THE VIDEO GAME INDUSTRY: AN ECONOMIC ANALYSIS AND A REVIEW OF MODERN RESEARCH
https://doi.org/10.48137/23116412_2023_4_71
Abstract
Video games are one of the most popular and affordable types of entertainment. They attract the attention of people of all ages and interests, from children to adults. However, with the development of technology and the emergence of new game genres, video game research is becoming more and more relevant. Video game research is conducted in various fields, including psychology, sociology, economics, media studies, and others. One of the main research topics is the impact of video games on the mental health of players. Many studies show that a long time spent playing games can lead to a decrease in concentration, poor sleep and other problems. However, not all studies confirm the negative impact of video games. Some point out that games can help develop social skills, improve coordination of movements and increase the level of intelligence. Others show that video games can be useful for improving cognitive functions in older people. Video game research can help understand how players interact with games and how they perceive game content. For example, research can examine how players use game mechanics, and which elements of games they like the most. In general, as a new social reality, video games are an important area of scientific research. Researchers are trying to understand how games affect people and how they can be used to solve various socio-economic problems. The purpose of the article is to determine the main directions of research in the field of video games based on the analysis of scientific literature.
About the Authors
A. A. InshakovRussian Federation
INSHAKOV Andrey Alekseevich – Junior researcher
36 Stremyanny Lane, Moscow, 117997
V. G. Egorov
Russian Federation
EGOROV Vladimir Georgievich – Doctor of Economics, Doctor of Historical Sciences, Professor of the Department of Political Economy and History of Economics
36 Stremyanny Lane, Moscow, 117997
References
1. Stenros J. The game definition game: A review // Games and Culture. 2017. №12 (6). P. 1-22. https://doi.org/10.1177/1555412016655679
2. Smuts A. Are video games art? // Contemporary Aesthetics (Journal Archive). 2005. Т. 3. №. 1. P. 6.
3. Gee J. P. Why game studies now? Video games: A new art form //Games and culture. 2006. Т. 1. №. 1. P. 58-61.
4. Bavelier D. et al. Brains on video games // Nature reviews neuroscience. 2011. Т. 12. №. 12. P. 763-768.
5. Granic, I., Lobel, A., & Engels, R. C. M. E. The benefits of playing video games // American Psychologist. 2014. № 69(1). P. 66–78. https://doi.org/10.1037/a0034857
6. Squire K. Video games in education // Int. J. Intell. Games & Simulation. 2003. Т. 2. №. 1. P. 49-62.
7. Shaffer D. W. et al. Video games and the future of learning // Phi delta kappan. 2005. Т. 87. №. 2. P. 105-111.
8. Prot S. et al. Video Games: Good, Bad, or Other? // Pediatric Clinics. 2012. Т. 59. №. 3. P. 647-658.
9. Pozo J. I., Cabellos B., Sánchez D. L. Do teachers believe that video games can improve learning? // Heliyon. 2022. Т. 8. №. 6.
10. Lv Z. et al. Game on, science-how video game technology may help biologists tackle visualization challenges // PloS one. 2013. Т. 8. №. 3. P. 57990.
Review
For citations:
Inshakov A.A., Egorov V.G. THE VIDEO GAME INDUSTRY: AN ECONOMIC ANALYSIS AND A REVIEW OF MODERN RESEARCH. Post–Soviet Continent. 2023;(4):71-95. (In Russ.) https://doi.org/10.48137/23116412_2023_4_71