How to cite video game

How to cite video game

Introduction

The use of video games in scholarly writing is a growing trend in the field of game studies. While it may seem like an unusual subject to write about, there are many compelling reasons why scholars should consider incorporating video games into their research.

Why Use Video Games in Scholarly Writing?

There are many reasons why scholars might want to use video games in their research. For one, video games can be a rich source of data that can help researchers better understand certain behaviors or phenomena. They can also provide insight into cultural and social trends, as well as the ways in which people interact with technology.

Additionally, using video games as sources for scholarly writing can help researchers reach a wider audience. Video games are often popular among younger readers, and incorporating them into academic writing can help make it more accessible to a broader range of people. This can be especially important in the field of game studies, where many scholars may struggle to communicate their research to a non-specialist audience.

Types of Video Games to Use in Scholarly Writing

When using video games as sources for scholarly writing, it’s important to choose ones that are relevant to your research question and that are appropriate for your intended audience. Here are some types of video games that you might consider using:

Commercial Games

Commercial games are the most common type of game that you will encounter in scholarly writing. These are games that are available for purchase and are intended for entertainment purposes. Examples of commercial games include “Minecraft,” “Call of Duty,” and “The Legend of Zelda: Breath of the Wild.”

When using commercial games as sources, it’s important to provide context and analysis for your readers. This might involve discussing the game’s plot, characters, or themes, as well as analyzing how these elements relate to your research question. You should also be careful to avoid any spoilers or other information that might be considered proprietary by the game’s creators.

Educational Games

Educational games are games that are designed to teach a specific skill or subject matter. Examples of educational games include “Duolingo,” “BrainPOP,” and “Math Blaster.”

When using educational games as sources, it’s important to discuss the game’s purpose and intended audience, as well as any relevant studies or research that have been conducted on its effectiveness. You should also be careful to avoid making assumptions about the game’s quality or value based solely on its popularity or commercial success.

Research Games

Research games are games that are specifically designed for research purposes, often to study specific behaviors or phenomena. Examples of research games include “Experiment for X,” “Virtual Reality Therapy,” and “The Lab.”

When using research games as sources, it’s important to discuss the game’s methods and any relevant studies or research that have been conducted on its effectiveness. You should also be careful to avoid making assumptions about the game’s quality or value based solely on its popularity or commercial success.

Citation Guidelines for Video Games

When citing video games in scholarly writing, it’s important to use the appropriate citation style (such as MLA or APA) and to provide all necessary information, including the title, author, publisher, release date, platform, and any relevant URLs or other online resources.

Commercial Games

Author, First name. Last name.. Title of game. Publisher, Release year. Platform.

For example:

Smith, John. Minecraft. Microsoft Studios, 2013. Xbox One.

Educational Games

Author, First name. Last name.. (Year). Title of game. [Software]. Publisher.

For example:

Smith, J. (2015). Duolingo. [Software]. Language Learning Games, Inc.

How to cite video game

Research Games

Author, First name. Last name.. (Year). Title of game. Publisher. URL.

For example:

Smith, Jane. (2018). Experiment for X. GameLab Research [Web site]. <https://www.gamelabresearch.com/experiment-for-x/>

Conclusion

Using video games as sources for scholarly writing can be a valuable and engaging way to reach a wider audience and to explore complex issues in a new and innovative way. By choosing appropriate games, providing context and analysis, and using the correct citation guidelines, scholars can effectively incorporate video games into their research and engage with a broader range of readers.