SAGE Research Methods Foundations:
Online Video Games Research
Harko Verhagen, Stockholm University, Sweden,
Magnus Johansson, Uppsala University, Sweden
Wander Jager, University College Groningen, the Netherlands
© SAGE Publications Ltd 2020
http://methods.sagepub.com/foundations/
DOI: 10.4135/
Playing video games is a pastime for large parts of the population in many countries, with
over 2 billion video gamers worldwide in 2016 (Statista, 2018). The spread of mobile phones
and smartphones has extended gameplay options beyond the use of computers, tablets, game
consoles, and gaming arcades. The 2018 demographic data for the United States indicates
that contrary to the depiction of gamers as young, male adults, 60% of all Americans play on
a daily basis; the average age of a gamer is 34 years; and females make up 45% of the total
gamer population (Entertainment Software Association, 2018). Finally, video games are
considered a major part of the media industry, with revenues outperforming those of other
digital media such as digital music and video-on-demand, and even the revenues of the
television and movie industry.
As with all media, games come in different forms, shapes, and genres. One complete
run of gameplay, ending with either a next mission or game level, or the end of the game, can
be short (the majority of mobile phone games are in this category) or very long (or indeed
never ending—the longest running online game, JediMUd, has been active since 1992)—
even if the gamer can play short or long episodes in both cases. Well-known game genres
defined by content include roleplaying games, racing games, and first-person shooter games;
other genres are related to the gameplay itself such as casual games and social games. An
important divide is between games run on the device (so-called sandbox games), in which
one (or a few, co-located and interacting with the same device) gamer plays with, against, or
on the device, and online games, in which multiple players can interact with the game in
parallel using their own devices while connected through an online game server.
Such a widespread social phenomenon has led to questions in need of research. Since
video games and gaming can be analyzed from many different angles, various research
strands exist. Games can be the focus of research, as technical artefacts, and of their design
process. The in-game behaviour can be of interest, both of the individual player as well as the
interaction between players. The consequences of gaming have been studied as well, such as
the effects on the feeling of empowerment, the learning of real-life skills due to gaming, or
the spread of violent behaviour as a result of playing violent games.
Based on an extensive analysis of co-citation and keyword co-occurrence in game
research publications, Paul Martin (2018) finds four game research communities:
1. education/culture-education,
2. education/culture-humanities and social sciences,
3. technology-computer science, and
4. medical-health.
Interaction between the research communities does exist, except for between
communities 2 and 4. For the purpose of this text, focus will be on the research in
communities 1 and 2, which, to a large extent, map onto two different research paradigms,
namely game science and game studies, respectively. As online games have been the main
research focus within this community since the early 2000s, the discussion here is limited to
online video games. This entry illustrates the different research strands and challenges using
two research examples in the following two sections.
Research Example 1: Online Games Player Culture
Aspects of player and play culture have been researched in different ways. One aspect of
group culture is the presence of shared norms. What constitutes the group differs, though. In
multiplayer online games, a common feature is the need to perform missions in the game in
larger groups, where each player adds different skills and other resources to the group.
Groups may be formed “on the spot” for a game session, or persist over time from game
session to game session. In the game World of Warcraft, groups that persist over time are
called guilds. Most guilds have a formal hierarchical structure for decision-making, a
procedure for accepting new members and norm maintenance, and use platforms outside of
the game to define and promote the guild. In Magnus Johansson’s study (2013), the Internet
fora of a set of guilds are analysed for the group norms expressed there, which are then
synthesised into a set of general norms. Methodologically, the data collection is online text
data followed by thematic analysis. Not all fora are open to non-members, though, so to make
sure this does not introduce a bias, at least some of the data has to be collected from the
closed fora. This then implies one needs to apply for membership (or access for research
purposes as a non-member), which may be dependent on the playing skills (and in-game
player level) of the researcher.
In another study Kou, Johansson, & Verhagen, 2017), the formulation of norms and
norm-breaching behaviour is studied in the context of the game League of Legends. Riot
Games, the company that developed the game, wanted to test amongst others a way to limit
the rude behaviour common to most online games. The method tested was a user-driven
“legal system”, which would handle complaints from gamers about the behaviour of other
gamers and decide if and how to penalize gamers who were reported. The legal system
(called the Tribunal) consisted of a group of players of good standing volunteering to discuss
the complaints sent in and come to a decision (combining judge and jury roles). The data
consisted of the complaints (submitted in a structured form), the discussions between the jury
members, and comments and reflections from the jury members about their jury duties. One
of the researchers was part of the legal system, which gave them access to the internal
discussion data, while the rest of the data collection was from the game discussion fora. The
internal discussions provided insight into how norms are formed and negotiated, while the
fora data provided information on the perception of the jury “duty” and how this role kept
some of them in the game while not actively playing. The internal discussion data were
collected via participant observation.
In all cases of the online data collection—open or closed forum, or data collection
during gameplay—consent will be needed. This may be difficult given the unclear identity of
players using pseudonyms, and with online data collection it is always difficult to know if the
same person is behind the pseudonym on each occasion. Data collection during gameplay can
be done via recording (video or text notes) but if one has access to the game server (either via
cooperation with the game company or since the game was custom-made for the research
project), a wide variety of data can be collected in a large amount. These can be in-game
utterances (chat in text or sound) but also each keypress, action chosen, and time passing
between actions and reactions. Each computer input and output can be logged and analysed.
Riot Games, used these data to experiment with design choices. Since popular games have
many players worldwide, the amount of data is very large; in the case of the previous video
link, over 250,000 players are involved and over 100 million votes were cast in the Tribunal
processes mentioned, over a six-month period for European and North American players.
Research Example 2: Online Games for Training of Understanding
and Analysis of Complex Systems
The use of games in education has a long tradition; for instance, in training of management
students, case-based education and role-playing games have been a standard approach.
Visualizing the dynamics of complex systems using models, such as water-based models of
the macro-economical system where policy choices can be simulated by changing valves, is
another example of the use of simulation for educational use. An early example of
computerizing the macro-economic dynamics is a study by F. Gerard Adams and Christopher
Gretzy (1991). In their case, the simulation game consisted of coupled spreadsheets and
interacting computers in a local area network (LAN)—quite a different take on gaming with
less focus on the aspect of play as central in game research but consistent with the idea of
game science (Stenros & Kultima, 2018). In game science, a game is designed to solve a
problem, in many cases analysing or understanding a problem of high complexity. Examples
of the same type of central issue (complexity) as an entertainment game mechanism are flight
simulators (inspired by real training systems) and the Simcity game series (urban planning
and political decision-making). In social science, the understanding and analysis of complex
systems is key as well, leading to the advance of simulation models of these complex
systems. The game science paradigm is firmly based in the simulation and games community.
One danger for using gameplay for education is that avid gamers may play the game to win it
or to fulfil the role they see the game character to have, rather than behave in the game as
they would do in reality. Another danger is that if a game is felt as being too unrealistic or
hard to believe, the participants will not take it seriously.
For understanding of macroeconomics as in the Adams and Gretzy study, a numerical
simulation approach might work. For complex issues that policymakers deal with, this
approach is less suited. A more modern approach within the social sciences is the use of
agent-based simulations rather than equation-based simulations. By mimicking individual
decision-making in interaction with the social and physical environment, complex social
processes can be studied. Such models can be turned into realistic games for students in a
learning situation, but also for policymakers to experience and experiment with the
consequences of different policy choices.
Key developments in the field of agent-based modelling that contributed to this
realism address (a) the drivers and processes of decision-making, and (b) the networks
connecting these agents. Concerning the drivers and processes of decision-making, agents
can be equipped with multiple needs or utilities, and they may differ concerning the
orientation and importance of their needs or utilities. As such, a heterogeneous population
can be constructed whereby agents attach different weights to certain outcomes, and display a
variety of choice behaviours, ranging from individual optimising to learning from peers and
performing habits. The networks connecting these agents are also important, allowing
researchers, for example, to model opinion leaders who are being followed by many others to
acquire information on what to do (informative and normative influences; e.g., Van Eck et
al., 2011).
One of the first online games that used a more theoretically realistic artificial
population is the Energy Transition Game (Jager et al. 2018). In this game, multiple players
take the role of energy companies and political parties that are competing for market share
and votes of a simulated population. Using an architecture for simulating individual
consumers on the basis of social and behavioural science, the behaviour of the simulated
population is reproduced realistically enough to make playing the game an entertaining but
also a meaningful experience.
It is imaginable that many social challenges can be gamified using agent-based
modelling tools. For example, many social-ecological challenges such as managing fishstocks, maintaining forests, and counteracting against desertification require a combination of
knowledge on the eco-systems and on behaviour of communities. In games where teams of
experts from different disciplines can be formed, and their communication and decisions
tracked, researchers can study under what conditions multidisciplinary groups are more
effective in managing complex societal problems. One issue might be that the game approach
may be seen as less serious by policymakers or experts, whereas more traditional methods of
knowledge transfer and inter-expert communication may have better acceptance.
FURTHER READINGS
Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press.
Retrieved from http://press.etc.cmu.edu/content/game-research-methods-overview.
REFERENCES
Adams, F. G., & Geczy, Ch. C. (1991). International Economic Policy Simulation Games on
the Microcomputer. Social Science Computer Review,9(2), 191–201. doi:
10.1177/089443939100900201
Entertainment Software Association (2018). 2018 Essential Facts About the Computer and
Video Game Industry. Retrieved from: http://www.theesa.com/wpcontent/uploads/2018/05/EF2018_FINAL.pdf
Jager, W., Scholz, G., Mellema, R., and Kurahashi, S. (2018). The Energy Transition Game:
Experiences and Ways Forward. In: S. Kurahashi & H. Takahashi (Eds). Innovative
Approaches in Agent-Based Modelling and Business Intelligence (pp. 237-252).
Springer. doi: 10.1007/978-981-13-1849-8
Johansson, M. (2013). ‘If you obey all the rules, you miss all the fun’ – a study on the rules of
guilds and clans in online games’. Journal of Gaming & Virtual Worlds, 5(1), 77-95.
doi: 10.1386/jgvw.5.1.77_1
Kou, Y., Johansson, M., & Verhagen, H. (2017). Prosocial Behavior in an Online Game
Community: an Ethnographic Study. In: Proceedings of the 12th International
Conference on the Foundations of Digital Games, article no. 15. doi:
10.1145/3102071.3102078
Martin, P. (2018). The Intellectual Structure of Game Research. Game Studies, 18 (1).
Retrieved from: http://gamestudies.org/1801/articles/paul_martin.
Statista (2018). Number of active video gamers worldwide from 2014 to 2021 (in millions).
Retrieved April 20th, 2019 from https://www.statista.com/statistics/748044/numbervideo-gamers-world/.
Stenros, J., & Kultima, A. (2018). On the Expanding Ludosphere. Simulation & Gaming,
49(3), 338–355. doi: 10.1177/1046878118779640
Van Eck, P. S., Jager, W., & Leeflang, P. S. (2011). Opinion leaders' role in innovation
diffusion: A simulation study. Journal of Product Innovation Management, 28(2),
187-203. doi: 10.1111/j.1540-5885.2011.00791.x
Author bios
Harko Verhagen is an associate professor at the Department of Computer and Systems
Sciences, Stockholm University. His research has focused on agent-based simulation of
social interaction, social interaction in and around computer game play, social ontology and
agent models, use of social media in online education, and issues of design for hybrid social
spaces. He has published over 100 peer-reviewed papers, book chapters, etc.; guest co-edited
special issues of journals such as Computational Mathematical Organization Theory, Journal
of Gaming and Virtual Worlds, and Logic Journal of the IGPL, and recently co-edited the
Handbook of Normative Multiagent Systems. His publication list is available via
http://harko.blogs.dsv.su.se/
Magnus Johansson is a researcher and lecturer at the Department of Game Design, Uppsala
University, Campus Gotland. He received his doctorate in Computer and Systems Sciences
from Stockholm University in June 2013, and is head of the Department of Game Design,
Uppsala University since 2017. Johansson has published more than 30 peer-reviewed
publications to games conferences, books and journals. His research interest is often focused
on the player, groups of players, the activity of playing games and how design influences the
player experience. Previous publications deal with the social aspects of online games such as
norms, social rules, toxic gaming and methods for studying games. Other perspectives that
Johansson has studied includes how to create socially believable non-player characters,
design and evaluation of games from a usability perspective, and how to design games for
learning.
Wander Jager (University of Groningen) is a social scientist with a broad interdisciplinary
interest in social complex phenomena and transition to a sustainable society. Being inspired
by the work of John Holland on chaos and self-organisation in the 1990s, he has since then
been working and teaching on the micro-macro interactions in various social systems. His
PhD thesis “Modelling Consumer Behaviour” (2000) integrated key behavioural theories into
a computer simulation of human population behaviour. Formalising behavioural theory and
empirical data in agent-based simulations is currently being used to study processes of social
innovation in, for example, transportation, farming and city-planning (see http://local-socialinnovation.eu).