The MIT Game Lab has a long history of innovative research that spans game culture to design practice. Below are some highlights of our work. See specific pages in the pull down menu for more detailed information on some of them.

Games & Colonialism

2017-: mikael jakobsson (co-pi), mary flanagan (co-pi).

What does the history of colonialism-themed board games look like, and what can it tell us about the situation today? What does it mean to present these historical moments in such a lavish form and then let these artifacts serve as centerpieces to gather around for social interaction at board game cafes, meetups, and conventions? This greater project includes Playing Oppression , a forthcoming book to be published by MIT Press; Orderly Adventures, in which we play and analyze games with colonialist themes; and Creating Counter-Colonial Games, a series of workshops to prototype games through cultural engagement with people affected by the colonialist endeavor.

Diversity and Inclusion in Esports and Gaming

2015-: t.l. taylor.

Launched in 2015, AnyKey was co-founded by Dr. T.L. Taylor and Dr. Morgan Romine (with support from Intel and ESL) with the goal of building a more inclusive and accessible esports world for all. Since that inception, AnyKey has become the leading advocacy organization for inclusion and diversity in competitive gaming & live streaming. It now operates as a non-profit and Dr. Taylor has transitioned from being the Director of Research to Chair of the Advisory Board.

Playful Augmented Reality Audio Design Exploration

2018-2019: mikael jakobsson & philip tan.

The focus of this project was to explore the potential of audio augmented reality (AR) technology through design research methodology, particularly exploratory prototyping. Going into this, we understood that location-based audio AR allows the potential for telling stories using the players lived world, through innovative use of the affordances of mobile phone devices, particularly GPS. We also considered audio AR as a means of playing with sound and music. Utilizing the accelerometers of the Bose AR glasses and connected mobile device, body movement can be linked to the players’ own music collection or a music generation engine.

Our work culminated in the discovery of what we are calling locomotion-based gameplay, a modification to the assumptions that occur when considering location- based gameplay. From our explorative work, locomotion-based gameplay arises from the affordances and limitations of current audio AR technology. It considers a person’s movement through space as important, more so than their precise location. Locomotion also implies whole body movement through gestures including the nod of a head and the tap of a toe, not just the vector of movement on a map. These gestures are ephemeral and contain multiple meanings dependent on context and mood. We believe more work in discovering this style of gameplay would be fruitful, for purposes of art and entertainment, for education and tourism, and other currently unforeseen use cases.

Intimate Worlds: Reading for Intimate Affects in Contemporary Video Games

2016-2018: kaelan doyle-myerscough (s.m., comparative media studies, 2018).

When we think of pleasures to be found in video games, we often talk about power, control, agency, and fun. But to center these pleasures is to privilege certain stories, players, actions and possibility spaces. This thesis uses the framework of intimacy to closely examine three games for their capacity to create pleasure in vulnerability, the loss of control, dependence on others, and precarity.

Drawing from Deleuzian affect theory and feminist, queer and posthuman theorists, I read for intimate affects in the formal, aesthetic, proprioceptive and structural elements of Overwatch , The Last Guardian and The Legend of Zelda: Breath of the Wild . Ultimately, I argue two points: that video games have a unique capacity to generate intimate affects, and that my games of choice push us to rethink our assumptions about what constitutes intimacy more broadly.

When All You Have is a Banhammer: The Social and Communicative Work of Volunteer Moderators

2016-2018: claudia lo (s.m., comparative media studies, 2018).

The popular understanding of moderation online is that moderation is inherently reactive, where moderators see and then react to content generated by users, typically by removing it; in order to understand the work already being performed by moderators, we need to expand our understanding of what that work entails. Drawing upon interviews, participant observation, and my own experiences as a volunteer community moderator on Reddit, I propose that a significant portion of work performed by volunteer moderators is social and communicative in nature. Even the chosen case studies of large-scale esports events on Twitch, where the most visible and intense tasks given to volunteer moderators consists of reacting and removing user-generated chat messages, exposes faults in the reactive model of moderation. A better appreciation of the full scope of moderation work will be vital in guiding future research, design, and development efforts in this field.

Recasting Player Two

2016-2017: mikael jakobsson, claudia lo, kaelan doyle myerscough, richard eberhardt & dozens of game designers from near and far.

The game development industry is currently on a mission to include “non-gamers” in local co-op games. Within the development community and among players, these games are said to have a “girlfriend mode.” Developers often cast player one as an expert player in their own image, while player two is a projection of antiquated gender stereotypes who has less agency and control over their play experience. This type of interaction would be better described as mansplaining in motion. This project consists of a series of workshops with participants from the game development community, where we not just discuss and spread awareness of what is problematic with current games and development practices, but work together in creating better alternatives.

OpenRelativity

2012-2016: gerd kortemeyer, philip tan, zach sherin, ryan cheu, & steven schirra.

OpenRelativity is an open-source toolkit to simulate effects of special relativity by varying the speed of light, developed to help people create, test, and share experiments to explore the effects of special relativity. Developed by the MIT Game Lab, it contains open-source code for public use with the free and paid versions of the Unity engine. The toolkit was developed during the creation of the game A Slower Speed of Light.

Gender and Systems of Warm Interaction in Digital Games

2014-2016: kyrie caldwell (s.m., comparative media studies, 2016).

This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games’ worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive (“warm”) interactions between characters, namely healing, protection, and building relationships. Characters who are women and girls are often associated with physical weakness, nature-based magic, and nurturing (or absent) personalities, whereas characters who are men and boys often protect women through physical combat, heal through medical means, and keep an emotional distance from others. Relationships built through game mechanics rely on one-sided agency and potential that renders lovers and friends as characters who exist to support the player character in achieving the primary goals of the game. Even warm interactions in games carry negative, even potentially violent and oppressive, representations and that there is thusly a need for design interventions on the mechanical level to mitigate violence in game worlds and the reinforcement of negative real world stereotypes.

E-sports Broadcasting

2014-2015: jesse sell (s.m., comparative media studies, 2015).

Situating e-sports broadcasting within the larger sports media industrial complex, discussing e-sportscasters, and investigating the economics behind the growing e-sports industry. E-sports, often referred to as competitive or professional gaming, stands as a prime example of the merger of work and play. A growing body of literature has started focusing on this pastime turned profession. As more professionals enter the scene and audiences continue to grow, e-sports broadcasters look towards older models of broadcasting to inform their own style. This reapplication of former conventions stands in contrast to the trends in the larger sports media trajectory. E-sports broadcasting is largely informed by traditional sports broadcasting, yet remains unable to fully capture the success of the global sports industry. On-air talent, once informed solely by traditional sportscasters are now looking to their fellow e-sportscasters to create something new. Revenue streams which form the foundation of the sports industry are making their way into e-sports but not in the way that one might expect.

MIT Overseer: Improving Observer Experience in Starcraft 2

2013-2015: philip tan & nick mohr.

The MIT Overseer project aims to provide casters with real-time graphics to help them tell the story of a game while it is in progress. We are trying out several different ways of displaying what happened in the past of a single game and anticipating what might happen in the near future.

Subversive Game Design and Meaningful Conflict

2012-2013: konstantin mitgutsch & steven schirra.

Movers & Shakers is used as a research tool to explore how a social component influences experiences in serious games. In addition subversive game design elements are implemented in the game to foster the players’ thinking process and to get them out of unquestioned routines. In the game the players are challenged to give up their prior egoistic goals to reach their common goal – to save the world. In a nutshell, the game shifts from a competitive to a collaborational gameplay – once the players start communicating.

Playstyle Motivation Explorations

2012-2013: todd harper.

Across game genres and communities, there are as many styles of play as there are players, from the highly competitive “powergamer” to the MMO fan who’s content to just take in the scenery and everything in between. Fugue is a game that asks: what are some of the motivations behind these styles? Do players reflect themselves — or a desired projection of the self — through playstyle? Or does the shape and context of the game itself direct such decisions? In order to explore these questions, we created a small, controlled gamespace that gives players an opportunity to express themselves via play.

Procedural Puzzles as a Design Tool for Games

2011-2013: alec thomson, clara fernández-vara.

Puzzledice is a set of tools and programming libraries for procedurally generating puzzles for a wide variety of games. These tools, developed by Alec Thomson at the MIT Game Lab from 2011-2013, are the result of multiple iterations of research and were used to develop Stranded in Singapore during the 2011 summer session of the Singapore-MIT GAMBIT Game Lab. Puzzledice is the result of research into how general purpose procedural puzzles can be used as a tool by game designers. These tools were designed to meet the following three goals: Solvability, Generality, and Usability.

Televisual Sports Videogames

2012-2013: abe stein (s.m., comparative media studies, 2013).

Over the three decade long history of sports videogame development, design conventions have lead to the emergence of a new sports game genre: the televisual sports videogames. These games, which usually simulate major professional or college sports, look and sound like television, and they use televised sports as a reference point for players. This thesis takes a critical look at how these televisual sports videogames are situated in the broader sports media industrial complex of North America, while also considering how the televisual design of these games is meaningful for fans of sports. Specifically, the text looks at how sports videogames reflect or reinforce dominant ideologies of hegemonic sports culture. Building on critical theories in sports studies, and through critical close readings of videogame texts, this thesis explores the relationship between sports television production, and sports videogames, with a focus on features that are found in both. Features such as introductory sequences, audio commentary, in-game advertising, news tickers, and instant replay are all commonly found in both sports television and sports videogames.

Purposeful Games for Social Change

2011-2012: konstantin mitgutsch & narda alvarado.

“ Purposeful Games for Social Change ” is a list of serious games designed to foster social change/justice or to raise awareness. This list was created in order to create the Purposeful Games Framework , a tool used to assess the cohesiveness in design of serious games.

Singapore-MIT GAMBIT Game Lab

The Singapore-MIT GAMBIT Game Lab was a six-year research initiative that addressed important challenges faced by the global digital game research community and industry, with a core focus on identifying and solving research problems using a multi-disciplinary approach that can be applied by Singapore’s digital game industry. The Singapore-MIT GAMBIT Game Lab focused on building collaborations between Singapore institutions of higher learning and several MIT departments to accomplish both research and development.

Research topics explored included artificial intelligence, game design, computer graphics and animation, character design, procedurally generated content, interactive fiction, narrative design, and video game production. Game prototypes were made for these research topics during the GAMBIT summer internship program, many of which won international recognition at festivals like IndieCade and the Independent Games Festivals held at GDC and GDC China, as well as academic conferences such as Meaningful Play and Foundations of Digital Games.

Jan 28 2023

  • 7 Research Topics for PhD Students in Game Technology

Joan Carlos (Edit)

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Research in the game industry is important for a number of reasons. Firstly, the game industry is a rapidly growing and evolving field, with new technologies and advancements being made on a regular basis. This means that there is a constant need for new research to explore and understand these developments, and to find ways to apply them to create better and more immersive gaming experiences.

Another important reason why research in the game industry is important is that it can have a significant impact on other areas of technology and society. For example, research in game technology can lead to the development of new tools and techniques for creating virtual and augmented reality experiences, which can be applied in fields such as education, medicine, and architecture. Additionally, research in game technology can also lead to the development of new algorithms and AI techniques that can be used in other areas such as robotics and autonomous systems.

Moreover, game industry is an industry that has a tremendous impact on people's lives. Game research is important to understand how the game affects people's behavior, emotions, and cognition. It is also important to explore how games can be used to educate, train, and entertain people. For example, games are used to teach languages, coding, and history.

Here are seven open research topics for PhD students who like Game technology

1- Real-time rendering techniques for virtual and augmented reality: This research topic would explore ways to optimize the performance of rendering algorithms in order to improve the visual quality of virtual and augmented reality games and applications.

2- Game AI and machine learning : This research topic would investigate the use of artificial intelligence and machine learning techniques in game development, including the use of neural networks for game character behavior and decision-making, and the use of reinforcement learning to train game agents.

3- Game physics and simulation: This research topic would explore the use of physics-based simulations in games, such as rigid body dynamics, fluid simulation, and cloth simulation. The goal would be to create more realistic and immersive game environments.

4- Game design and player experience: This research topic would investigate how different game design elements, such as level design, game mechanics, and story, affect player experience and engagement. This could include user studies and player testing to understand how players interact with and respond to different game design elements.

5- Game localization and cultural adaptation: This research topic would explore the cultural adaptation of games for different regions and languages. It would investigate the challenges and opportunities of game localization, including the cultural differences that may affect the player experience and how to adapt the game to be more culturally relevant.

6- Game Analytics and personalization: This research topic would investigate the use of data analytics and player modeling to understand player behavior, preferences and adapt game content and mechanics to each player preferences.

7- Game development platforms and tools: This research topic would investigate the development of new game development platforms and tools that enable game developers to create more efficient and effective game development processes.

Tags: 7 Research Topics for PhD Students in Game Technology

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  • Game Studies: The International Journal of Computer Game Research To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.
  • Games and Culture Games and Culture peer-reviewed and published quarterly, is an international journal that promotes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies and its scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives.
  • Media, Culture, & Society Media, Culture & Society provides a major international forum for the presentation of research and discussion concerning the media, including the newer information and communication technologies, within their political, economic, cultural and historical contexts. The journal is interdisciplinary, regularly engaging with a wider range of issues in cultural and social analysis. Its focus is on substantive topics and on critique and innovation in theory and method.
  • Computer Animation and Virtual Worlds Computer Animation and Virtual Worlds is the first journal to address the global thematic of the Virtual Worlds. These consist of computer animation, embodied agents, virtual environments, augmented reality, virtual life and visualisation. This hybrid journal is read by scientists, artists and technicians applying animation techniques.
  • The Computer Games Journal he Computer Games Journal is a worldwide, peer-reviewed publication providing knowledgeable, well-written articles from academics and practitioners that are relevant to the games industry. It aims to encourage and promote research into games development and the games industry as a whole. The journal publishes up-to-date research and opinions on current games development and industry issues, and also provides a format for airing ground-breaking dissertations and essays from computing and games students.
  • GAME: The Italian Journal of Game Studies GAME – Games as Art, Media, Entertainment is an international, peer-reviewed, free access scholarly journal dedicated to games and play.
  • Loading… The Official Journal of the Canadian Game Studies Association Loading: The Journal of the Canadian Game Studies Association is a forum for publishing original and interdisciplinary academic research on video games. We accept work from a variety of perspectives: from research on video game cultures and industries to educational approaches to the study and development of digital games, and from computer science driven papers on designing and testing games to psychological research on video games and their effects. Founded in 2007, the journal accepts articles from researchers in Canada and world wide. We publish at least two issues per year.
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Game Development Research

By Henrik Engström

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About the book

Digital games have become a ubiquitous part of our society. In many countries, game development is a substantial and important industry. Academic institutions provide programmes aimed at preparing students for careers in game development. Over the past 20 years, there has been great interest in game research. However, very few studies address game development. Instead, most studies have focused on: serious applications of games; analysis of games and players; or, social aspects of playing.

This book provides an overview of the scattered academic landscape of game development research. It highlights studies from a wide range of disciplines and raises arguments for game development to be understood as a complex activity that inherently includes elements of science, engineering, design and art. The consequences of this complexity need to be taken into account by research and/or academic programmes that have a disciplinary focus. There is otherwise the risk that the true nature of game development will not be understood.

Bibliographic Information

Engström, H. (2020) Game Development Research . The University of Skövde, ISBN 978-91-984918-7-6 (print), 978-91-984918-8-3 (digital), https://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19248 .

This book was created within the Game Hub Scandinavia 2.0 project . Project id: NYPS20201849. EU Interreg Öresund-Kattegat-Skagerrak .

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About the Author

Henrik Engström is a professor at the University of Skövde. He holds a PhD in Computer Science from the University of Exeter and has conducted game-related research since 2001. His research focuses on the game development process and, in particular, its entangled, multidisciplinary nature. In a research context, Henrik has served as project manager, producer and developer in a number of game projects.

  • © 2020 Henrik Engström. All rights reserved.
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UX and Serious Games—A Research Agenda

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  • Gerda Huber   ORCID: orcid.org/0009-0000-5136-4347 14 &
  • David Rückel   ORCID: orcid.org/0000-0001-5672-6466 14 , 15  

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14475))

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User experience (UX) research entails the research and design processes of all user experiences with a product, while serious games have been increasingly gaining importance to facilitate otherwise unappealing or tedious activities in education, health, or business contexts. The players, their willingness to play the game, and the games’ effects on them are crucial in the design and development of games and serious games. The established concepts and methods for research and design of user experience constitute a reasonable starting point for locating methods to employ when designing and developing serious games. To identify gaps and form a research agenda, we adopted grounded theory-based literature review as a method to research the current state of UX concept integration in serious games’ development. While integrating evaluation methods is well under-way, there is still significant unfulfilled potential around user research and design. In particular, lacking awareness of existing research concepts and methods poses a significant hurdle.

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Huber, G., Rückel, D. (2024). UX and Serious Games—A Research Agenda. In: Dondio, P., et al. Games and Learning Alliance. GALA 2023. Lecture Notes in Computer Science, vol 14475. Springer, Cham. https://doi.org/10.1007/978-3-031-49065-1_21

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127 excellent video game research topics for 2023.

video game research topics

Are you looking for the best video game research topics for 2023? We are proud to say that you have arrived at the right place. Our experienced ENL writers and professional editors have just finished creating our brand new list of 127 awesome video game topics for high school and college students. You can use any of our ideas for free – no credits required.

Best Way To Write A Video Game Essay

Before we get to the list of topics, we want to make sure you know how to write a great essay. After all, finding a great topic is just part of the writing process of any custom term papers . Here are some pointers that should help you do a better job on your research paper:

  • Structure your paper properly and always start with an outline. We recommend you use the 5 paragraph essay structure, as it’s extremely versatile.
  • Make sure your grammar and vocabulary are spot-on. Edit your work and polish your writing to make sure you get a top grade.
  • Be careful with quotes and citations. Remember to include all your sources in the References chapter.
  • Always start your paper with a great thesis statement. Dedicate some time to crafting the best one possible.
  • Keep in mind that each body paragraph should start with a clear statement and then support it. Don’t tackle more than one important idea in a paragraph.
  • Make sure you research the topic thoroughly and get accurate data from reputable sources. This is, after all, a research paper.
  • Last, but not least, write in a clean and concise manner. Express your ideas clearly and avoid unnecessary information that would just confuse or bore your readers.

Now that you know what to do and what to avoid when writing the video game research paper, it’s time to take a look at our list of original video game research topics:

Easy Video Game Topics

We will start our list with a selection of easy video game topics that are perfect for students who don’t want to spend too much time on their papers:

  • Talk about your favorite video game
  • What do you like about modern video games?
  • The process behind the creation of a new game
  • Why do you want to become a video game developer?
  • What is a MMORPG video game?
  • Differences between FPS and RPG games
  • Analyze the gaming industry in a country of your choice
  • An in-depth look at cyber sports and video game championships
  • Can playing video games be considered a sport?
  • What makes League of Legends so popular?
  • Research gun violence in modern video games
  • Are the games you play bad for you?
  • Talk about the impact of video games on small children
  • Do video games have any positive effects on you?

Video Games Topic For Every Student

Below, you will find a selection of topics for every student from high school to college. Check out our video games topic for every student list:

  • The psychology behind modern video games
  • Analyze the launch of a popular game
  • How are video games priced?
  • The history of online gaming
  • Games as learning tools
  • Controlling video game addiction
  • Shooters or strategy games?
  • Why you shouldn’t play video games
  • Physical benefits of games

Interesting Video Game Topics To Write About

We know; you want a topic that is both interesting and easy to write about. Take a look at these interesting video game topics to write about:

  • Do violent video games make teens violent?
  • What is the effect of video games on children?
  • What changed my view on video games?
  • Skills that can be improved by playing games
  • Do adults play video games?
  • Research the increase in demand for video games
  • Compare video games in the US and the UK
  • Ethical responsibility in the gaming industry
  • How addictive are role playing video games?

Fun Gaming Topics

Yes, writing a research paper can be fun – if you choose a great topic. Pick any of our fun gaming topics and start writing your paper right away:

  • The entire history of video games
  • Positive effects of video games
  • Android games vs iOS games
  • The Candy Crush popularity
  • Gaming industry careers
  • Genres of video games
  • The technology behind the Xbox 4
  • What causes addiction when it comes to video games?
  • How do games improve learning skills?

Latest News On Video Games

If you want to write about something new, we recommend you take a look at the latest news in video games:

  • Talk about the use of augmented reality in video games in 2023
  • What are incremental console upgrades?
  • An in-depth look at inclusivity in video games
  • Which games are trending in 2023?
  • Most anticipated video games of 2023
  • Latest advances in 3D and SFX effects
  • Talk about the remastered cinematics of Diablo 2 Resurrected
  • Halo Infinite: everything we know so far
  • The clan system in Call of Duty: Vanguard

Informative Gaming Topics To Talk About

Do you want to write an informative paper? No problem, we have a long list of informative gaming topics to talk about right here:

  • Why do people love video games so much?
  • Can video game addiction be treated like substance addiction?
  • Case study: The Elder Scrolls of Oblivion
  • Discuss government regulation of video games in the US
  • Compare and contrast the Xbox and the PlayStation
  • A closer look at the Japanese gaming industry
  • What does it take to become a video game creator?
  • The rise of Android video games
  • Do we really need computer games nowadays?

Video Game Research Paper Topics For High School

Our list of video game research paper topics for high school is unique, so you can safely pick any one of our ideas and write your essay on it:

  • What do modern video games promote?
  • How much time should you spend playing video games?
  • Are video games good or bad for our youth?
  • Talk about how gaming will look 20 years from now
  • Does playing video games make you think more strategic?
  • How important are video games for our society?
  • The importance of video games in treating depression
  • Are games a good way to treat anxiety?
  • Why do people spend so much money on video games?

Best Video Game Research Questions

A question is usually enough to spark your creativity. This is why we have an entire list of the best video game research questions right here:

  • Are video games good for teens?
  • How does video game violence affect children?
  • How will games look 50 years from now?
  • How do games improve our collaborative skills?
  • Why do we love looking at other play video games?
  • How damaging is piracy for the video game industry?
  • Which are more popular, RPGs or FPSs?

Video Games Debate Topics

Are you preparing for a debate and need a great topic? Don’t worry about it; we’ve got your back. Check out these great video games debate topics:

  • Discuss sexism in modern video games
  • Talk about social problems related to video games
  • Virtual reality in future games
  • The important of augmented reality
  • Can a game be educational?
  • What makes games so fun and addictive?
  • Gaming in the classroom in 2023
  • Interesting online gaming experiences
  • Important of games in special education settings

Good Video Game Writing Prompts

Are you looking for some good video game writing prompts that can help you write an intriguing research paper? Here are some of our best ideas:

  • Compare and contrast the top 3 games in the United Kingdom in 2023
  • What are some problems with modern video games?
  • An in-depth look at advanced SFX effects
  • 3D game rendering technologies
  • Discuss online piracy related to video games
  • Maslow’s Hierarchy of Needs: Modern video games
  • How realistic are modern games in 2023?
  • Tackle the violence theme in video games
  • Sony vs. Microsoft: gaming giants battle
  • The link between gaming and violence in teenagers
  • Discuss the addictiveness of video games

Video Games Research Paper Topics For College

Of course, we have a list of video games research paper topics for college students. These are a bit more difficult than the others in our list:

  • Linking video game addiction to substance abuse
  • The use of first person shooter games in military training programs
  • Flight simulation games and their real world applications
  • Games that improve critical thinking skills
  • The minimum age for playing video games
  • Games that improve reaction times
  • Pros and cons of playing assassin video games
  • Debunking the most popular myths about video games
  • Should parents prevent their children from playing video games?
  • The link between video games and cognitive skill improvements

Engaging Video Games Topics

Want to engage your audience right from the start? If you are looking to impress your professor, you might want to give these engaging video games topics a try:

  • The role of a developer in the video game industry
  • How is testing being carried out on video games?
  • Talk about the latest and most advanced video game effects
  • An analysis of the video game industry in 2023
  • Compare the 3 most popular games in the United States in 2023
  • Are online video games more addictive than single-player ones?
  • Discuss about the psychological effects of video games
  • Compare and contrast 3 first person shooter games
  • Improving reaction time in FPS games
  • The effect of video games on education

Video Games Of The Future

Last, but not least, we have a nice compilation of ideas related to video games of the future. Take a look at our innovative ideas and pick the one you like:

  • A closer look at Battlefield 2042
  • Talk about how rendering graphics works in games
  • Advances in graphics planned for games to be released in 2023
  • Innovative graphics in Halo Infinite
  • Discuss 3D game rendering technologies of the future
  • What makes Pragmata a game of the future?
  • The use of artificial intelligence in games in 2023
  • Research the use of virtual reality in future games
  • Discuss real-time rendering in future 3D games
  • An in-depth look at Hytale (to be released in 2023)

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Towards a “Filipino” Video Game: Teaching Filipino Culture and Identity for Video Game Development

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.

Leaper: Video Game Development on Android Devices with Cross-Device Interaction

Holistic data-driven requirements elicitation in the big data era.

AbstractDigital transformation stimulates continuous generation of large amounts of digital data, both in organizations and in society at large. As a consequence, there have been growing efforts in the Requirements Engineering community to consider digital data as sources for requirements acquisition, in addition to human stakeholders. The volume, velocity and variety of the data make requirements discovery increasingly dynamic, but also unstructured and complex, which current elicitation methods are unable to consider and manage in a systematic and efficient manner. We propose a framework, in the form of a conceptual metamodel and a method, for continuous and automated acquisition, analysis and aggregation of heterogeneous digital sources that aims to support data-driven requirements elicitation and management. The usability of the framework is partially validated by an in-depth case study from the business sector of video game development.

Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)

Game development and production practices are complex and highly reflected processes—worldwide. This explorative article discusses video game development as a cultural and creative industry in India, including the industry’s history and introducing recent trends which indicate profound transformations—the use and implementation of Indian cultural heritage in game settings. In the rather short history of Indian game development as compared to other countries—a significant number of games made in India first were produced around 2010—the industry has already lived through big changes and challenges. This article aims at introducing Indian game development and argues that especially independent (so-called indie) game studios in their search for their own, region-specific game development and stand-alone characteristics for Indian games increasingly turn to what they perceive as their own cultural heritage, including, for example, elements from history, art (music, dance, dress styles, and others), and architecture.

Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry

Developer credit has been a contested issue in the video game industry since the 1970–80s, when Atari prevented its programmers from publicly claiming authorship for games they had developed. The negotiations over what constitutes a noteworthy contribution to video game development are ongoing and play out in the unregulated space of in-game credits. Here, some creators get top billing akin to film and television credits, while others struggle to be recognized for their work. By analyzing in-game credits of 100 contemporary games published between 2016 and 2020 and representing four major sectors of video game production (AAA, AA, indie, and freemium games as service), I identify recurrent patterns, such as opening credits, order, role descriptions (or lack thereof), and systematic credit omission, that both reinforce and subvert the notion of core development roles and above-the-line/below-the-line divisions.

Teach me to play, gamer! Imitative learning in computer games via linguistic description of complex phenomena and decision trees

Abstract In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception network based on the execution traces of the games and, second, representing it using fuzzy logic (linguistic variables and if-then rules). From this knowledge, a set of data (dataset) is automatically created to generate a learning model based on decision trees. This model will be used later to automatically control the movements of a bot. The result is an artificial agent that mimics the human player. We have implemented, tested and evaluated this technology. The results obtained are interesting and promising, showing that this method can be a good alternative to design and implement the behaviour of intelligent agents in video game development.

Making players care: The ambivalent cultural politics of care and video games

The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of care, and illustrate them through three case studies. First, we discuss “tend-and-befriend games,” coined by Brie Code, which we read through feminist theorists Sarah Sharma and Sara Ahmed. Second, we address “empathy games” and the worrisome implication that games by marginalized people must make privileged players care. Lastly, we turn to issues of care in video game development. We discuss Telltale Games’ The Walking Dead series (2012–18) and strikingly care-less fan responses to recent employee layoffs.

Is Agile Not Agile Enough? A Study on How Agile is Applied and Misapplied in the Video Game Development Industry

Self-making and game making in the future of work.

Paid work has been a keystone of morality, normativity, sociality, and identity in capitalist societies. However, as the future of work is ushered in by technological unemployment, flexibilization, and precarity, researchers have to contend with what has been called the post-work society. The cultural industry of video game development provides a vantage into this future of work because it has been dominated since its inception by a vast field of informal creators and intermediaries, some of whom are paid for their activities while the vast majority are not. This chapter argues that gaming hobbies are exemplars of a conceptual shift in productive leisure not just as a mediating category in industrial capitalism but a mediating stage towards post-work.

Introduction: Why Game Production Matters?

In the introduction, the editors of this collection argue for the importance of game production studies at a point when the public awareness about the production context of video games has, arguably, never been higher. With so many accounts of video game development permeating player and developer communities, the task of game production studies is to uncover the economic, cultural, and political structures that influence the final form of games by applying rigorous research methods. While the field of game studies has developed quickly in the past two decades, the study of the video game industry and different modes of video game production have been mostly dismissed by game studies scholars and requires more attention.

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Game-based learning in computer science education: a scoping literature review

  • Maja Videnovik   ORCID: orcid.org/0000-0002-9859-5051 1 ,
  • Tone Vold   ORCID: orcid.org/0000-0003-4850-3363 2 ,
  • Linda Kiønig   ORCID: orcid.org/0000-0001-8768-9370 2 ,
  • Ana Madevska Bogdanova   ORCID: orcid.org/0000-0002-0906-3548 3 &
  • Vladimir Trajkovik   ORCID: orcid.org/0000-0001-8103-8059 3  

International Journal of STEM Education volume  10 , Article number:  54 ( 2023 ) Cite this article

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Using games in education has the potential to increase students’ motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in implementing a game-based approach in computer science education highlights the need for a comprehensive overview of the literature research. This scoping review aims to provide insight into current trends and identify research gaps and potential research topics concerning game-based learning in computer science. Using standard methodology for scoping review, we identified 113 articles from four digital libraries published between 2017 and 2021. Those articles were analyzed concerning the educational level, type of the game, computer science topic covered by the game, pedagogical strategies, and purpose for implementing this approach in different educational levels. The results show that the number of research articles has increased through the years, confirming the importance of implementing a game-based approach in computer science. Different kinds of games, using different technology, concerning different computer science topics are presented in the research. The obtained results indicate that there is no standardized game or standardized methodology that can be used for the creation of an educational game for computer science education. Analyzed articles mainly implement a game-based approach using learning by playing, and no significant focus is given to the effectiveness of learning by designing a game as a pedagogical strategy. Moreover, the approach is mainly implemented for developing computational thinking or programming skills, highlighting the need for its implementation in other topics beyond programming.

Introduction

The world is changing very fast due to the emergence of technology in our everyday lives. This tremendous change can be noticed in different areas, including education. Students are influenced by the digital era, surrounded by technology and working with a massive amount of digital information on an everyday base. They are used to interactive environments and fast communication and prefer learning by doing (Unger & Meiran, 2020 ). Traditional learning environments, where students should sit and listen to the information provided by the teachers are unacceptable for them (Campbell, 2020 ). Students require active learning environments, using the possibilities of various technology applications to gain knowledge. They seek more interesting, fun, motivating and engaging learning experiences (Anastasiadis et al., 2018 ).

Creating engaging learning environments can develop students' critical thinking, problem-solving skills, creativity and cooperation, preparing students for living in a constantly changing world (Joshi et al., 2022 ; Lapek, 2018 ; Tang et al., 2020 ). Education needs to shift toward active learning approaches that will encourage students to engage on a deeper level than traditional lecture-based methods (Boyer et al., 2014 ). To achieve this, teachers must find an approach tied to digital tools that students use daily (Videnovik et al., 2020 ).

Implementation of a game-based learning approach for creating engaging learning environments

Game-based learning is considered one of the most innovative learning approaches for increasing students' interest in education by playing games (Priyaadharshini et al., 2020 ). It refers to using games as an educational tool or strategy to facilitate learning and engagement (Li et al., 2021 ). Game-based learning involves designing and incorporating educational content within a game format, where players actively participate and interact with the game mechanics to acquire knowledge or develop skills. Many approaches tackle the umbrella of application of game-based learning in different educational fields. Different playful experiences can enable children to construct knowledge by playing and exploring a real-world problem often driven by students’ interest in inquiry (Hirsh-Pasek, 2020 ). Gamification is a process that uses game elements, such as points, rewards, badges and competition during the learning process, establishing interactive and engaging learning environments (Turan et al., 2016 ). Gamification aims to enhance motivation, engagement, and participation using the inherent appeal of games. Designing interactive and entertaining games, primarily for education, is a step forward in implementing game-based learning. Serious games enable players to cultivate their knowledge and practice their skills by overcoming numerous interruptions during gaming (Yu, 2019 ). Effectively designed serious games facilitate learning by stimulating creativity, igniting interest, promoting discourse, and cultivating a competitive drive for exploration in diverse fields. Different mobile and location-based technologies provide opportunities to embed learning in authentic environments and thereby enhance engagement and learning outside traditional formal educational settings (Huizenga et al., 2009 ). Those games can simulate various aspects of reality, such as driving a vehicle, managing a city, or piloting an aircraft, allowing players to experiment and make decisions in a safe space without real-world consequences (Toh & Kirschner, 2020 ).

Games enable the integration of intrinsic and extrinsic motivational components to create an environment, where players feel more motivated to engage in the activities (Hartt et al., 2020 ). When digital game-based learning is implemented, including key game design elements (collaboration, choice, feedback), there is typically a positive impact on student engagement (Serrano, 2019 ; Wang et al., 2022 ). Students approach gameplay with interest and dedication and are persistent in progressing it. Therefore, teachers must find different ways to implement a game-based approach in the classroom, utilizing students' engagement, persistence and motivation during gameplay for classroom activities. During game-based learning, students have fun and enjoy themselves with increased imagination and natural curiosity, which can lead to high levels of participation and the student's involvement in the learning process. In this way, students can be more successfully engaged in meaningful learning than traditional teaching methods (Hamari et al., 2016 ; Huizenga et al., 2009 ; Karram, 2021 ).

Research on using a game-based learning approach in education

In the last decade, the game-based approach is receiving increasing attention in the research community due to its potential to increase students' motivation and engagement, promoting a student-centred learning environment. Many researchers show that digital game-based learning is becoming a powerful tool in education, making learning more enjoyable, easier and efficient (Boyle et al., 2016 ; Hafeez, 2022 ). Implementation of a game-based learning approach can provide students with an engaging, motivating and stimulating environment (Ghergulescu & Muntean, 2012 ; Hwang et al., 2014 ), supporting them to focus on the task and increasing overall learning experiences (Hamari et al., 2016 ). Moreover, game-based learning has the potential to improve students’ competencies and academic performance (Clark et al., 2016 ; López-Fernández et al., 2021a , 2021b ; Mezentseva et al., 2021 ; Noroozi et al., 2020 ; Sanchez Mena & Martí-Parreño, 2017 ; Vu & Feinstein, 2017 ). It presents the learners with rich, immersive environments and experiences that are not just about learning facts but enables the development of problem-solving, decision-making, and strategic planning (Lymbery, 2012 ; Sung & Hwang, 2013 ) skills. In addition, the student's academic achievement using a game-based approach is better than those learning through the traditional method (Arcagök, 2021 ; Partovi & Razavi, 2019 ; Roodt & Ryklief, 2022 ; Wang et al., 2022 ). Educational games promote active and self-directed learning, enabling students to learn from authentic situations and receive immediate feedback (Pellas & Mystakidis, 2020 ; Zhao et al., 2021 ). It can be highly personalized, allowing students to learn at their own pace and in a way best suited to their individual needs and learning styles, engaging them in the self-assessment process (Videnovik et al., 2022 ). In a gaming environment, students can explore different scenarios, make choices, and learn from the consequences of their actions without fear of making a mistake.

Despite the great potential of the game-based approach for learning, it must be noted that developing educational games can be very complex and costly, and faces significant challenges (Boyle et al., 2016 ). The process of designing an educational game needs a lot of planning and requires a lot of skills (Hussein et al., 2019 ). Teachers do not have necessary skills to develop a game that combines entertainment and educational elements to increase student's interest and motivation during learning (Qian & Clarck, 2016 ). On the other side, game developers have problem to align educational goals within the game. In addition, the games must be well-designed and with the right level of complexity so the learners should not be bored or frustrated during the play (Liu et al., 2020 ; Vlahu-Gjorgievska et al., 2018 ), taking into account both educational and entertainment elements. That is why educators cannot depend solely on professional game designers and must take on the responsibility of creating these immersive learning experiences themselves or by engaging their students in the design process.

Game-based learning approach in computer science education

The game-based approach provides a dynamic and effective way for students to learn and apply their knowledge in a variety of subjects, such as math (Vankúš, 2021 ), physics (Cardinot & Fairfield, 2019 ), languages (Lee, 2019 ), and history (Kusuma et al., 2021 ). This approach allows students to learn complex concepts and skills in a fun and interactive way while also fostering critical thinking and collaboration. It is particularly effective in computer science, where students can learn about algorithms, data structures, networks, software testing and programming languages by designing and testing their games and simulations (Kalderova et al., 2023 ). In addition, game-based learning can help to bridge the gap between theory and practice, allowing students to apply their knowledge in a real-world context (Barz et al., 2023 ).

The importance of computer science has been emphasized in the last decade through different campaigns and online platforms. Their main aim is to develop students' computational thinking skills and attract students to coding, mainly through a game-based approach (code.org, codeweek.org). They offer teachers access to materials and learning scenarios covering different unplugged activities and block-based programming. Students have an opportunity to play games and learn basic programming concepts through fun and interactive activities, developing collaboration and competitiveness at the same time. Game narratives, collecting points, and immediate feedback through these games increase students’ engagement. These platforms are a valid option for developing computational thinking at an early age and a good way for students to develop creativity, critical thinking and problem-solving skills (Barradas et al., 2020 ).

Various block-based programming languages, which are also accessible online (Scratch, Footnote 1 Snap, Footnote 2 Blockly Footnote 3 ), are used to develop students' computational thinking and block-based programming skills, especially in primary education. In addition, they support the development of interactive projects that students can use afterward (Tsur & Rusk, 2018 ). Moreover, students can develop animations, interactive stories, and games, which allow them to engage in the coding process, learn programming concepts and even learn about other computer science topics during game design.

Topics connected with programming are the most common in computer science, but learning how to program is often recognized as a frustrating activity (Yassine et al., 2018 ). Learning object-oriented programming languages is especially difficult for students, because programming concepts are complex, cognitively demanding, require algorithmic thinking and problem-solving skills, and is a long-term process (Zapušek & Rugelj, 2013 ). Game-based learning stimulates active learning and enables students to learn about programming concepts in fun and engaging ways through visual interfaces and engaging environments (CodeCombat, Footnote 4 Alice, Footnote 5 Greenfoot Footnote 6 ). Those engaging and motivating environments enable simplifying complex programming concepts, such as inheritance, nested loops, and recursion (Karram, 2021 ).

Different pedagogical strategies can be used to implement game-based learning in computer science, empowering students' skills and increasing their active engagement in learning. For example, students can deepen their knowledge and skills on a given topic by playing the game (Hooshyar et al., 2021 ; Shabalina et al., 2017 ) or through the process of game design (Denner et al., 2012 ; Zhang et al., 2014 ). In both cases, the game-based approach can increase students' motivation and engagement in learning (Chandel et al., 2015 ; Park et al., 2020 ).

Existing reviews of game-based approach in computer science

Existing reviews of game-based approach in computer science provide valuable information about the latest trends in the implementation of game-based approach in the last few years. Table 1 presents latest trends in the implementation of game-based learning in computer science education.

Most of the review articles analyze publications that describe the implementation of game-based approach for learning programming (Abbasi et al., 2017 ; Diaz et al., 2021 ; Dos Santos et al., 2019 ; Laporte & Zaman, 2018 ; Shahid et al., 2019 ), from different aspects: game design, game elements, or their evaluation. However, there are some of them tackling other topics, such as cybersecurity (Karagiannis et al., 2020 ; Tioh et al., 2017 ) or cyberbullying (Calvo-Morata et al., 2020 ). Sharma et al. ( 2021 ) analyzes the impact of game-based learning on girls’ perception toward computer science. There are review articles that focus on just one aspect of computer science. For example, Chen et al. ( 2023 ) provides meta-analyses to investigate potential of unplugged activities on computational thinking skills.

In our review, we aim to perform the broader analysis of the research articles referring to the game-based approach in various computer science topics, different educational levels and different types of games. For that purpose, instead of systematic review, we have opted to perform the scoping review on significantly larger set of articles.

Valuable insight regarding the game-based approach in computer science has been provided in research concerning different educational levels, computer science topics, and used games. However, computer science is a field that is changing very fast, and the number of games that can be used for developing students' knowledge and skills is increasing all the time. As a result, continuous research in this field should be done.

This research aims to elaborate on current trends concerning the game-based approach in computer science. It focuses on the educational level, covered computer science topic, type of the game, purpose for its use, and pedagogical strategies for the implementation of this approach. Moreover, possible gaps and potential research topics concerning game-based learning in computer science in primary education are identified.

Current review

This research represents scoping review that identifies the educational context and the type of games used for implementing a game-based learning approach in computer science. The scoping review method was selected over systematic literature review, because we wanted to determine the scope of the literature in the field of game-based learning in computer science education, to examine how research is done on this topic and to identify and analyze research gaps in the literature (Munn et al., 2018 ).

Following Arksey and O’Malley ( 2005 ) five-step framework, which adopts a rigorous process of transparency, enabling replication of the search method and increasing the reliability of the results, the steps of the applied review process are: to (1) identify research questions (2) identify relevant studies, (3) study selection of papers, (4) charting the data, (5) summarizing and reporting the results.

Research questions

The focus of our research was to analyze what type of games were used in computer science, the subject's topics that were covered by the game and pedagogical strategies for implementing game-based learning, comparing all these in different educational levels. Starting from this, our research questions are:

RQ1: What kind of educational games are usually used during the implementation of the game-based approach in computer science?

Various games are used to cover topics from computer science, from block-based serious games (Vahldick et al., 2020 ) to educational escape rooms (López-Pernas et al., 2019 ). Using different games influences the learning process differently (Chang et al., 2020 ). The RQ1 seeks to identify and understand the types of educational games that are commonly utilized in the context of teaching computer science. Exploration of the variety of used games provides insights into the different approaches, mechanics, and formats used to enhance learning outcomes.

RQ2: Which pedagogical strategy is mostly used in the published research?

There are various strategies for implementing game-based learning in computer science education. The implementation strategies refer to whether students should learn by playing the game (Malliarakis et al., 2014 ) or by designing a game (Denner et al., 2012 ). The strategies can differ based on the gender of students (Harteveld et al., 2014 ), students' age (Bers, 2019 ), or the adopted approach by policymakers (Lindberg et al., 2019 ). RQ2 aims to identify the predominant pedagogical strategy employed in the published research on game-based approaches in computer science education. By examining the pedagogical strategies, researchers can gain insights into the most effective instructional methods that facilitate learning through game-based approaches. Furthermore, the findings can inform educators and researchers in designing and implementing effective instructional strategies that align with the goals of computer science education.

RQ3: Which computer science topics are covered by the game-based approach?

Game-based learning can be used to teach different computer science topics, from introduction topics (Fagerlund et al., 2021 ; Mathew et al., 2019 ), to core topics (Karram, 2021 ). RQ3 aims to provide value in exploring the specific computer science topics addressed through game-based approaches. In addition, it helps identify the range of topics that have been integrated into educational games. By understanding the computer science topics covered, researchers can assess the breadth and depth of the game-based approach and identify potential gaps or areas for further exploration in the curriculum.

RQ4: What are the potential research topics concerning the implementation of a game-based approach in computer science?

RQ4 is essential as it seeks to identify potential areas for future research in the implementation of game-based approaches in computer science education. It might include specific computer science topics (Calvo-Morata et al., 2020 ), strategies to implement game-based learning in computer science (Hooshyar et al., 2021 ), or ways to analyze the effects of game-based learning (Scherer et al., 2020 ). By exploring research topics that have not been extensively studied or require further investigation, researchers can identify new directions and opportunities for advancing the field. This can contribute to the ongoing development and improvement of game-based approaches in computer science education, fostering innovation and addressing emerging challenges.

Methodology

To answer research questions, we analyzed the contents of articles published from 2017 to 2021. Due to the rapid development of technology and change in the learnt computer science topics as well as designed game with new technology and tools, we have decided to research the articles that refer just to the interval of 5 years. As technology progresses swiftly, studying 5 year interval of the published literature ensures that scoping review results analyze the most current tools, approaches, and methodologies being utilized in the field of computer science education.

The research was done according to the PRISMA-ScR (Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews) guidelines (Peters et al., 2020 ). The PRISMA-ScR methodology is a structured approach used to conduct comprehensive and transparent scoping reviews. It involves identifying a research question, performing a systematic search of relevant literature, applying inclusion and exclusion criteria to select studies, extracting data from the included studies, analyzing and synthesizing the data to identify key themes or patterns, and reporting the findings. It aims to map the existing literature on a particular topic, identify key concepts, and examine the extent, range, and nature of research available. It is particularly useful for exploring complex and diverse research questions.

There is a large number of articles regarding the topic, so performing this kind of research manually seemed like labor-intensive work. Therefore, we have identified the opportunity to use the Natural Language Processing (NLP) toolkit (Zdravevski et al., 2019 ) to automate the literature search, scanning, and eligibility assessment. We have used this toolkit for article identification and selection (i.e., scanning procedures and eligibility criteria assessment). The search considered articles indexed in four digital libraries: IEEE, PubMed, Springer and Elsevier. The NLP toolkit requires structured data input comprising keywords, properties, property groups, required relevance, included sources, and start and end years.

The provided keywords serve as search criteria within available libraries, acting as the primary filter to determine which articles will be gathered for further analysis. At the beginning of setting up the NLP toolkit for the research, to address different games that can be used in education, we have identified the main keywords to be "Serious Games", "Educational Games", "Games in education" or "Games for learning". The NLP toolkit used these keywords to identify the potentially relevant articles in the mentioned digital libraries.

Furthermore, the NLP toolkit was adjusted to search specific properties (words or phrases) within the title, abstract, or keywords of already identified articles to select relevant articles in more detail, according to the features (properties groups) of the game-based learning approach that we are interested in: subject, educational level, educational context, purpose and used technology. Properties groups address synonyms and various versions of the phrase (e.g., educational games and serious games). To be included in the results, at least one representative from each property group must appear in the title or abstract of the article, thereby functioning as a secondary filter for identifying relevant articles.

The property group "subject" was set as mandatory during the search, because we were interested in analyzing articles that refer to game-based learning just in computer science. Since the name of this subject is different in different countries, we have used synonyms, such as "programming", "coding", and "informatics". The property group "age" or educational level included different synonyms for primary and secondary education, as well as higher education, although we did not make this property mandatory. To search about the used technology (web, online, mobile, augmented reality, virtual reality), we have set one property group to include a different kind of used technology, and we also set a property group that refers to the aim of using these educational games (to achieve students' engagement, increase motivation, evaluation of educational results, etc.). A more detailed description of the properties groups is given in Table 2 .

The following input parameter for the NLP toolkit set-up is the minimum relevant properties. In this research, it was set that each article has to contain a minimum of two of the previously defined properties to be considered relevant. The quality analysis of the relevant articles followed in the next step of the methodology.

Study selection

The initial search in four digital libraries: IEEE, PubMed, Springer and Elsevier, has identified 43,885 articles concerning using game-based learning in computer science. After articles had been identified based on the specified keywords and retrieved from the publishers, the duplicates were identified according to the article DOI as their unique identifier and removed, which has decreased the number of articles to 21,002. In the next step, the articles selection (screening and eligibility assessment) procedures followed, discarding articles not published in the required period or for which the title or abstract could not be analyzed because of parsing errors, unavailability, or other reasons. The screening process eliminated 11,129 articles and the remaining 9873 articles underwent an automated eligibility assessment using the advanced NLP toolkit functionalities. The automated eligibility analysis involved the following processing: tokenization of sentences (Manning et al., 2014 ; Webster et al., 1992 ) and English stop words removal, stemming, and lemmatization using the Natural Language Toolkit library (Bird, 2006 ). Furthermore, articles containing less than two properties were removed, which left 1209 articles eligible for further manual analysis and inclusion in identifying the research trends and summarizing the results.

For each of the articles from the collection of relevant articles, the toolkit automatically generated a bibliographic file (as defined by BibTeX reference management software). This file was manually analyzed in more detail to identify the most relevant articles for the purpose of our study. First, the abstract was read to see whether the article was relevant, and if that did not provide enough information, the whole article was read. For each of the research questions we used the same approach, but with different focuses. For the first research question, we looked for any specific game name. For the second research question, we were looking for any mentioning of the pedagogical approaches or strategies. For the third research question, we looked for different computer science topics used in computer science curricula. In that way, the most relevant articles concerning first three research questions were identified. The last research question is related to future potential research topics in the field of game-based learning in computer science education, so it was not used during this phase of selection of relevant articles.

As a result of the manual analysis of articles’ titles, articles that did not refer to computer science subjects were excluded, which left just 206 articles. We could not obtain the full text for some of articles, so they were excluded from further analyses. Some articles did not refer to using games to teach computer science topics, so they were also removed. The same was the case with a few articles not written in English. Finally, we had 125 relevant articles.

Nine relevant articles were review papers that referred to different game-based learning approaches at different educational levels. Among identified articles is a book describing different teaching methods in computer science education, including game-based learning (Hazzan et al., 2020 ). Two book chapters refer to different approaches of using game-based learning in education (Bellas et al., 2018 ; Zaw & Hlaing, 2020 ). These articles were also excluded from the list.

Finally, we finished the selection process and got 113 relevant articles using educational games in computer science that were the subject of further analysis.

The information flowchart presenting the numbers of identified, screened, processed, and removed articles in the automated NLP procedure and articles removed during the manual analysis is presented in Fig.  1 .

figure 1

Flowchart of the PRISMA-SCR-based selection process

After the final identification of the most relevant studies concerning game-based learning in computer science, summaries were developed for each article. Information about their correspondence to education, educational level, used game, type of the game, covered computer science topic, educational context and general usefulness of the article was provided.

Distribution of published articles through the years

The distribution of the articles concerning the game-based approach in computer science through the years is presented in Fig.  2 . It can be noticed that the number of articles was increasing through the years, but then suddenly, in 2021, that number decreased. The reason might be found in the situation with the pandemic, because in 2020 and 2021, most of the schools were closed. In some of them, the teaching was transferred online, which resulted in a huge change in the way of teaching and learning, and it was a period of adaptation for teachers and students at the same time, which might lead to a decrease of the research articles.

figure 2

Distribution of the published articles through the years

Distribution of published articles per country

The distribution of the published articles per country differs from country to country. Figure  3 presents the distribution of published articles per country, showing only the countries that have more than five published articles concerning game-based learning between 2017 and 2021. Most articles are published in the United States, followed by Brazil and Greece.

figure 3

Distribution of the published articles per country, showing countries with more than five published articles

Further analysis of the relevant articles depending on the country, where the research was conducted, shows that just 17 (of 113) articles are joint work of researchers from different countries. Moreover, just two present joint research on game-based learning from three countries. The first one describes the methodology implemented within the European initiative Coding4girls, which proposes to teach coding through a game design based on a design thinking methodological approach linked to creativity and human-centred solutions (De Carvalho et al., 2020 ). The second joint research (Agbo et al., 2021 ) describes the students’ online co-creation of mini-games to develop their computational thinking skills. Interestingly, all other published articles describe implementing a game-based learning approach in computer science in the local context, making it difficult to generalize the conclusions and the research outcomes.

Distribution of published articles by publisher

Most of the relevant researched articles are published by IEEE Xplore (86 of 113) but mostly published as part of the proceedings at different conferences. This might explain why the number of published articles from IEEE Xplore differs from other publishing companies. Figure  4 presents the distribution of the articles by each of the publishers in detail, comparing published articles in journals and at conferences.

figure 4

Distribution of the published articles by different publishers

Distribution of published articles by educational level

Identifying the number of articles according to the educational level was more complicated due to the different educational systems in different countries, resulting in a different understanding of the terms “primary”, and “secondary” education. In some countries, the same educational level is entitled as “primary”, and in others as “lower secondary” or even “middle school”. For example, in some countries, the primary school includes 6–14-year-old students; in others, it is divided, so there are primary (from 6 to 10 years), middle (11–13 years) and high schools (14–18 years); and in some, there are even lower secondary school (12–16 years). Therefore, we have tried to combine different categories according to the student’s age and to gather three levels: primary, secondary and university, according to the local context (primary education includes 6–14 years, secondary education includes 15–18 years). The situation with the distribution of the relevant articles is presented in Fig.  5 .

figure 5

Distribution of the published articles in different educational levels

It can be noticed that most of the articles concern universities, although the number of articles that concern using games in computer science in primary and secondary schools is not small. It can be expected, because most of the articles refer to using games for developing programming skills, which is present mainly at the university level. However, in some countries, primary school students learn fundamental programming concepts.

Distribution of published articles by the purpose of implementation

The purpose of the research concerning game-based learning in computer science is different and mostly depends on the type of the game as well as the topic that is covered by the game. The distribution of the published articles according to the purpose of the implementation of the research is presented in Fig.  6 . However, it must be mentioned that it was difficult to distinguish the purposes of implementing the game-based approach in computer science, because the purpose was not clearly stated in the articles or there was overlapping among different categories.

figure 6

Distribution of the published articles according to the purpose of the implementation

In the most articles (66 of 113), the research is done to measure students’ learning achievement or to evaluate the benefits of the game-based approach by comparing students’ knowledge and skills before and after implementing this approach. In addition, some articles are interested in students’ engagement and raising students’ interest and motivation for the learning process by implementing a game-based approach. However, just a few articles refer to using this approach for measuring students’ overall satisfaction with the whole experience (3 of 113).

Distribution of published articles by implemented pedagogical strategy and used technology

Manual analyses of the included articles gave us insight into additional aspects of implementing a game-based approach in computer science. When we talk about the game-based approach, there are two main pedagogical strategies for implementation: students can learn by playing the game, and students can learn while creating the game. The distribution of those two approaches in the published articles indicates that learning by playing games is more frequently used than learning by creating games. Only 19 of 113 relevant articles refer to the implementation of a game-based approach, where students learn during the process of game design or are involved themselves in the creation of the game. In most of the articles, students just use the created game (previously created or designed for the purpose of the research) to develop their competencies on a given topic. Regarding the technology used for the creation of the games in the published articles, it can be noticed that most of the games are web-based (although they have a mobile version, too), and there are just a few articles concerning the use of the unplugged activities as a game-based approach for learning computer science.

Distribution of published articles by covered computer science topic

Most of the articles concerning computer science topics covered during the implementation of the game-based approach refer to using to develop students’ programming skills in object-oriented programming, followed by the articles concerning block-based programming and the development of computational thinking skills. The number of articles that utilize the game-based approach in all other computer science topics is significantly smaller (in total, 14 from 113 articles). Figure  7 contains more detailed information about this distribution.

figure 7

Distribution of the published articles according to the covered computer science topics

Types of educational games used for implementation of the game-based approach in computer science

Our research aims to provide information about the latest research trends concerning game-based learning in computer science education. Table 3 gives information about the implemented game, the type of the game, the computer science topic covered by the game, and the educational level, where the research concerning the game-based approach in computer science was carried out. The type of the game refers to the origin of the game creation, whether the game was already created and can be used or is created for the research by the author or by the students (they are learning during the game design process).

Detailed analysis of these relevant articles shows that different educational games are used to implement game-based learning in computer science, implementing different technologies for their design. Articles refer to using different platforms, environments or engines for creating games using different technology. In primary education, most implemented approaches include block-based environments, such as Blocky, Snap!, and Scratch. Those platforms give access to the already created game (De Carvallho et al., 2020 ; Sáiz Manzanares et al., 2020 ; Vourletsis & Politis, 2022 ) but also offer possibilities a game to be created by a teacher (Bevčič & Rugelj, 2020 ; Holenko Dlab & Hoic-Bozic, 2021 ; Wong & Jiang, 2018 ) or by the students during the learning process (Funke et al., 2017 ; Zeevaarders & Aivaloglouor, 2021 ). Even more, their use as a platform to code Arduino boards is presented in two of the articles (Sharma et al., 2019 ; Yongqiang et al., 2018 ). Block-based environments are used in the research in secondary education, too. For example, Araujo et al. ( 2018 ) measured students’ motivation for learning block-based programming by involving students in creating games in Scratch. Schatten and Schatten ( 2020 ) involve students in creating different games using CodeCombat during the CodeWeek initiative to increase their interest in programming, and Chang and Tsai ( 2018 ) are implementing an approach for learning programming in pairs while coding Kinnect with Scratch.

However, in the research articles concerning secondary education, it can be noticed that some specified games are created by the researcher (or teacher) to develop some concrete computer science skills. In these cases, the articles focus on the evaluation of the effectiveness of the game as an approach. For example, the chatbot’s serious game “PrivaCity” (Berger et al., 2019 ) is designed to raise students’ privacy awareness, as a very important topic among teenagers.

Similarly, “Capture the flag” is a game designed for learning about network security in a vocational school (Prabawa et al., 2017 ). The effectiveness of using the educational game “Degraf” in a vocational high school as supplementary material for learning graphic design subjects is measured by Elmunsyah et al. ( 2021 ). Furthermore, Hananto and Panjaburee ( 2019 ) developed the semi-puzzle game “Key and Chest” to develop algorithm thinking skills and concluded that this digital game could lead to better achievement than if the physical game is used for the same purpose. The number of games developed at the university level on a specific topic by the researchers is even more significant. However, there is still no standardized game, and the games differ among themselves depending on the topic covered by the game and the country, where the game is implemented.

Only a few games are mentioned more than once in the list of relevant articles. The implementation of “Code defenders” to enable students to learn about software testing in a fun and competitive way is researched by Clegg et al. ( 2017 ) and Fraser et al. ( 2020 ). However, the studies continue each other, presenting improvements in the game. Different block-based programming languages and online platforms such as Scratch, Snap!, and Code Combat are mentioned in several articles, too. Implementation of a game-based approach during the assessment process through the creation of quizzes in Kahoot is presented by Abidin and Zaman ( 2017 ) and Videnovik et al. ( 2018 ). Finally, several articles refer to the use of Escape room as a popular game implemented in an educational context (Giang et al., 2020 ; López-Pernas et al., 2019 , 2021 ; Seebauer et al., 2020 ; Towler et al., 2020 ). However, all these Escape room-style games are created on different platforms and cover different topics. Therefore, it can be concluded that no standardized type of game is implemented at a certain educational level or concerning a specific topic.

Further analyses were done concerning the type of the game, referring to the origin of the game: already created and just used for the research, created by the researcher for the purpose of the research or created by the students during the learning process. The distribution of the number of articles according to the type of the game in different educational levels is presented in Fig.  8 .

figure 8

Distribution of the published articles according to the game designer in different educational levels

Most of the articles describe the implementation of a game-based approach when the author creates the game to test the game’s efficiency and make improvements based on the feedback received by the students. The number of games created by the author is the biggest at the university level, and the most balanced distribution of different kinds of games (created by the author, students or already created) is present in primary education. Interestingly, the most significant number of articles that concern using games created by students is in primary education. It shows that students in primary education have been the most involved in the process of game design, although they are young and have less knowledge and skills than students at other educational levels. This could be result of the fact that the articles that refer to primary education present a game’s design only in a block-based environment and using basic programming concepts. However, research articles do not refer to a standardized methodology of a framework for the creation of a game, and each game is designed individually depending on the used technology, topic and educational level.

Pedagogical strategies for implementation of the game-based approach in computer science

A detailed analysis of the pedagogical strategies for implementing a game-based approach shows that most relevant articles use games as a tool for learning the content. This trend continues in the recent period as well (Kaldarova et al., 2023 ). Hence, students play the game (already created or created by an author) to gather knowledge or develop their skills. Detail distribution of the research articles regarding pedagogical strategies for implementing a game-based approach is presented in Fig.  9 and more detailed data can be found in Table 3 . Some articles explain how students learn during the process of the creation of a game. Those are different games at different educational levels, but they all concern the process of designing a game on some platform that will develop their programming skills. Unfortunately, no article describes the process of developing students’ knowledge and skills on different computer science topics than programming while designing a game. It is a critical gap that should be considered as a topic in future research: to see whether students can learn about other computer science topics during the game creation process (while they develop their programming skills).

figure 9

Distribution of the published articles according to the implemented pedagogical strategy

Computer science topics covered by game-based approach in computer science

Figure  10 gives insight into the distribution of the relevant articles concerning the computer science topic covered by the game-based approach. The topic that is mainly taught by a game-based approach at university is object-oriented programming. The situation is similar in secondary schools. Game-based approach is suitable classroom strategy for fostering higher order thinking skills, such as problem solving, group collaboration, and critical thinking, that are developed during learning object-oriented programming, which is consistent with previous research conducted by Chen et al. ( 2021 ).

figure 10

Distribution of the published articles concerning the covered computer science topics

This can be expected, because the topic is complex for the students, and teachers must find different approaches and strategies to make it more understandable. In addition, in those educational levels, there is a distribution of the articles in different mentioned computer science topics (although it is not equally distributed).

However, if we analyze the topics covered by the game-based approach in primary education, it can be noticed that this approach is implemented in several topics only, mainly connected with the development of students’ computational thinking skills and fundaments of programming languages (see Table 3 for detailed overview). This trend continues in the recent years (Cheng et al., 2023 ; Mozelius & Humble, 2023 ).

Students in primary education mostly learn block-based programming languages, so it is expected that this will be the most frequent topic covered by the game-based approach. However, some articles also refer to object-oriented programming taught in upper grades. The interesting finding is that there are no articles about using educational games to learn other computer science topics, such as hardware, some applications, networks, and cybersecurity, in primary education, as there are in other educational levels. For example, there are two articles that elaborate on learning about internet safety using games in secondary education (Berger et al., 2019 ; Prabawa et al., 2017 ), and no article on game-based learning for internet safety in primary education. This lack of research articles concerning using the game-based approach for learning other topics in computer science in primary education can help identify potential future research topics.

Potential research topics concerning the game-based approach in computer science

While the lack of research articles concerning using the game-based approach for learning other topics in computer science in primary education is a good starting point for identifying potential future research topics, it is important to consider it in combination with practical constraints such are lack of knowledge, access to technology or teacher training on a specific subject. In that context, “Identifying the challenges, opportunities and solutions for integrating game-based learning methods in primary schools for specific computer science topics” can be a future research topic. It should be noted, that although some articles on specific topics can be found in the recent literature (Alam, 2022 ), there is a huge pool of topics, such are internet safety and digital citizenship that can be explored in this context.

There is an evident lack of articles on the use of game-based learning in primary and secondary schools. The findings in the existing literature that elaborate on how specific game design elements influence the learning process are minimal (Baek & Oh, 2019 ; Dos Santos et al., 2019 ; Emembolu et al., 2019 ; Kanellopoulou et al., 2021 ). These findings, combined with the finding of a limited number of articles that use existing games in the process of learning, define the potential future research topic "Assessing the role of game design elements in enhancing engagement and understanding of computer science concepts among primary and/or secondary school students". This research topic can use conceptual framework that investigates how specific elements of game design can contribute to increased engagement and improved understanding of computer science concepts in primary or/and education.

This research topic includes various specific research questions and theoretical frameworks. One possible set of research questions can investigate the specific elements of game design that can be incorporated into educational games or learning activities to enhance the learning experience. These elements may include interactive interfaces, engaging narratives, immersive environments, feedback mechanisms, competition or collaboration features, levels of difficulty, rewards, and progression systems. Different theories such are social cognitive theory (Lim et al., 2020 ) and self-determination theory (Ryan et al., 2006 ) can be used to better understand the motivational factors of different game design elements (interactivity, challenges, and rewards), and how they influence student engagement and sustain student interest and active participation in computer science learning.

All mentioned research questions can be investigated by conducting experiments, surveys, observations, or interviews to gather quantitative and qualitative data on student experiences and perceptions. Combined with data from learning outcomes, these potential findings can provide the information about overall effectiveness of using the elements of a game-based approach to learning computer science in primary schools.

Limitations

This scoping review focuses on the articles in four digital libraries, potentially leaving a significant number of articles out of the analyzing process.

Using the NLP toolkit automates searching for relevant articles. Undoubtedly, a human reader might better understand the context and better assess the relevance of an article and potentially include some articles that NLP toolkit classified as irrelevant. In addition, after the initial selection by NLP toolkit, we performed the quality assessment of the identified articles, for each of the research questions. In that way, we ensured that only relevant articles are included in the study, but it might happen that, due to the phase of selection some relevant articles were omitted from the study.

Detailed meta-analyses within the selected group of articles concerning a particular research feature can further contribute to the existing body of knowledge. Similar analyses exist, but not on learning computer science (Gui et al., 2023 ). For example, in our manuscript, we did not consider the size of the student population, existence of the control group of students, or replicability of the studies.

This scoping review discusses implementation of game-based approach in computer science by analyzing research articles in four digital libraries published between 2017 and 2021. In total, 113 research articles were analyzed concerning the educational level, where the game-based approach is implemented, the type of the game, covered computer science topic, pedagogical strategy and purpose of the implementation. The results show that the number of research articles is increasing through the years, confirming the importance of implementing a game-based approach in computer science. Most of these articles refer to the research in just one country, in the local context, making it difficult to generalize the research outcomes and conclusions on the international level.

The article presents various games using various technologies concerning several computer science topics. However, there is no standardized game or methodology that can be used for designing an educational game. Implemented game in each of the researched articles depends on the educational level, covered topic and game type. From our findings, it is evident that most articles refer to the implementation of the game-based approach, where students gather the necessary knowledge and skills while playing a game. Just a few of them incorporate the process of learning by designing educational games, and this learning is connected to developing computational thinking or programming skills.

Potential future research might be focused on identifying the challenges, opportunities, and solutions for integrating game-based learning methods for a specific computer science topic. Example topics might be internet safety and digital citizenship.

The lack of research articles on game-based learning in primary and secondary schools, along with limited findings on the influence of game design elements, highlights the need to assess how different elements enhance engagement and understanding of computer science concepts.

Availability of data and materials

All data generated and analyzed during this study are included in this article.

https://scratch.mit.edu/

https://snap.berkeley.edu/

https://blockly.games/

https://codecombat.com/

https://www.alice.org/

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Maja Videnovik

Department of Business Administration and Organizational Studies, Inland Norway University of Applied Sciences, Holsetgata 31, 2318, Hamar, Norway

Tone Vold & Linda Kiønig

Faculty of Computer Science and Engineering, Ss Cyril and Methodius University in Skopje, Rugjer Boshkovikj 16, 1000, Skopje, North Macedonia

Ana Madevska Bogdanova & Vladimir Trajkovik

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VT and AMB had the idea for the article. TV defined the methodological steps. MV and AMB performed the literature search and data analyses. Data analyses were supported by VT and LK. MV drafted the article, while TV critically revised the work.

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Correspondence to Tone Vold .

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Videnovik, M., Vold, T., Kiønig, L. et al. Game-based learning in computer science education: a scoping literature review. IJ STEM Ed 10 , 54 (2023). https://doi.org/10.1186/s40594-023-00447-2

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Received : 27 March 2023

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Published : 06 September 2023

DOI : https://doi.org/10.1186/s40594-023-00447-2

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game development research topics

110 Video Game Topic Ideas for Essays & Examples

🔝 top 10 video game topics for 2024, 🏆 best video game topic ideas & essay examples, 🎮 good video game research topics, 🕹️ interesting gaming topics to write about, ❓ video game research questions, ✅ simple & easy video game essay topics.

Looking for video game topics for your project? Look no further! Here, we’ve collected excellent essay topics for true gaming enthusiasts. Whether you’re looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here.

  • History of Video Game Consoles
  • Myths of Video Game Violence
  • The Global Phenomenon of Esports
  • VR Gaming and Its Future Possibilities
  • How Video Games Influence Cognitive Skills
  • Therapeutic Mental Health Benefits of Video Games
  • Diversity and Gender Representation in Video Games
  • How Multiplayer Games Impact Social Interaction
  • Healthy Gaming Habits Against Video Game Addiction
  • Aesthetic and Narrative Qualities of Artistic Video Games
  • Product Life Cycle & Marketing of Video Game Industry One of the most important advantages of the concept of life cycle can be seen in the sphere of marketing, where if used as a tool it allows adjusting the strategies, including marketing, based on […]
  • Video Game Industry Analysis In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled.
  • Video Game Effects: Good or Bad? Given the fact that there is indeed a logically sound rationale to such a suggestion, throughout the course of conducting my study, I remained thoroughly observant of the article’s classification-related suggestions, in regards to the […]
  • The Monopoly Tycoon Video Game Review The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played […]
  • The Video Game Industry Evolution The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto “Sandy” Douglas officially presented his dissertation at the University of Cambridge. One of […]
  • The NASCAR Video Game Project Management Plan The plan attempts to draw the features and gameplay mechanics by replicating the thought process of a potential player. At this stage, the game should be well-advertised and ready for release.
  • The Motivation of the Video Game Player For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • The “Medal of Honor” Video Game Analysis The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has […]
  • Human Life: Video Game, Simulation, or Reality? Drawing parallels between the real and the virtual world, one can admit the unreality of the existence of the planet and people and compare everything that happens with the simulation in which we are.
  • Does Video Game Violence Lead to Aggression in Children? Among the gaming community, children participate vigorously in absorbing the plethora of entertaining content, including age-restricted ones where the scenes of violence are abundant.
  • A Role-Playing Video Game Ayiti: The Cost of Life This strategy worked but not to the topmost level simply because the burden of the living cost was gradually weighing down the overall income of my family.
  • BioWare Video Game Project Management For example, Dragon Age: Inquisition, the third installment of the company’s flagship series, switched to the Frostbite engine used by most of the EA games and succeeded in delivering the product despite the technical difficulties […]
  • Video Game History: Overview From the 1990s to Nowadays In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console.
  • FIFA 10 Football Simulation Video Game A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and […]
  • Video Game Delivery Project: Strategic Marketing To initiate strategies in marketing of Video Game, the company will decide to develop a web based application by ABC CORP and this application is customized to meet the requirements of the project. The purpose […]
  • A Video Game Store’s Business Plan The projected cash flow of the cash in the balance sheet will appear positive for the next five years and will show that the company’s profitability in will be good enough pay for operating expenses […]
  • The U.S. Video Game Industry This was also based on the views of the company’s developers who assumed that the technological advantages of the the16-bit system were extremely less than that of the 8-bit system.
  • Video Game Company Against Online Piracy The purpose of the said DRM software is to protect the intellectual rights of the company. The fourth major issue is the encompassing goal of the VGC to end all types of piracy.
  • Video Game Addiction and Maslow’s Hierarchy of Needs As to me, I was interested in video games when I was a child because this industry was at its beginning and almost every pupil was involved in it.
  • Sony and Nintendo in the Video Game Industry The firm has manufactured several generations of the home console since the 1980s, beginning with the Nintendo Entertainment System, the Super Nintendo Entertainment System released in the early 1990s, and the Nintendo 64 that was […]
  • Twitch.tv and Video Game Streaming Career From this point, in spite of the fact that the Twitch.tv platform can be viewed as belonging to the live-streaming industry, the careers of streamers develop according to the traditional principles of the entertainment business.
  • Nintendo in the Video Game Industry Previously, Atari was a major power to reckon with in the industry but was later toppled by Nintendo. Part of Yamauchi’s vision was to introduce new and cheaper video games in the market than the […]
  • Game designers have the responsibility to design less video game Secondly, the outcome of the video game is unpredictable as compared to movie in which the audience can predict the point at which the story would end thus making the video games more interesting to […]
  • Striving for the Ultimate Knowledge: Eli’s Mission. Video Game Owing to the peculiarities of the movie plot, the game can be shaped in a most intriguing way, with a lot of turns of the plot which lead to the most effective denouement.
  • Analysis of the Counter-Strike Video Game Phenomenon in Computer Gaming
  • Comparison of Three Companies in Video Game Industry; Nintendo, Sony and Microsoft
  • Analysis of Free Will in The Stanley Parable Video Game
  • Analysis of the Effects of Playing a Video Game Used in Computer Science
  • Analysis of the Characteristics and Player Statistics of Bungie’s Video Game Destiny
  • Are Video Games Truly a Game or a Reality?
  • Analysis of the Topic of the Releases in the Video-Game Industry and the Issues of the Violence
  • Analysis of the Rise of the Video Game Empire in Modern Society
  • Two Aspects of Creating a Video Game
  • Analysis of the Third-Person, Console-Based Video Game, The Last of Us
  • Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry
  • Combating Video Game Addiction : A Global Problem
  • Does Playing Video Game Consoles Bring About Plenty of Advantages?
  • Analysis of the Field Work Project and the Topic of a Video Game Community
  • Does Video Game Violence Affect Children?
  • Do Video Games Contribute For Video Game Violence?
  • Is The Video Game Industry an Oligopoly?
  • Is Video Game Violence the Cause of Juvenile Delinquency?
  • Psychological Effects of Video Game Violence on Children
  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?
  • Why Play Station 4 and the Xbox One Are the Kings of the Next Generation Video Game Console?
  • What Makes A Video Game Addictive?
  • Competition Among 3 Main Video Game Companies: Nintendo, Sega, And Sony
  • Brief Note On Video Gaming And The Video Game Industry
  • Effects of Television and Video Game Violence on Children and Teenagers
  • Analysis of the Different Genres of Video Game Systems for Children
  • Overview of the Process and Career in Video Game Design
  • Development of the Elder Scrolls Video Game Series
  • Breaking Gender Stereotypes in Traditionally Masculine Sports: The Inclusion of Women in FIFA 16 Video Game
  • Cancer: Video Game and Playing Violent Video
  • Fighting the Online Video Game Wars in China
  • Government Regulation Of Video Game Violence Is Unconstitutional And Unnecessary
  • Japanese video game industry
  • History of the Video Game Industry
  • Microsoft Xbox Entering the World of Video Game
  • The Merchant of Video Games: Adapting the Merchant of Venice into an Adventure Game
  • What Are Some Revolutionary Breakthroughs in the Video Game Industry?
  • What Does It Take To Make It in the Video Games Industry?
  • Why Has the Video Game Industry Exploded Recently?
  • What Is Wrong With the Video Game Industry in This Generation?
  • Is the Video Game Industry Going Downhill?
  • Who Is the Best Voice Actor in the Video Game Industry?
  • What Will Be the Next Breakthrough or “Big Thing” in the Video Game Industry?
  • Is the Video Game Industry in Trouble Right Now?
  • Who Makes More Money: Hollywood or the Video Game Industry?
  • How Has the Coronavirus Impacted the Video Game Industry?
  • What Is the Biggest Missed Opportunity Yet in the Video Game Industry?
  • Does Video Game Violence Induce Negative Affects on Our Youth?
  • What Are the Changes the Video Game Industry Needs?
  • How Large Is the Video Game Industry?
  • Why Is the Video Game Industry in China Dominated by MMOs?
  • Is There a Bubble Forming in the Video Game Industry?
  • What Do Video Game Players Understand That Most People Don’t?
  • How Easy Is It to Make a Video Game?
  • What’s the Best Advice You’ve Received From a Video Game?
  • What Was the First Video Game?
  • What Is the Most Inappropriate Video Game You Know?
  • What Are the Elements of a Good Video Game?
  • How Much Does It Cost to Develop a Video Game?
  • What Can Video Game Consoles Offer You?
  • Why Video Game Addiction Is One of the Urgent Problems Today?
  • How Does Science Create Video Game?
  • How the 1970s Sparked the Video Game Industry?
  • Why Do Video Game Movies Always Fail?
  • What’s the Most Popular Video Game Genre?
  • The Science Behind Brain-Boosting Games
  • How Gaming Reflects and Influences Society
  • How Video Games Participate in Social Justice
  • Pros and Cons of Gamified Fitness and Wellness Apps
  • Gamification, Its Benefits, and Learning Outcomes
  • Virtual Goods in Video Games and Their Real-World Value
  • What Factors Influence Immersion and Player Engagement?
  • Cloud Gaming and the Potential of Streaming Technology
  • Market Trends and Revenue Models of the Video Game Industry
  • Violence, Microtransactions, and Other Ethical Issues in Video Game Development
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2023, December 27). 110 Video Game Topic Ideas for Essays & Examples. https://ivypanda.com/essays/topic/video-game-essay-topics/

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game development research topics

117 Original Video Game Research Topics That Are Very Cool

video game research topics

Stop wasting your time searching all over the Internet for unique video game research topics! You can find 117 original video game topic ideas right here on this page. And yes, you can use these topics for free without even having to give us any credit. In fact, we have just finished updating the list of topics for 2023. This means that you will be able to find dozens of unique topic ideas that will give you an advantage over your classmates. In addition to the interesting topics, we also have 7 helpful tips, tricks and advice on how to write a video game essay or research paper faster. Let’s get started!

Finishing Your Video Game Essay On Time

However, finding excellent video game topics quickly is not enough, especially when you are on a tight deadline. There are many other things you can do to finish your paper on time. To make sure you complete the assignment on time, you should follow our tips, tricks and advice.

Start early. Give yourself enough time to research and write your essay. Don’t wait until the last possible minute to start writing the paper. Make sure you understand the requirements and scope of your essay topic. Stay focused and avoid wasting your limited time. Break down the task. Divide the essay into smaller parts, such as researching, outlining, writing, and editing. This will help you manage your time better and avoid being overwhelmed. Create a timeline. Develop a timeline that includes all the various things you need to do to write the paper and set a deadline for each one. Prioritize. Determine which parts of the paper are most important and work on them first. Make effective use of your energy. Use credible (primary) sources. This way you won’t have to go back and correct various parts of the paper due to problems with your sources. Create an outline of your essay before you start. This will help you organize your thoughts and save time by avoiding the need to revise and rearrange your work later.

Now that you know how to be more efficient, it’s time to give you some topics that will help you write an exceptional paper in no time:

Easy Video Games Topics

Don’t want to spend too much time writing the essay? No problem, just choose one of our easy video games topics:

  • The history and evolution of video games.
  • The positive effects of video games on children.
  • The impact of video game violence on society.
  • The benefits of playing video games for cognitive development.
  • The use of video games in education and training.
  • The role of video games in promoting physical activity.
  • The psychology of video game addiction and its effects.
  • The influence of video games on culture and society.
  • The future of virtual reality in video games.
  • The use of video games as a treatment for mental health issues.
  • The ethical considerations of video game development and production.

Interesting Video Game Topics To Write About

Our experts have put together a list of the most interesting video game topics to write about. Check out the list below:

  • Gender representation and diversity in video games.
  • The impact of esports on the gaming industry.
  • The relationship between video games and storytelling.
  • Cultural significance of popular video game franchises.
  • The role of video games in socialization and relationships.
  • The effects of streaming on the gaming culture.
  • The potential negative effects of excessive video game playing.
  • The use of video games in medical treatment.
  • The evolution of game design and mechanics in video games.
  • The impact of the video game industry on local economies.

Current Gaming Topics

If you want to talk about topics that are relevant today, you can simply select one of our current gaming topics. You can find them right here:

  • The rise of esports and professional gaming leagues
  • The ongoing debate around video game addiction
  • The impact of the COVID-19 pandemic on the gaming industry
  • Loot boxes and micro transactions: controversies
  • The increasing popularity of mobile gaming
  • The emergence of cloud gaming platforms
  • The debate around video game violence and its effects
  • The role of gaming in learning
  • The rise of indie game developers and their impact
  • Talk about augmented reality in gaming in 2023
  • The importance of inclusivity in gaming

Video Game Research Paper Topics

Writing a research paper on a topic related to video games doesn’t have to be difficult. Here are some simple video game research paper topics:

  • The impact of video games on problem-solving skills
  • Violent video games and aggressive behavior
  • Using video games for teaching in the classroom in 2023
  • The influence of video game design on player engagement
  • The impact of online gaming communities on social interaction
  • The role of video games in promoting physical activity
  • The potential for video games to enhance mental health
  • The effects of video games on attention span
  • The use of video games in therapy
  • Video game addiction and compulsive behavior

Video Game Research Questions

We have some of the most thought-provoking video game research questions on the Internet right here for you:

  • How do different game design elements impact player attitude?
  • What is the role of video games in shaping cultural identity?
  • How do different types of video games affect spatial reasoning skills?
  • What is the relationship between video games and creativity?
  • How do video games impact risk-taking behavior?
  • What is the impact of video games on academic performance?
  • How do video games affect emotional intelligence?
  • How can video games be used to promote sustainability?
  • What is the impact of video game marketing on consumer behavior?
  • How do video games impact racial stereotypes in society?
  • What ethical considerations should be taken into account when designing video games?

video game research topics

Video Game Writing Prompts

Don’t know what to write the essay about? Don’t worry about it; we’ve got your back. Check out these video game writing prompts:

  • Write a short story based on the world of “The Elder Scrolls. Skyrim.”
  • Imagine a new planet for the “Mass Effect” series and describe it.
  • Write a fanfiction piece that explores the backstory of “Overwatch” hero, Soldier. 76.
  • Create a character in “Fallout 4” and write a journal entry from their perspective.
  • Write a screenplay for a movie based on “The Last of Us.”
  • Develop a new quest line for “World of Warcraft” and outline the story.
  • Write a short story that takes place in the universe of “Halo.”
  • Imagine an alternate ending to “BioShock Infinite” and write it out.
  • Create a poem inspired by the themes and imagery of “Journey.”
  • Write a story set in the post-apocalyptic world of “Horizon Zero Dawn.”
  • Develop a backstory for the character of Clementine in “The Walking Dead” game series.

Video Games Debate Topics

Preparing for a heated debate? You need a good topic, of course. Check out these interesting video games debate topics:

  • Are video games really a form of art?
  • Is the portrayal of violence in video games harmful?
  • Are loot boxes and micro transactions in video games ethical?
  • Is it fair for video games to include difficulty levels in 2023?
  • Are video games responsible for addiction and compulsive behavior?
  • Should video games be used as a tool for educational purposes?
  • Is it appropriate to censor or ban video games?
  • Should video game companies be held accountable for their content?
  • Is the portrayal of women in video games sexist?
  • Are remastered video games worth the investment?
  • Is streaming video games on platforms like Twitch a viable career?

Informative Gaming Topics To Talk About

If you’re looking for some informative gaming topics to talk about, you’re in luck. We have some for you:

  • The evolution of gaming technology and graphics
  • The rise of esports and competitive gaming
  • The history and influence of classic video game franchises
  • The future of virtual and augmented reality gaming
  • The psychology of video game addiction and how to combat it
  • The cultural significance and representation in video games
  • The intersection of music and gaming, including video game soundtracks
  • The rise of mobile gaming and its influence on the gaming market
  • The history and impact of multiplayer gaming and online communities
  • The design and development process of creating a video game

Engaging Topic Ideas Related To Video Games

These unique, engaging topic ideas related to video games will surely win you some bonus points from you professor:

  • Write a script for a TV show set in the world of “Assassin’s Creed.”
  • Create a new playable character for “Street Fighter” and describe their moves and backstory.
  • Write a novella that explores the mystery of “Firewatch.”
  • Develop a plot for a new “Red Dead Redemption” DLC.
  • Write a short story inspired by the characters of “Life is Strange.”
  • Imagine a 2023 sequel to “Breath of the Wild” and outline the plot.
  • Write a screenplay for a movie based on “Half-Life.”
  • Create a new creature for the world of “Monster Hunter” and describe its behavior and habitat.
  • Write a story that takes place in the world of “Dark Souls.”
  • Develop a new puzzle game concept and describe its gameplay and mechanics.
  • Write a fanfiction piece that explores the relationship between Ellie and Dina in “The Last of Us Part II.”

Fun Video Game Topic Ideas

Writing a paper on a fun topic is a sure way to get noticed. Take a look at some of these fun video game topic ideas:

  • Rank the best video game soundtracks in games from 2020 to 2023
  • Discuss the funniest video game glitches and bugs
  • Explore the history of video game consoles and their evolution
  • Create the ultimate video game character (talk about their abilities)
  • Choose the most iconic video game weapons and discuss their uses
  • Debate the best video game crossover events
  • Examine the most impressive speedruns in video game history
  • Identify the most challenging video game bosses and discuss strategies to beat them
  • Rank the most immersive video game worlds and environments
  • Celebrate the most memorable moments in video game history.

Best Video Games Topic Ideas

Want to write your paper on an original topic idea? Below you can find what we consider to be some of the best video games topic ideas:

  • The use of video games in advertising and marketing in 2023
  • The history and impact of gaming consoles on the industry
  • The role of video games in fostering creativity and imagination
  • The history and impact of speedrunning on the gaming community and industry
  • The ethics of video game content and censorship
  • The history and impact of arcade games on gaming culture
  • The impact of video games on spatial reasoning and navigation skills
  • The psychology of character development and player identification in video games
  • The role of video games in exploring and experiencing new cultures and worlds
  • The impact of video games on decision-making abilities
  • The history and impact of gaming conventions on the industry and community

No matter what topic you’ve chosen, our professional writers ready to write a research paper for you. Just hire a professional writer and  buy a research paper to easly get a good grade. 

Get Affordable Video Game Research Paper Help

Our team of experts is ready to jump in and give you the most affordable video game research paper help online. No more googling “ write my research paper ” anymore! Get a high quality custom essay or research paper for any class in as little as 3 hours. High school, college and university students can count on us to impress their teachers with outstanding papers on a wide variety of subjects and topics. Get reliable writing help using our secure platform and improve your GPA in no time. Our writers have extensive experience writing compelling academic content that any professor will appreciate. If you are a student who wants to get more free time every week, leave the essay writing to us. So, if you need some more original video games research paper topics or if you want to get a good essay written for you today, contact our team.

What are some gaming topics? Some more interesting gaming topics could be ideas like: psychological affect of games on young children (can also work for psychology term paper writing), developments in gaming software and design, the impact early video games have had on the gaming world today, or a look over important personalities in gaming. Can I get help writing my video games paper? Yes! It is always advisable to ask for help if you are struggling. Even a seemingly fun and interesting topic like video gaming can become overwhelming and a challenge to write about. So you can definitely get online paper writing help while you yourself enjoy playing games instead of writing about them! What is the biggest problem in the gaming industry? There are a few major problems in the gaming industry, however the most current and important one at the moment is labor conditions and economic compensation for gaming industry workers. Gaming is a difficult industry where professionals are constantly working over average hours.

Technology Research Topics

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  • Science and Technology Directorate

Feature Article: S&T Helps the NFL Play Defense Around the Big Game

It is an unfortunate, but all too real, aspect of our daily lives that security has to be top of mind when staging a big event, and there is no event bigger than the Super Bowl. The planning and organization that goes into making something like the Super Bowl happen seamlessly and securely, and come off without a hitch, begins almost as soon as the previous one ends.

The front entrance area of a multi-story hotel complex with a long horizontal RAPID system barrier in front that is covered with a fabric reading, “National Football League Honors”.

At this year’s game, which took place in February at Allegiant Stadium in Las Vegas, the Science and Technology Directorate (S&T) helped to deploy a new and innovative technology solution to assist the Department of Homeland Security, federal, state, and local law enforcement, and event security teams with keeping everyone safe.

In the week leading up to the game, S&T’s Physical Security Program worked with partners at the U.S. Army Engineer Research and Development Center (ERDC) and Cybersecurity and Infrastructure Security Agency (CISA) to deploy the Ready Armor Protection for Instant Deployment (RAPID) system in support of the National Football League (NFL).

RAPID is a quickly deployable barrier for critical asset protection and urban operations, that uses a hydraulic system and wheels to allow for it to be set up with just a few people. Each RAPID barrier is integrated into a container for storage and transport.

Once on site, each section can be expanded to 35 feet during use, and when fully expanded, RAPID provides ballistic/fragmentation protection, intrusion protection, and line-of-sight denial. RAPID is scalable, meaning each barrier section can connect to as many additional sections as required.

Inside of a metal container looking out the open end where a person stands holding a section of an expandable metal barrier being wheeled into place.

RAPID does not depend on heavy equipment, special tools, or an electrical power source to be deployed or recovered. RAPID provides protection at least seven times faster than the most comparable system (a similar modular protective system) and is 70 times faster than building a sandbag wall of similar size.

Two connected sections of corrugated RAPID system metal barrier, about 30 feet in length, in front of the covered entrance of a hotel complex. There is a large parking structure in the background.

Once in place during this year’s Super Bowl Weekend, RAPID was evaluated by multiple DHS agencies, Las Vegas law enforcement, and Live Nation, an American multinational entertainment company. One of the deployments was at the NFL Honors event at Resorts World, where two RAPID barrier sections, comprising 70 total feet of protection, shielded critical parts of the venue from potential vehicle ramming and improvised explosive device detonations.

“The location for this deployment was next to an important traffic artery that could not be shut down and had vulnerable high-capacity entry and exit points, which presented an ideal opportunity to showcase RAPID’s capabilities,” said Physical Security Program Manager Ali Fadel. “RAPID was able to fill gaps in the venue’s security posture, while proving to be the most mobile and effective solution.”

Two connected sections of the RAPID system metal barrier, about the height of a person, and approximately thirty feet in length, with one end open revealing the internal structure, including crossbeams, wheels, and a hydraulic mechanism.

S&T escorted NFL senior personnel to view the RAPID barrier who were impressed with its capabilities. Once in place, the RAPID barrier was wrapped with a decorative cover—an important aspect of the system because it allows the barrier to blend in, concealing its actual dimensions and function from anyone who might seek to break through to the protected area behind.

Following the event, a final report prepared by ERDC concluded that all who participated in the deployment liked how portable the system was. Specifically, one participant was interested in taking advantage of the mobility of the system with a modified version that was shorter for use primarily as a hostile vehicle barrier.

A RAPID barrier system approximately 40 feet in length in front of the entrance to a multi-story hotel complex. The barrier is covered with a fabric covered with designs and the text, “National Football League Honors.”

Participants are compiling a list of requirements to submit to ERDC for further RAPID development; for instance, some of the DHS stakeholders thought a customized version of RAPID could be designed with a shallower footprint and a hinged panel, allowing the height of the barrier to be increased quickly without escalating a potential crowd control situation. This kind of deployment, and the resulting feedback and ongoing refinement, is an excellent example of the kind of valuable test and evaluation work that is undertaken by S&T and illustrates the complex and vital role S&T plays as the research and development home of DHS.

Ali Fadel summed up the weekend for RAPID, “We are learning more about the versatility of the units with each deployment.  As we converse with the law enforcement community, venue owners, first responders, and other R&D personnel, we learn about the possible deployments, enhancements, and uses for this versatile barrier.” 

RAPID was also deployed at the 2023 NFL Draft in Kansas City. Learn more about that in S&T’s Technologically Speaking podcast episode with Ali Fadel, Any Place Where People Congregate . For related media inquiries, contact [email protected] .

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Psychiatric research uses linguistics models to analyze game play and listen in on ways environment shapes interaction

by Laura Dattaro, University of Pennsylvania

Using sound recordings in psychiatric research

When Sydney Sun decided to transcribe 100 hours of audio recordings, she had no idea what would come of the effort. The recordings had been made by parents as they played games with their child, part of a research study being conducted by the Emotion, Development, Environment, and Neurogenetics (EDEN) lab run by Rebecca Waller, an assistant professor of psychology and Sun's supervisor. Sun wanted to know whether the games affected the language the children used, and whether this effect might vary in children with behavioral problems.

There was little prior research to suggest that Sun's analysis would yield significant results. But she pressed on, spending months painstakingly typing out each word. And her work paid off: By counting and classifying the words, Sun discovered that a family's environmental context can shape the ways in which parents and children interact—results she's since presented at an international conference and published in the journal Scientific Reports .

"I would never have been able to predict what would happen when she walked in my door," says Waller.

A mind for research

Sun's love of research began in childhood. Her parents had moved to the United States from China when her mother, a pediatric oncology researcher, took a job at the University of Kentucky. The halls of the lab fill her early memories. Her mother's colleagues set up toy experiments and taught her to make bubbles from dry ice and soap. She often traveled with her mother to scientific conferences.

At home, she watched with curiosity as her two siblings—three and 12 years her junior—turned from babies to children, developing personalities and learning to communicate. "I've always had such an interest in learning about how their brains developed and how they came to interact with the world around them," Sun says.

As a high schooler, she joined a math and science program that required 360 hours of research work. She again found herself in the University of Kentucky halls, this time the lab of Ai-Ling Lin, a neuroimaging researcher who studies Alzheimer's disease. Sun took care of research mice and helped with data analysis and visualization for a project investigating how the gut microbiome influences the disease, which her grandfather has. Before she finished high school , she was listed as an author on a publication in the journal PLOS ONE , a milestone most don't reach until graduate school.

"It was a time of teamwork and collaboration that really showed me what it means to be a researcher," Sun says. "That's what research is: collaborating with others to pursue these universal questions."

When Sun began college in 2020—as a virtual student in the midst of a global pandemic—she worried that research in her desired area of child development would be impossible to conduct. But as a participant in the University Scholars program, which enables an undergraduate to do independent research, she discovered Waller and her EDEN lab.

Waller and her team normally bring young children and their families into their lab to participate in studies, but when the pandemic struck, they had to get creative in finding ways to continue working with their families, many of whom have children with behavioral difficulties. They decided to mail board games to participants' homes and measure whether playing the games together improved the children's behaviors.

Forty families received a game focused on social skills , and another 40 received a math-based game. An instruction sheet asked parents to play the games with their child four times over six to eight weeks and record audio of the sessions. At a time when all parts of this work were happening remotely and asynchronously, Waller envisioned using the audio to simply confirm participation. Then Sun chimed in with an idea.

Family talk

Through the board game experiment, Waller wanted to measure how children changed before and after playing. Sun spotted another opportunity: to measure how the games served as distinct moments that could alter how parents and children communicate. They reminded her of how different situations influenced the ways her parents interacted with her siblings.

"It was fascinating to see these games as ways that we can manipulate the context in which parents and children were interacting," Sun says.

She asked Waller if she could use the audio recordings for her own analysis. Waller said yes—she says she generally gives a thumbs up to anyone with a decent idea—but had little bandwidth to supervise Sun: She was experiencing a complex pregnancy and on bed rest in a hospital. That was no deterrent to Sun, who recruited two of her fellow lab assistants to help. Together, they transcribed around 100 hours of audio recordings. Sun also took a class at Penn on the coding language R so she could analyze the transcripts.

With the help of a postdoc in the EDEN lab, Sun used a text analysis program to count the number of words used by parents and children in each of four categories: emotion words such as "happy" or "sad;" social behavior words such as "said" or "love;" cognitive process words such as "think" or "know;" and words related to numbers.

At times, Sun worried that all her hours transcribing and coding would not lead to any useful discoveries. Little research had been done using linguistic models to study the relationship between social-emotional language and behavioral problems, especially in naturalistic settings like the at-home board games .

But by analyzing the data, Sun found that parents and children used more social-emotional words when playing the social board game than the math one—to a statistically significant degree—suggesting the games worked as intended. What's more, children tended to match the frequency with which their parents used social-emotional language, but only when playing the social game. Children with behavioral problems also tended to use fewer social-emotional words in the context of the social game, but not in the math game.

"It was really surprising and astounding to see how the social context radically changes the way parents and children interact with language," Sun says. "If we want to develop treatment plans or find ways to elicit dialogue between parents and children, it's important that we figure out the best context in which children will be most responsive."

Medical-school bound

By the beginning of her junior year, Sun had her results in hand, which she submitted to the Society for Affective Science conference, an international meeting taking place in Long Beach, California. Not only was she accepted, but she was selected to give a short lecture—and won an honorable mention for "Best Flash Talk."

Shortly after the meeting, the team submitted a manuscript of the results to Scientific Reports . The journal published the paper in January 2024, with Sun as first author. With that, Sun completed nearly the entire the arc of the research process, from idea to publication, over the course of four undergraduate years.

"Many Penn undergraduates are exceptional, but she just really goes above and beyond even that," Waller says. "The opportunities she's created for herself and the ideas she's bringing are quite rare."

And Sun still isn't finished. Even as she approaches graduation, she is working on a study that examines how 3-, 4- and 5-year-old children parse the emotions associated with music. Most 3-year-olds cannot match the tone of a music clip with the emotion on a face, the study is revealing, but most 4- and 5-year-olds can. Sun will be the first author on that paper when it is published.

Her work has inspired Waller to conduct more studies on the associations between language and children's behavioral problems , opening new directions of research for the EDEN Lab. "What she's doing is really foundational to an emerging field," Waller says.

Ultimately, Sun says she hopes to pursue a career in pediatrics as a clinical researcher, following in her mother's footsteps. Next fall, she's planning a move to Baltimore to attend Johns Hopkins Medical School. She's not certain how her career will pan out, but whatever direction she takes, she says she'll keep taking risks in the name of scientific pursuit.

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ORIGINAL RESEARCH article

This article is part of the research topic.

Advances in Marine Environmental Protection: Challenges, Solutions and Perspectives

Research on Subject Behavior Choice of Marine Carbon Sink Projects under Risk Conditions Provisionally Accepted

  • 1 Zhejiang Ocean University, China
  • 2 Southern Ocean Science and Engineering Guangdong Laboratory (Zhuhai), China

The final, formatted version of the article will be published soon.

Marine carbon sink projects are important carriers for the development and utilization of marine carbon sink resources. The risk factors existing in the development process of marine carbon sink projects will significantly affect the behavior of the project subject, and then affect whether or not the project development can be conducted smoothly. Based on the evolutionary game method, this paper analyzes the behavior choice of each project subject under the risk condition, and explores the influencing factors that promote the change of its action probability. The results show that: (1) Government subsidies can promote the development of marine carbon sink projects, but when the subsidies are too large, the government's willingness decreases, which may lead to significant changes in the decisions of relevant practitioners; (2) The government pays more attention to image improvement, is not sensitive to risks, and always chooses active subsidies. In the case that the risk poses a great threat to the project, the behavior strategies of the relevant practitioners and investors will influence each other, and both sides will determine the behavior strategies that can obtain more returns according to the other side's behavior decision; (3) The behavior of relevant practitioners and investors has an impact on the strategy of the demander. When the risk increases, the former has a greater impact on the demander's choice not to buy marine carbon sink. Relevant policy suggestions are put forward: (1) the government should flexibly adjust the subsidy mechanism; (2) enhance the influence and popularity of marine carbon sink projects; (3) reduce the risks faced by the practitioners.

Keywords: risk, marine carbon sink project, evolutionary game, Behavior choice, coping strategy

Received: 20 Feb 2024; Accepted: 15 Apr 2024.

Copyright: © 2024 He and Wang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Mx. Yanwei Wang, Zhejiang Ocean University, Zhoushan, 316000, Zhejiang Province, China

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