People in Australia and all over the world are playing games now more than ever. The Sydney Games and Play Lab brings together researchers studying their use, design and impact to offer new insights into this emerging media.
Games are one of the most significant mediums of the 21st century, at the forefront of rapid changes in society, technological development, and youth digital cultures.
Over two thirds of Australians regularly play games, and the global industry is estimated to grow to $240 billion globally by 2025. This growth is increasingly driven by an expansion of who plays games, the types of stories and experiences told through this young medium, and the careers available to those skilled in games whether as content creators or influencers, teachers and educators, game designers or artists or testers, game critics, journalists, reporters, or researchers.
The Sydney Games and Play Lab conducts research in three main areas: Make, Play and Learn.
We aim to foster research excellence through global and local partnerships with the broader games industry; and by providing a world-class environment for ECRs and PhDs.
Below, you can learn about our current research projects. We are always interested in new opportunities for research collaboration.
Game live streaming has become a major new media industry and element of gaming culture in the past decade, with several million people creating gaming video contact and broadcasting it live to hundreds of millions of viewers. This project is building on existing leading studies of game streaming to examine national differences in the consumption and production of this medium. Presently the first ever studies of Australian and Japanese channels (funded by the Hoso Bunka Foundation) are being conducted with more to follow.
Project Team: Dr Mark Johnson (CI), Ryan Stanton (PhD), Yifan Wang (MA), Dahlia Jovic (Honours), James Baguley (RA)
Partner: Hoso Bunka Foundation
Mixed Reality technologies such as Virtual and Augmented Reality technologies are increasingly finding a foothold in culture and society. As these technologies proliferate in entertainment contexts, and beyond, it is important that we are equipped to critically examine both their benefits and their drawbacks. This project seeks to understand the broader impacts of Mixed Reality technologies on society.
The growth of digital games is a source of enormous concern for parents, and games are coming under increasing public scrutiny for the use of gambling-like microtransactions, such as ‘Loot Boxes’. However, we know very little about how children are monetized by the digital games industry, and how children experience this monetization. Through the use of innovative studies of children, parents, game developers, and the policy environment, this project will create significant benefit via guidelines and recommendations for parents seeking to negotiate children’s digital play; new ethical frameworks for the design and implementation of videogames for children; and actionable advice for policymakers and practitioners.
Project Team: Dr Marcus Carter (CI), Dr Jane Mavoa (CI, Research Associate)
The often-professionalised competitive play of digital games or “esports” has become a significant phenomenon in the past decade, with top players earning millions of dollars for their play, major sponsorships and advertisers involved in the biggest tournaments, and massive grassroots communities across the world. This project is examining the relationships between esports players and esports businesses, especially focusing on how non-endemic businesses navigate the competitive gaming ecosystem – and what players and fans think of them. The goal is to understand the relationships between the “top-down” and “bottom-up” pressures on esports and where esports and its economics might be going in the future.
Project Team: Dr Mark Johnson (CI)
Partner: University of Nevada, Las Vegas
“Content creation” has become an important force in gaming communities. Whether live streaming, YouTube “Let’s Play” videos, gaming podcasts, cosplaying, modding, fan art and fan fiction, or related media on websites like Instagram or Twitter, gaming content plays a significant role in the circulation of gaming ideas and gaming cultures. This project – primarily focused on game streaming on Twitch, but also exploring other contexts like podcasts and YouTube – explores the economics, practices, celebrities, and impacts of gaming-related online “content”. The project seeks to understand this gaming-related content, the people who make it, and the influence it has on gamers around the world.
Project Team: Dr Mark Johnson (CI), Ryan Stanton (PhD), Dahlia Jovic (Honours), James Baguley (RA)
Death pervades videogames. It is constant; it is core to how failure is signified in games, and how we learn how to play. Through studies of player experiences and game culture practice,s this project seeks to understand how we experience death in games, referring both to in-game death and the increasing ways that games have become sites for commemoration and mourning.
The Sydney Games and Play Lab has a substantial cohort of HDR research students with innovative and exciting projects. If you are interested in conducting games research with us, please get in touch.
Read about our current students’ projects below.
Artificial Intelligence is reshaping the designed world, from fashion to architecture to digital products. This project – a collaboration with the Designing with AI Lab at USYD – explores how AI can be employed as-collaborator in the game design process.
In games research, the methods of investigation are frequently configured around the study of play, players, or the creation of play. However, I suggest that we must take greater stock of people’s lifeworlds, including the importance of non-players, non-play relationship dynamics, and non-play centric spaces in our intersubjective relations to videogames. Therefore, this research centres people’s lived experience and struggles over power (specifically highlighting the liminality between ‘coping’, ‘not coping’, and ‘the refusal to cope’) to examine people’s evolving (dis)engagement and explore the role of videogames in culture as persistent, everyday, and ordinary.
This PhD aims to analyze the production process of gaming podcasts, in order to further explore the ways in which the creation of new media occurs. A previously unexplored field, the project hopes to provide a particular focus on the intersections between platform power and creator autonomy, drawing on ideas of platform capitalism to do so. While it is clear there are asymmetries in the power dynamics here, the extent of these asymmetries—and the ways creators deal with them—have remained relatively unexplored. Analysing these gaming podcasts is not only important because of their unexplored nature, but also because it can shed further light on the cultures of the intersecting fields of podcasting and gaming content creation.
Project Team: Ryan Stanton (PhD Candidate), Dr Mark Johnson (Supervisor)
Learn More: Gaming Podcast Research Project Website
Some moments in games are able to impact the ways in which people navigate, reflect on, and make sense of their real lives and worlds. Using the tabletop role-playing game Dungeons & Dragons [D&D] as a case study, this PhD investigates how these meaningful and pivotal play experiences can be designed for and applied in wider areas of learning, pedagogy, and game design. Although contemporary research into games and learning leans towards the design, experiences, and associated impacts of digital gaming practices, this research emphasises the increasing popularity, accessibility, and utility of non-digital games for education and learning.
While spatial study of games has gained popularity in the last few years, the amount of research into game spaces as spaces – rather than vessels for gameplay or narrative – has remained minimal. This thesis looks at how games allow players to experience spaces that do not exist in reality; examining case studies where games have adapted locations from genre fiction in other mediums to understand what techniques developers use to make these non-interactive spaces interactive, and what impact interactivity has on how audiences relate to and respond to them. Particular attention is paid to the Gothic genre, made interactive in games such as Castlevania, and defining how spatial concepts like ‘atmosphere’ apply to games.
This PhD thesis aims to develop an ontology of ‘emergent objects’ found within games, game-spaces, and interfacial regimes. Utilizing a multi-layered ‘Stack’ based approach to global computing, I propose that the objects we encounter via interfacial regimes, game spaces and platforms, are emergent material phenomena. That is, unlike non-digital objects, the appearance of emergent objects is not co-extensive with its materiality, and is instead a product of concrete infrastructures, programming languages, interfacial regimes, and social signification. This research has the potential to impact our understanding of game spaces by providing a systematic interrogation of the digital objects that serve to populate them. In addition to this, this research could form the basis of a theoretical framework from which to examine the modes of existence that prevail within games and digital platforms more generally.
The Nintendo Switch is a novel and exciting hybrid approach to videogame consoles. This project seeks to understand how the hybridity of the Switch informs and shapes play and player experience, and through interviews with Switch players has uncovered the crucial role that the unique Nintendo brand plays in affording specific player experiences.
Project Team: Tianyi Zhangshao (MRES Candidate), Dr Marcus Carter (Supervisor)