A Select Annotated Bibliography
Mémoires du livre / Studies in Book Culture
Tous droits réservés © Groupe de recherches et d'études sur le livre au Québec, 2014 Ce document est protégé par la loi sur le droit d'auteur. L'utilisation des services d'Érudit (y compris la reproduction) est assujettie à sa politique d'utilisation que vous pouvez consulter en ligne. https://apropos.erudit.org/fr/usagers/politique-dutilisation/ Cet article est diffusé et préservé par Érudit. Érudit est un consortium interuniversitaire sans but lucratif composé de lThe bibliography presented
... re, "A Select Annotated Bibliography Concerning Game-Design Models for Digital Social Knowledge Creation," outlines a selection of texts on game-design models and related definitions, discourses, and best practices relevant to digital social knowledge creation. Social knowledge creation in the digital realm, with the benefits of social networking models, crowdsourcing, folksonomic tagging systems, Vol. 5, n° 2 | Spring 2014 "Book and Videogame" 2 collaborative writing platforms, cloud-based computing, and a variety of many-to-many communication methods, has the potential to grow and flourish in the Web 2.0 environment. The trend towards greater access to large data in widely usable formats, and the growing familiarity with analytical tools to process that data, dramatically accelerates workflows and allows researchers to pose questions that simply would have taken too long to answer without computation. The software-based modes that researchers increasingly communicate through can be seen to cultivate a "problembased" approach to scholarship that locates focus and concern outside disciplinary boundaries. Problem-based scholarship implies greater attunement with the public that research intends to serve, suggesting further that accelerating and deepening discourse between experts and the communities existing around data sets is of scholarly value. Similarly, videogames have developed and evolved in exciting ways, especially in relation to the growing ubiquity of computers, smartphones, and tablets. Although game studies have been a much-discussed field for some time now, the ways in which digital humanities, game studies, and the public overlap and relate to each other remain unclear. As digital humanities practices, such as multimodal communication, collaborative writing, modeling and prototyping, and hands-on making, become more widespread, possible overlaps or possibilities for shared learning and insights between game studies and digital humanities increase. Although many scholars may remain skeptical of such intersections, game-based pedagogy projects and humanities-related serious games indicate that overlaps are already, in fact, taking place.