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Knowing the Game: A Review of Videogames and Entertainment Software in the United States - Trends and Future Research Opportunities

Knowing the Game: A Review of Videogames and Entertainment Software in the United States - Trends and Future Research Opportunities
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Author(s): Julio Angel Ortiz (Harvard University, USA)
Copyright: 2011
Pages: 19
Source title: Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal)and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
DOI: 10.4018/978-1-60960-567-4.ch018

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Abstract

The chapter serves as an introduction to current thinking about the role of games in our society. It takes a measured tone in acknowledging some of the challenges to understanding the myriads impacts of this emergent scholarly discipline. It discusses the current threads of discourse and reveals how most academic studies have concentrated on one specific videogame genre or aspect as the starting point for general assumptions about this field. Specifically, some empirical studies link the use of videogames to edu-technical benefits, associated risk factors, and health rewards/treatment. These views have dominated current discourse, and as a result, much of the subtlety is lost on the economic, social, cultural and policy impacts of this lucrative and complex socio-technological phenomenon. The results of this study draw insights into the present and future of gaming research. It also indicates that although videogame and entertainment software research is growing, it is limited.

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