2008Palgrave Macmillan UK eBooksRequires access

‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design

Henry Jenkins, Kurt Squire

Open publisher page 1 citations

Abstract

Since April 2003, we have written a monthly column, ‘Applied Game Theory’, for Computer Games magazine. Our goal was to try to make some of the core insights of games scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge we faced, as academics, was how to reduce our arguments to 800 words per month without oversimplifying. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

About this research paper

What this paper is about

Since April 2003, we have written a monthly column, ‘Applied Game Theory’, for Computer Games magazine. Our goal was to try to make some of the core insights of games scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge we faced, as academics, was how to reduce our arguments to 800 words per month without oversimplifying. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Available abstract

Since April 2003, we have written a monthly column, ‘Applied Game Theory’, for Computer Games magazine. Our goal was to try to make some of the core insights of games scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge we faced, as academics, was how to reduce our arguments to 800 words per month without oversimplifying. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Key concepts: Scholarship, Diversity (politics), Core (optical fiber), Speculation, Game design, Criticism, Game theory, Game mechanics

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