The intellectual structure of game research

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...

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Main Author: Martin, Paul
Format: Article
Published: Game Studies Foundation 2018
Subjects:
Online Access:https://eprints.nottingham.ac.uk/51971/
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author Martin, Paul
author_facet Martin, Paul
author_sort Martin, Paul
building Nottingham Research Data Repository
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description 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.
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spelling nottingham-519712020-05-04T19:37:08Z https://eprints.nottingham.ac.uk/51971/ The intellectual structure of game research Martin, Paul 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. Game Studies Foundation 2018-05-22 Article PeerReviewed Martin, Paul (2018) The intellectual structure of game research. Game Studies, 18 (1). ISSN 1604-7982 game research invisible colleges keyword analysis co-citation analysis bibliometrics http://gamestudies.org/1801/articles/paul_martin
spellingShingle game research
invisible colleges
keyword analysis
co-citation analysis
bibliometrics
Martin, Paul
The intellectual structure of game research
title The intellectual structure of game research
title_full The intellectual structure of game research
title_fullStr The intellectual structure of game research
title_full_unstemmed The intellectual structure of game research
title_short The intellectual structure of game research
title_sort intellectual structure of game research
topic game research
invisible colleges
keyword analysis
co-citation analysis
bibliometrics
url https://eprints.nottingham.ac.uk/51971/
https://eprints.nottingham.ac.uk/51971/