kth.sePublications KTH
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Media of Representation in Game Science
HIT Lab NZ, University of Canterbury, Christchurch, New Zealand.ORCID iD: 0000-0002-9585-0723
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.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 (English)In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, article id 10468781261443353Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
SAGE Publications , 2026. article id 10468781261443353
Keywords [en]
game science, media of representation, semiotics, simulation gaming
National Category
Media and Communication Studies
Identifiers
URN: urn:nbn:se:kth:diva-382560DOI: 10.1177/10468781261443353ISI: 001755114500001Scopus ID: 2-s2.0-105037664552OAI: oai:DiVA.org:kth-382560DiVA, id: diva2:2063318
Note

QC 20260528

Available from: 2026-05-28 Created: 2026-05-28 Last updated: 2026-05-28Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Meijer, Sebastiaan

Search in DiVA

By author/editor
Lukosch, HeideMeijer, Sebastiaande Wijse-van Heeswijk, Marieke
By organisation
Health Informatics and Logistics
In the same journal
Journal Simulation & Gaming
Media and Communication Studies

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 9 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf