perspectives

Author

Listed:
  • Willy C. Kriz
  • J. Tuomas Harviainen
  • Timothy C. Clapper

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.

Suggested Citation

  • Willy C. Kriz & J. Tuomas Harviainen & Timothy C. Clapper, 2018. "Game Science: Foundations and Perspectives," Simulation & Gaming, , vol. 49(3), pages 199-206, June.
  • Handle: RePEc:sae:simgam:v:49:y:2018:i:3:p:199-206
    DOI: 10.1177/1046878118781631
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    References listed on IDEAS

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    1. Marcin Wardaszko, 2018. "Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation," Simulation & Gaming, , vol. 49(3), pages 263-278, June.
    2. Heide K. Lukosch & Geertje Bekebrede & Shalini Kurapati & Stephan G. Lukosch, 2018. "A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems," Simulation & Gaming, , vol. 49(3), pages 279-314, June.
    3. Jayanth Raghothama & Sebastiaan Meijer, 2018. "Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality," Simulation & Gaming, , vol. 49(3), pages 246-262, June.
    4. Jaakko Stenros & Annakaisa Kultima, 2018. "On the Expanding Ludosphere," Simulation & Gaming, , vol. 49(3), pages 338-355, June.
    5. Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
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    Cited by:

    1. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
    2. Timothy C. Clapper, 2018. "Serious Games Are Not All Serious," Simulation & Gaming, , vol. 49(4), pages 375-377, August.
    3. Willy Christian Kriz, 2018. "Research of the Active Substance of Gaming Simulation," Simulation & Gaming, , vol. 49(6), pages 595-601, December.

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