Describing the Game Studies Canon: A Game Citation Analysis

Jonathan Howard FROME, Paul MARTIN

Research output: Other Conference ContributionsConference Paper (other)Other Conference Paperpeer-review

9 Citations (Scopus)

Abstract

This article analyzes how game studies scholars cite videogames in their research. A content analysis of over 580 articles from the field’s two main journals is used to identify the currently-invisible canon of most-frequently cited games in game scholarship. We show that the canon is far more varied than previously suggested and demonstrate ways that it has changed over time. The article's research implications include explicating different functions of game citation as well as providing an empirical basis for identifying under-researched games. Our findings also identify the games with which familiarity is most important to understand existing research. Finally, we propose ways the game studies canon can help address pedagogical, technological, and legal obstacles to the development of game studies as a discipline.

Original languageEnglish
Publication statusPublished - 7 Aug 2019
EventDigital Games Research Association Conference 2019: Game, Play and the Emerging Ludo Mix - Kyoto, Japan
Duration: 6 Aug 20199 Aug 2019
http://www.digra2019.org/

Conference

ConferenceDigital Games Research Association Conference 2019
Abbreviated titleDiGRA 2019
Country/TerritoryJapan
CityKyoto
Period6/08/199/08/19
Internet address

Bibliographical note

Publisher Copyright:
© 2019 Authors & Digital Games Research Association DiGRA.

Keywords

  • citation analysis
  • scientometrics
  • game studies
  • canon
  • pedagogy

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