Applied ludology: A comparison between practical analysis methodology

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In recent years there has been an increasing interest in the study of video games (ludology). In 2007 the video game industry was valued at $44.9 billion worldwide making it one of the largest entertainment industries(1). As a result of the popularity of video games, game reviews and review scores have become important for video game developers, publishers and potential game buyers. However, the analysis of a video game without a set of guidelines can create large inconsistencies between reviews. A reviewer could prioritize a certain aspect of a game while other aspects are left untouched. To create an universal method for analysing video games the core principles of ludology can be utilized. Knack(2011) carried out experiments on “affective ludology”. According to knack(2011) some principles of ludology, when executed well, contribute more to the overall quality of a game than other. Applied ludology frameworks which incorporate certain principles of ludology for practical usage scenarios have already been developed. In 2007, Malliet published a paper in which a framework was established for video game analysis. In the same year, Järvinen(2007) demonstrated a similar methodology for an approach to game studies. The aim of this paper is to investigate the similarities and differences between Knacks(2011), Malliets(2007) and Järvinens(2007) approach to videogame analysis.
Järvinen(2007) used a set of casual games to conduct experiments on the physiological response to game mechanics, goals and suspense. Järvinen(2007) classified the gameplay into two main mechanics: global and local gameplay mechanics. The global mechanics are divided in primary and sub mechanics. The local mechanics, which are referred to as “modifier mechanics...

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...” is divided into five topics of interest: complexity of controls, game goals, character and object structure, balance between user input and pre-programmed rules and spatial properties of the game world. Malliets(2007) study found that videogame analysis using ludology caused problems not demonstrated in earlier reports on applied ludology. Interpretation of video game content was the main problem when objectively analysing the games

This paper has investigated the different approaches one could choose when analysing video games. Järvinen(2007) used an extensive set of elements and criteria to give a game a classification in the form of a “glocal”. In addition the emotional response to the game and player skill was also taken into account. Malliet(2007) did not provide predefined classifications, instead points of interest were given, which could be used for

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