Research group: Manchester Game Centre
Our research emphasises the role of digital and analogue games in social change, and focuses on making games as a creative methodology.
About our research
About our research
We research games and how people play, with members from across the University.
We promote game studies at a local, national and international level, working with researchers at other institutions, partners in the games industry, independent designers and artists, and gaming communities.
We are experts in:
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analogue games
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digital game cultures
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equality and diversity in gaming
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e-sports
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games and the environment
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game design
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history and games
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games storytelling and sound
Our public events feature speakers and workshops on a wide range of topics.
We also support new research and scholarship. We supervise PhD students working on a range of topics and our members teach game studies in departments throughout the University.
Selected projects
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Play and the environment
Go to project -
Carbon City Zero
Go to project -
Games and history
Go to project -
Analogue games studies
Go to project
Key publications
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Key publications
Key publications
- Brock, T (2021) Counting Clicks: Esports, Neoliberalism, and the Affective Power of Gameplay MetricsIn Dal Yong Jin. (Ed.) Global Esports: Transformations of Cultural Perceptions of Competitive Gaming, Bloomsbury Academic
- Brock, T, Johnson, MR (2021) Video gaming as craft consumption, Journal of Consumer Culture,pp 146954052110160-146954052110160
- Cromwell, J (2021) Review of: Ross Claire, Ancient Greece and Rome in Videogames: Representation, Play, Transmedia
- Cromwell, J, Dar, A, Hayes, E, Ochała, G and Scheerlinck, E (2021) Dice on the Nile: Roleplaying History [Video]
- Gallagher, R (2020) Dirty Footprints and Degenerate Archives: Tabitha Nikolai’s Impure Walking Sims, Journal of Gaming and Virtual Worlds, 12(11), pp 105-122
- Gallagher, R (2020) Volatile Memories: Personal Data and Posthuman Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma, Games & Culture 15(7), pp 757-771
- Cole, J and Grogan, S (2018) Guest Editorial - Special Issue: Gender and Gaming. Psychology of Women and Equalities Review, 1(2), pp 1-2
- Cole, J and Grogan, S (2018) “Kind of like a Barbie doll, but for grown men!”: Women gamers’ accounts of female bodies in digital games Psychology of Women and Equalities Section Review1(2), pp 19-29
- Chesterman, MJ (2015) Quacking Javascript - Webmaking using Javascript to promote student engagement and constructivist learning approaches at KS3, Manchester Metropolitan University
- Lloyd, H, Crossley, M, Sinclair, M, Amos, M (2021) J-POP: Japanese Puzzles as Optimization Problems. IEEE Transactions on Games. pp.1-1
- Carolan, K, Verran, J, Amos, M, Crossley, M, Redfern, J et al(2019) SimFection: a digital resource for vaccination educationJournal of Biological Education, 53(2), pp 225-234
- Germaine, C and Buckley, J (2019) Deep Roots in: Mother’s Love. Cthulhu Hack
- Germaine, C (2021) The Irregularities Bureau, a Rooted in Trophy game for Codex, published by Gauntlet
- Harvey, C (2019) Blood and Truth, PS4 VR, Sony Interactive Entertainment
- Harvey, C (2015) Fantastic Transmedia Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds, Palgrave Macmillan
- Henry, J, Tang, S, Mukhopadhyay, S and Yap, MH (2021) A randomised control trial for measuring student engagement through the Internet of Things and serious games, Internet of Things, 13, p100332
- Cunningham, S, Henry, J and Weinel, J (2020) Augmenting Virtual Spaces: Affective Feedback in Computer Games, In: Technology, Design and the Arts-Opportunities and Challenges, pp 229-247, Springer
- Jackson D and Latham, A (2022) Talk to The Ghost: The Storybox methodology for faster development of storytelling chatbots, In: Expert Systems with Applications, 190, pp 116223-116223
- Jackson, D (2017) Can games help creative writing students to collaborate on story-writing tasks?, In: International Journal of Game-Based Learning, 7 (3), pp 38-50
- Gekker, A and Joseph, D (2021) Selling Elysium: The Political Economy of Radical Game Distribution, In: Baltic Screen Media Review 9(1), pp 20-3
- Joseph, D (2021) Battle pass capitalism, In: Journal of Consumer Culture
- Lean, J, (2021) The Twenty-Third Triennial Conference Games, The Journal of Play in Adulthood, 2(1), pp 1-14
- Lean, J, Illingworth, S, and Wake, P (2018) Unhappy families: using tabletop games as a technology to understand play in education, Research in Learning Technology, 26
- Scelles, N, Q. Peng, M. Valenti (2021) Do the Peculiar Economics of Professional Team Sports Apply to Esports? Sequential Snowballing Literature Reviews and Implications, Economies,9(1), pp 31-31
- Peng, Q, Dickson, G, Scelles, N, Grix, J and Brannagan, PM (2020). Esports Governance: Exploring Stakeholder Dynamics, Sustainability, 12(19), pp 8270-8270
- Senior, B (2018) British Animation Women: Breaking the Mold, Produced and Directed by Sarah Kennedy, England: UCLan. Sky Arts [Documentary
- Wake, P (2022) Mapping Imaginary Spaces; From Database to Folk Cartography In: Digital Narrative Spaces An Interdisciplinary Examination, Routledge
- Wake, P (2021) Poker Fictions: Possible Worlds and the Twenty-First Century Poker Novel, In: MR Johnson (ed.), The Casino, Card and Betting Game Reader: Communities, Cultures and Play, Bloomsbury
- Yamada-Rice, D (2018) Designing Play: young children’s play and communication practices in relation to designers’ intentions for their toy, In: Global Studies of Childhood 8 (1), pp 5–22
- Yamada-Rice, D (2017) Designing Play for Dark Times’, Contemporary Issues in Early Childhood, 18 (2). pp 196–212
Organisations we work with
Organisations we work with
Dubit
Gambling Research Exchange, Ontario
Game in Lab
We Are Possible
Contact information
Contact us
For general enquiries about our research, please contact one of the group leads.