Abstract
The remarkable rise of game studies as an academic field is driven by the common notion that “gaming is growing” and “so many people are using games.” Clearly, sales data and the available survey studies on game use justify this argumentation for scientific relevance. However, surprisingly little is known about actual computer game use, particularly compared to the media use data that are available for television, radio, and print media. Systematic, continuous data are missing with regard to player descriptions, time investments, genre popularities, platforms used for playing, gaming locations, and playing modes (e.g., single vs. multiplayer). Much theorizing and empirical research on computer games suffers from this lack of knowledge, as the “true” social impact and cultural meanings of computer games cannot be determined with sufficient validity. The present chapter addresses the organizational and methodological problems behind the missing data on game use and offers a long-term vision of how an international foundation that collaborates with national partners could achieve a reliable, scientifically most useful information base on contemporary computer game use.
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Notes
- 1.
For a qualitative approach to remix cultures like modding, see Unger (Chap. 32).
- 2.
Nevertheless, it is questionable whether respondents engage in this kind of systematic reasoning: It is assumed that people are not willing to engage in high cognitive effort when asked to make estimates about the frequency of behaviors (Sudman et al. 1996, as cited in Greenberg et al. 2005).
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Blake, C., Klimmt, C. (2012). The Challenge of Measuring the Use of Computer Games. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_23
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