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Media of Representation in Game Science
HIT Lab NZ, University of Canterbury, Christchurch, New Zealand.ORCID-id: 0000-0002-9585-0723
KTH, Skolan för kemi, bioteknologi och hälsa (CBH), Medicinteknik och hälsosystem, Hälsoinformatik och logistik.ORCID-id: 0000-0003-1126-3781
Faculty of Management Sciences, Radboud University, Nijmegen, The Netherlands.ORCID-id: 0000-0002-2205-9594
KMPC, Bemmel, The Netherlands.
2026 (Engelska)Ingår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, artikel-id 10468781261443353Artikel i tidskrift (Refereegranskat) Epub ahead of print
Abstract [en]

Purpose of the Research: This article explores simulation games (SGs) as epistemic and cultural artefacts, focusing on the role of media of representation in shaping knowledge creation and meaning-making. Drawing on perspectives from the anthropology of knowledge and epistemology, we argue that SGs communicate knowledge through symbolic forms - such as language, rules, gestures, and interactions - that are socially negotiated and context-dependent. These media embody specific worldviews and values, and their interpretation is co-constructed by designers, facilitators, and players. The purpose of this article is to provide a scientific definition of media of representation within game science.

Major Findings: We further examine the epistemological foundations of SGs through the lens of constructionism and constructivism, highlighting how players engage with both tacit (System 1) and explicit (System 2) modes of knowing. This dual engagement has significant implications for game design, facilitation, and scientific analysis. While analytical game science often privileges explicit knowledge, we emphasize the importance of embodied and intuitive understanding in gameplay and debriefing.

Conclusions: Our findings highlight the added value of an integrative framework for game science that explicitly links media of representation with cognitive systems and social processes. We show that simulation games function not only as interactive systems but as knowledge ecologies, where tacit and explicit knowing are shaped, exchanged, and transformed through media of representation. This perspective advances game science by clarifying how games actively mediate perception, interaction, and learning, rather than merely reflecting reality.

Ort, förlag, år, upplaga, sidor
SAGE Publications , 2026. artikel-id 10468781261443353
Nyckelord [en]
game science, media of representation, semiotics, simulation gaming
Nationell ämneskategori
Medie- och kommunikationsvetenskap
Identifikatorer
URN: urn:nbn:se:kth:diva-382560DOI: 10.1177/10468781261443353ISI: 001755114500001Scopus ID: 2-s2.0-105037664552OAI: oai:DiVA.org:kth-382560DiVA, id: diva2:2063318
Anmärkning

QC 20260528

Tillgänglig från: 2026-05-28 Skapad: 2026-05-28 Senast uppdaterad: 2026-05-28Bibliografiskt granskad

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Meijer, Sebastiaan

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Lukosch, HeideMeijer, Sebastiaande Wijse-van Heeswijk, Marieke
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Journal Simulation & Gaming
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Totalt: 14 träffar
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