Game Science or Games and Science? Towards an Epistemological Understanding of Use of Games in Scientific Fields

Moozhan Shakeri, Richard Kingston, Nuno Pinto

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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 conceptualising games as artefacts 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: Second 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 PublicationSwitzerland
PublisherSpringer Nature
Pages163-168
Number of pages6
ISBN (Electronic)978-3-319-45841-0
DOIs
Publication statusPublished - 1 Oct 2016
EventSerious Games: Second Joint International Conference, JCSG 2016 - Brisbane , Queensland, Australia
Duration: 26 Sep 201627 Sep 2016

Publication series

NameLecture Notes in Computer Science
Volume9894

Conference

ConferenceSerious Games
Abbreviated titleSerioud Games
Country/TerritoryAustralia
CityQueensland
Period26/09/1627/09/16

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