Research Methods
Academic Sandbox Games: Towards Ethical Human / Non-Human Knowledge Production Through Game-ful Research Practices
This paper introduces interaction metaphors (software as laboratory, research software as sandbox games, and the scientific method as game rules) to conceptualize human-computer knowledge production as a game-ful process. It aims to foster ethical and transparent use of AI-driven research software by recognizing agencies, intra-actions, and decision-making in knowledge production. The metaphors are built on game studies, software studies, feminist epistemology, and new materialism.
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This metaphor considers research software as a virtual space for epistemic processes, similar to a laboratory that provides infrastructure for interactions with data. It allows scientists to improve upon natural orders and interact with data in specific contexts through visualization, summaries, and statistical tools. Software shapes user patterns and offers functionalities for data 'cleanup' and analysis. It reconfigures natural and social orders similar to laboratory experimentation.
This metaphor draws on sandbox games, characterized by player freedom, non-linear gameplay, open-world design, and creative freedom. Research software offers a virtual space for exploration, facilitating knowledge production with minimal but existing limitations. It takes an agential role, pre-defining what can be found, and highlights the materiality and situatedness of software-based tools. Awareness of its impacts helps push against claims of technological objectivity.
This metaphor parallels game rules with the principles of the scientific method, enabling a transparent understanding of disciplinary and software-imposed boundaries. Both shape practices and behaviors. Game rules define permitted actions and goal achievement, while the scientific method guides research. The manipulation of information in software mirrors rule-based interactions in games. It highlights the importance of being aware of all actors in socio-technical epistemic systems and promotes conscious interaction.
Game-ful Research Process Overview
| Aspect | Traditional Research | Game-ful Research |
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| Tool Interaction |
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| Transparency |
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| Epistemology |
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Applying Game-ful Metaphors in DH
A Digital Humanities scholar used the 'software as sandbox game' metaphor to explore an AI-driven text analysis tool. Instead of just running analyses, they consciously experimented with different parameters, viewing the tool's affordances as 'game mechanics'. This approach revealed hidden biases in the AI's categorisation of historical texts, allowing for a more nuanced interpretation and transparent reporting of the tool's influence on findings. The scholar noted an increased awareness of the AI's agential role, leading to more ethical research practices.
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Implementation Timeline
A phased approach to integrating game-ful research practices into your workflow.
Conceptual Framing
Defining game-ful interactions and epistemic systems.
Metaphor Development
Crafting 'laboratory', 'sandbox game', and 'game rules' metaphors.
Ethical Integration
Applying metaphors for transparent and responsible AI research.
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