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On the Architecture of Game Science: A Rebuttal

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  • Jan HG Klabbers

Abstract

Background. Game studies offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to industry, and to individuals vis-à -vis institutions. That pragmatism makes the field issue-oriented, representing a post-normal science approach in a context of political pressure, values in dispute, high decision stakes and high epistemological and ethical systems uncertainties. The body of knowledge is not yet in the form of a cohesive structure: a game science paradigm . Thematic diversity, theoretical and methodological pluralism, and a strong focus on the instrumentality of games are weak credentials within academia, arranged according to analytical science ( normal science ) principles. Moreover, within the conventional academic settings, game science faces serious limitations, due to the fragmented positioning in different departments and faculties. Aim. 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 . Based on radical developments during the early 20 th century, physicists are introducing doubt, uncertainty, undecidability and imprecision into the world of physics. These advances have impacted on the philosophy of science, on modernism and postmodernism, and as a consequence, on game science. Being able to understand the current position of game science requires that we are aware of its scientific roots, and future options for research and professional practice. Method. Raising a debate among peers, addressing the questions and frame-of-reference presented in the introductory paper “On the architecture of game science†. Results. Referring to the frame of reference, offered by the introductory paper ( Klabbers, 2018 ), the authors have presented five very interesting articles addressing their varying views on, and approaches to game science. Their contributions range from the linkages between game science and complex social systems, to gamification science, and game studies, focusing on the ludosphere, the realm of digital games. Combined, all papers present a comprehensive overview of the field, covering game science and its application levels, with special attention to the varying design and research methodologies and practices. They mention linkages with the philosophy of science level, however refrain to work out their implications for designing, facilitating, and debriefing games. This shortcoming leaves little room for reflecting on the unique role of the players, their explicit knowledge and tacit knowing included, and omits important epistemological questions, raised in Table 1 ( Klabbers, 2018 ), which relate to the triple hermeneutic: the players’ reality created during game play. Conclusion. The collected papers offer a challenging overview of the current state of the art, craft, and science, and a good understanding of important questions that are on the minds of the authors. Together, they present a stimulating platform for a lively debate, and a good basis for advancing game science, more particularly, the connected philosophy of science, science, and practical levels. For the following reason, further research is needed and highly recommended.

Suggested Citation

  • Jan HG Klabbers, 2018. "On the Architecture of Game Science: A Rebuttal," Simulation & Gaming, , vol. 49(3), pages 356-372, June.
  • Handle: RePEc:sae:simgam:v:49:y:2018:i:3:p:356-372
    DOI: 10.1177/1046878118779706
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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. Jörg Stolz, 2023. "The theory of social games: outline of a general theory for the social sciences," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-12, December.

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