A Powerpoint summary of the ‘top 10’ most perceptive and useful findings from videogames research in 2007/8. The findings that stuck me as most interesting…

7. Altruism & affection: (Aki Jarvinen). “There is an unexplored design-space in [ finding a way for players to pay attention to the ] fortunes-of-others and attraction emotions” [ i.e.: fondness for other players/npc’s ]

6. Gender-inherent skills: (Jing Feng, et al). “It takes 10 hours of gameplay [ in an action game ] for women to play with the same spatial attention as men.”

5. The exit: (Mark Wigley). “The exit experience is an under-designed game space.”

1. Mixed-reality sports: (J. Bardzell, et al) “Live sports generates a ton of live data, ready for transmission … there’s a whole new world of untapped mixed-reality games [ so, can we mix ] live professional sports with a virtual version of it?” [ and in real-time? ]


Jarvinen, A. (2007). “Communities of Nurturing“. Paper presented at Nordic Game 2007, Malmo Sweden, May 15-16, 2007.

Feng, J., Spence, I., and Pratt, J. (2007). “Playing an Action Video Game Reduces Gender Differences in Spatial Cognition“. Psychological Science 18:10 (2007): 850-855.

Wigley, M. (2007). “Gamespace”. In: Space Time Play: computer games, architecture and urbanism (2007). Birkhauser.

Bardzell, J., Bardzell, S., Birchler, C., and Ryan, W. (2007). “Double dribble: illusionism, mixed reality, and the sports fan experience“. Advances in Computer Entertainment Technology 2007: 216-219.