The intellectual structure of game research

Martin, Paul (2018) The intellectual structure of game research. Game Studies, 18 (1). ISSN 1604-7982

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Abstract

This article maps out the main areas of game research through an analysis of co-citation and keyword co-occurrence patterns in 24,128 game research documents between 1966 and 2016. The keyword analysis identifies 4 communities: Education/Culture, Technology, Effects and Medical. Co-citation analysis identifies 5 communities: Education, Humanities/Social Science, Computer Science, Communications, and Health. Burst analysis of keywords reveals when key research themes emerged across the period. Key findings are: the main division in game research is between Communications and Health on the one hand and Education, Humanities/Social Science and Computer Science on the other; design is an important bridge between different communities; and there exists a gap in research on the game industry. The research is a broad overview and future research that targets specific communities to tease out more specific patterns is recommended, as is research targeting non-English language sources.

Item Type: Article
RIS ID: https://nottingham-repository.worktribe.com/output/933389
Keywords: game research, invisible colleges, keyword analysis, co-citation analysis, bibliometrics
Schools/Departments: University of Nottingham Ningbo China > Faculty of Humanities and Social Sciences > School of International Communications
Depositing User: Martin, Paul
Date Deposited: 23 May 2018 08:41
Last Modified: 04 May 2020 19:37
URI: https://eprints.nottingham.ac.uk/id/eprint/51971

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