Image of booksThe Digiplay games research bibliography is the largest database of academic and research articles on game freely available on the web. The Digiplay bibliography of computer games research has gone through several changes in its lifecycle. This version is the newest but still undergoing continual updating.

Fully integrated into this new Digiplay web site, the bibliography contains over 2500 references to papers, books, theses and conference papers on computer, video and digital games research. Multidisciplinary in nature, it includes references across the whole range of fields including sociology, psychology, computer science, education, literary studies, health sciences, economics, media studies, and law and so forth from 1949 to the present day.

All the references have COinS data associated with them, so that means that they are compatible with Zotero, the free Firefox extension which allows you to collect, manage and cite your research sources.

You can also use our OpenSearch Plugin to find references in the games research bibliography and other pages on the Digiplay site right from your browser toolbar.

Image of LaptopThe Digiplay Initiative is a research collective specializing in consumer research in the areas of digital games, adoption of technologies, online well-being and intellectual property crime. It undertakes commercial and academic research as well as providing online information services to the research community. Focusing closely on users we have developed a multi-discipline and multi-method approach to academic and commercial research. We explore the links between technology, innovation and consumer practice in order to get to the heart of consumer attitudes, motivations and change.

Our research, publications and presentations include:

New entry in the Digiplay Games Research Bibliography:

Nis Bojin (2008)
ELUDAMOS Journal for Computer Game Culture

Image of booksRecent theorizing around games and notions of play has drawn from a pool of mid-20th century scholars including such notables as Johann Huizinga, Gregory Bateson, Roger Caillois and Ludwig Wittgenstein. Through his articulation of the concept of language as a type of game, Wittgenstein has been both adopted and critiqued for purposes of circumscribing what are now commonly held as the necessary constituents of games including their systemic nature and the acquiescence of their participants to an agreed-upon rule structure: a set of rules which Wittgenstein likens to the ‘grammar’ of language (Salen and Zimmerman, 2001;Suits, 1978; Juul, 2005; Wittgenstein, 1953; Finch, 2001; Brenner, 1999). Although thus far Wittgenstein has served as a pillar of 20th and 21st century game theory canon, this paper adopts Wittgenstein’s notion of language-games not for purposes of examining games, but for purposes of examining the design of games. The pursuit of this paper is to utilize Wittgenstein’s lens of the language-game to investigate what it is that informs and consequently shapes and reinforces game design epistemologies in an attempt to encourage a reflexivity about the design practices behind the games we create. Read more...

New entry in the Digiplay Games Research Bibliography:

Jahn-Sudmann, Andreas (2008)
Eludamos. Journal for Computer Game Culture

Image of books Read more...

New entry in the Digiplay Games Research Bibliography:

Jahn-Sudmann, Andreas ; Stockmann, Ralf (2008)

Image of booksIn the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment. Read more...

Jason Rutter & Jo Bryce
Cyberspace Research Unit, University of Central Lancashire, Preston, PR1 2HE

Draft Prepublication Paper: Forthcoming, Sociology.

Abstract

Social science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this paper presents quantitative data collected through postal and web-based questionnaires looking at the frequency, location and motivations for the purchase of counterfeit leisure items for consumers in the United Kingdom.

New entry in the Digiplay Games Research Bibliography:

Lammes, Sybille (2006)
Mediaterr@:Gaming Realities. A Challenge for Digital Culture

Image of books Read more...

New entry in the Digiplay Games Research Bibliography:

Swalwell, Melanie; Wilson, Jason (2008)

Image of books Read more...

New entry in the Digiplay Games Research Bibliography:

Barton, Matt (2008)

Image of books Read more...

New entry in the Digiplay Games Research Bibliography:

Whalen, Zach (2007)
Music, Sound and Multimedia

Image of books Read more...

Syndicate content