Dilthey, W.Author Co-Citation Results In the author co-citation analysis five communities were derived based on co-citation patterns, and these account for the entire network of the most cited authors see Figure 3. In the largest community, the authors writing about games tend to take a communications approach to topics such as effects and addiction and are generally in communications or psychology departments. Wii, VR, 3d. The more texts in which this pair of keywords co-occur, the higher the weight of that edge. Why Now? To determine the development of different topics over time, burst analysis was used Kleinberg, Sci2 Team. While other authors may occasionally discuss the game industries, no other authors have this as their main research topic. For a keyword, this means the number of other keywords that co-occur with it in the entire sample. Malone, T. These communities are summarised in Table 3, together with the main keywords for citedness, strength and centrality.
Ferreira, J. Burst analysis for period 4, click to expand. This relationship between industry and academia is even more pronounced in the Technology community. Communications scholars studying addiction may achieve new insight through a solid understanding of game design, just as design theorists can be inspired or challenged through an understanding of the latest developments in artificial intelligence or educational theory.
Some of the subgroups focus on players e. Introduction to the Human Sciences.
This is not to suggest a direct causal relationship between these events, but to point out how important the technological and marketing innovations of the computer game industry are to the development and growth of computer game research, and, perhaps vice versa.
Square brackets indicate where keyword appears outside of top 5 for that measure click to expand.
Ferreira, Fernandez and Ratten, Overview of Sample Both keyword analysis and co-citation analysis require data from a research database. In this analysis, the Louvain community detection algorithm is used Blondel, Guillaume, Lambiotte and Lefebvre, By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.For example, it costs a lot to keep your own voice actors. Historical analysis also helps to identify potential research fronts where new topics are becoming important. Melcer, E. Creating games is a long and complex process consisting of various stages, which includes both technical and creative moments. Burst analysis for period 5, click to expand. The exclusion of co-authors who are not first author has serious implications for evaluative citation analysis i. That is, a large number of the main authors were not cited together at all. Need for perspective: Introducing the special issue "Reflecting and evaluating game studies". A more granular analysis of individual communities would help to better understand the differences within these communities — for example to tease apart the distinction within the education community between constructivists and motivational theorists. So many publishers and working under the scheme that minimizes these risks; the most frequent example is taking the franchise to the movie or book. Figure 2. An invisible college is a community of scholars that represents a particular topic area or approach in a field. That is why, for the most part, the games are not a product made by individuals, but the entire development team. Diagnostic and statistical manual of mental disorders 5th ed.
Diagnostic and statistical manual of mental disorders 5th ed. As can be seen from the table, computer science-related keywords are very important within the network.