Ludology

The gaming theory.

http://cis471.blogspot.com/2013_09_01_archive.html

Ludology also known as Game studies, or called gaming theory, is the study of games, or the act of playing them, most commonly video games. Ludology is a rule of traditional studies that deals with all types of games throughout history. “This field of research utilizes the tactics of at least anthropology, sociology, and psychology while examining aspects of the design of the game, the players in the game, and finally, the role the game plays in its society or culture.” Most of the time game studies is confused with being the study of video games, but this is only only a part of game studies not the complete focus. Ludology includes all types of gaming, including sports, board games, and etc.

“Before the creation of video games, game studies often only included anthropological work, studying the games of past societies.However, once the creation of video games came about and were introduced, and became mainstream, game studies were updated to perform sociological, and psychological observations; to “observe the effects of gaming on an individual, his or her interactions with society,” and the way that it could affect us and have a huge impact around the world around us.

There are three central approaches to Ludology. The social science, humanities, and the industry and engineering approach. The social science approach asks itself how games affect people and uses tools such as surveys and controlled lap experiments. The humanities approach asks itself what meanings are expressed through games, and uses tools such as ethnographies, ethnography, and patient observation. The industrial and engineering approach applies mostly to video games and less to games in general, and examines things such as computer graphics, artificial intelligence, and networking.” Just like other mediums, like television, radio, and film studies, game studies often involves audience theories and cultural studies.

Huge multiplayer online games can give economists evidence about the real world. Markets based on digital information can be fully tracked as they are used by players, and thus real problems in the economy, such as inflation, deflation and even recession. The solutions the game designers come up with can therefore be studied with full information, and experiments can be performed where the economy can be studied as a whole.” These games they can use to find every piece of information they need to study the economy, while in the real world they have to work with deductions and assumptions.

For example the game EVE online was studied in this way by Yanis Varoufakis, former Finance Minister of Greece and Valve’s in-house economist, who stated: The future is going to be in experimentation and simulation — and video game communities give us a chance to do all that.” Economists noticed that during a decline the lack of a minimum wage make the employment market bounce quickly, and then the economy is back to growing.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.