In this article a description of the model is offered, software architecture is proposed to support it and a case study related to the process of error resolution and detection of improvement opportunities in software products is developed, finally, a general idea about the final software product that will support the game experience is offered together with an evaluation performed by a set of users, where some important findings are highlighted, such as the importance of the missions as a unit of cooperative work and the spectator's participation. The present research describes a pervasive social gaming experience, using as a reference SocialPG, which is a model that describes social expansion as a strategy to improve gaming experiences supported by pervasive computing. Pervasive computing has become a key element to build applications that use fun as a motivating component because it allows exploring new interaction schemes by making the concept of space and time ambiguous and confusing. This, in turn, makes it equally valuable for (student) researchers unfamiliar with the method of game analysis as well as more experienced game scholars. Due to its comprehensive setup and its reflexive nature, DiGAP may be used as a (didactic) checklist to make insights from the field of game studies regarding game analyses accessible to a broader range of research fields (e.g., communication and human-computer interaction). ![]() Based on previous methodological scholarship, the authors’ prior game analysis experience and brainstorm meetings between members of our interdisciplinary author team, DiGAP consists of 31 items categorized in seven sections: (1) Rationale & objectives, (2) Researcher background, (3) Game selection, (4) Boundaries, (5) Analysis approach, (6) Coding techniques & data extraction and (7) Reporting & transparency. ![]() DiGAP’s goal is twofold: to make researchers reflect on the potential impact of their methodological choices on the analysis and interpretation of game content, and to promote the transparent reporting of game analyses in academic manuscripts. Therefore, the current paper proposes the Digital Game Analysis Protocol (DiGAP), a methodological toolkit that, compared to existing methodological frameworks, provides researchers with sufficient flexibility and adaptability in order to cater to a game analysis’ specific focus and needs. This lack of methodological consensus is fueled further by several complexities when analyzing games, such as the active participation that is required on the part of the researchers. However, existing methodological work showcases a divergency of perspectives on game analyses, hindering the development of clear guidelines on how to actually conduct them. ![]() The analysis of digital games is a widely used method in the field of game studies and an important instrument to study games and game-related topics.
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