Vol. 3 No. 2 2005

[ index ]

 

[ contents ] Vol. 3 No. 2, 2005 pp.63

[ index ]  

Special Edition on Digital Games

 

Games, more specifically, digital games have become ever present in our society. They are played on a wide array of technologies from mobile phones, to personal computers, to dedicated game consoles. They offer players a variety of experiences from playing alone to joining with thousands of others online. Game genres are varied and include adventure, real time strategy and simulation. Further, games are both influenced by, and also inspire, a myriad of other art forms from film to literature.

Accordingly, with it being almost impossible to overlook their prevalence within our society, digital games are now being recognized as a legitimate area for inquiry in their own right. It has therefore been both a great opportunity and privilege to be the guest editors of the inaugural Special Issue on Games. Testimony to both the increasing interest and importance of game studies and research, were the large number of submissions we received for this issue, and as editors we would like to thank all those who made submissions.

Reflective of the multidisciplinary nature of digital game research the four featured submissions came from authors with backgrounds as varied as online journalism, education, information technology, ludology and media and communication studies.

In sequence, these four articles traverse issues from card games as a social learning tool, to the language used by player communities, to game journalism, and finally to intellectual property rights in massively multiplayer online role-playing games. Within this issue, technologies range from face-to-face paper-based card games in the first article, to expansive and enormously populated online digital worlds in the last.

We believe that game research, like these featured articles, has the potential to both shape our understanding of, and interaction with, digital games. With digital games increasingly finding application in a myriad of areas, how we understand and play them has implications far beyond their application within the entertainment industry.

Finally, as editors we are truly indebted to the contribution of those who have worked tirelessly behind the scenes to bring you this special issue. To all the reviewers who so generously gave up their time to review the submissions we received, we thank you. We are also truly grateful to Prof. Michael Gilding, Dr. Mark Finn and the AJETS board for so courageously deciding to adopt the idea of a special issue on games which we pitched to them earlier this year. And to the administrative and support staff of AJETS, in particular Ms. Vikki Bunton for her meticulous and professional editorial assistance and to Mr. John Mathews for his web-based technical expertise.

We’ve enjoyed very much the process of bringing you this special issue as we believe it provides a unique and exciting opportunity for Australian game researchers to come together and share their interest in digital games. And most of all, we hope you have as much fun reading it as we had making it.

Dr. Andrew Stapleton
Mr. Matthew Cooke

 

 

     

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The Australian Journal of Emerging Technologies and Society
examines the social implications of emerging technologies,
from mobile Internet and wireless technologies to biotechnology and cybernetics.