This module has two components: Research Methods and Game Analytics and Responsible Innovation,
each of which is assessed separately.
The Research Methods component trains researchers in qualitative and quantitative games research
methods, including reproducibility, open science, and the use of York’s extensive facilities for
eye-tracking, brain imaging, and physiological data capture. Joint critique of papers outside the
researchers’ home disciplines develops a shared appreciation for differing epistemologies across
disciplines. researchers are assessed on a research paper reporting game data collected and analysed
by them.
In the Game Analytics and Responsible Innovation component, researchers work with large games
industry data sets, for example Dota 2, to learn principles of data wrangling, exploration, prediction,
machine learning, and data visualisation in week 1. Using innovative methods like design fiction,
researchers will then extrapolate potential ethical and societal ramifications of such games research
work (e.g. security, privacy), and apply responsible innovation frameworks like AREA to unpack how
they can anticipate, reflect, and engage with these ramifications in their work. researchers are assessed
on a data collection and responsible innovation plan for their PhD project.
The Methods and Data Module provides the interdisciplinary skills researchers need to be successful
and responsible researchers working with games.
Subject Content:
Specify and justify a research question
Collect qualitative and quantitative data, including game generated data, to address a research question
Explore, analyse and visualise data appropriately
Write up a study in the expected format for an academic publication
Identify and consider ethical and societal ramifications of research, and apply responsible innovation frameworks to anticipate, reflect, engage with, and act on ramifications
Academic and Graduate Skills:
Conduct a literature search and critique papers in terms of validity and rigour
Prepare and deliver a substantial oral presentation on their work aimed at game designers or other industry stakeholders
Identify and plan for future research training needs
Understand principles and good practices of open science and reproducible research and apply them to your respective research
Cairns, P. and Cox, A.(eds), Research Methods in HCI, CUP, 2008
Cairns, P., Doing Better Statistics in Human Computer Interaction, CUP, 2019. •
Seif El-Nasr et al. (eds.): Game Analytics – Maximizing the Value of Player Data. Springer, 2013.
Drachen, Mirza-Babaei, Nacke (eds), Games User Research, OUP, 2018