Game science or games and science? Towards an epistemological understanding of use of games in scientific fields

Moozhan Shakeri*, Richard Kingston, Nuno Pinto

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

2 Citations (Scopus)

Abstract

Recent years have seen a tidal wave of interest in the use of computer games in fields as diverse as urban planning, health, education and business studies. Despite the reported success in the use of games for pedagogy and communication purposes, the lack of critical understanding of games as a medium, their capabilities and limitations, the sorts of knowledge they produce and the types of data they can deal with has led to the limited use of games in scientific fields. In this study by conceptualizing games as artifacts with embedded information systems, a better recognition of artistic values of games is called for. It is explained how understanding the various ways in which data flow happens between the real world and the imaginary world can help us better situate games within scientific fields.
Original languageEnglish
Title of host publicationSerious Games
Subtitle of host publicationSecond Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
EditorsTim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Stefan Göbel
Place of PublicationCham
PublisherSpringer
Pages163
Number of pages168
ISBN (Electronic)978-3-319-45841-0
ISBN (Print)978-3-319-45840-3
DOIs
Publication statusPublished - 2016
Externally publishedYes
Event2nd Joint International Conference on Serious Games, JCSG 2016 - Brisbane, Australia
Duration: 26 Sept 201627 Sept 2016
Conference number: 2

Conference

Conference2nd Joint International Conference on Serious Games, JCSG 2016
Abbreviated titleJCSG
Country/TerritoryAustralia
CityBrisbane
Period26/09/1627/09/16

Keywords

  • n/a OA procedure

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