Studying games from the viewpoint of information

Publication Type:

Book Chapter


Game research methods : An overview, ETC Press, Pittsburgh, PA, p.57–73 (2015)



H ow do players find out what they need to know in order to succeed at the tasks set before them, like defeating a friend in a game of Starcraft II (Blizzard Entertainment, 2010) or recruiting competent guild members? How is gameplay behavior and player experience impacted by player interaction with online discussion boards, wikis, in-game chat channels, and gaming friends? In this chapter, our aim is to show how methods and modes of interpretation associated with the notion of information can facilitate game research and help answer inquiries like the ones above—and many others. As this chapter shows, several information processes are required for functional, enjoyable gameplay, and they are therefore of interest also to researchers who do not typically analyze information phenomena. Before we proceed to discuss the tools and perspectives implicated in the information-centric study of games, there are however two questions that need to be discussed: what is information, and why is it interesting to consider in relation to game research?

Information Services and Digital Literacy provides an alternative perspective for understanding information services and digital literacy, and argues that a central problem in the age of the social web and the culture of participation is that we do not know the premises of how we know, and how ways of interacting with information affect our actions and their outcomes.

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Taking Health Information Behaviour into Account: implications of a neglected element for success- ful implementation of consumer health technologies on older adults (HIBA) is an Academy of Finland funded research project at Åbo Akademi University.

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ARKDIS project maps the implications and opportunities of the digitalisation of information and information work in the domain of archaeology and to develop and evaluate conceptual and practical methods and procedures for enhancing archaeological information work in the digitalised environment.

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