@article { , title = {The intellectual structure of game research}, abstract = {This article maps out the main areas of game research through an analysis of co-citation and keyword co-occurrence patterns in 24,128 game research documents between 1966 and 2016. The keyword analysis identifies 4 communities: Education/Culture, Technology, Effects and Medical. Co-citation analysis identifies 5 communities: Education, Humanities/Social Science, Computer Science, Communications, and Health. Burst analysis of keywords reveals when key research themes emerged across the period. Key findings are: the main division in game research is between Communications and Health on the one hand and Education, Humanities/Social Science and Computer Science on the other; design is an important bridge between different communities; and there exists a gap in research on the game industry. The research is a broad overview and future research that targets specific communities to tease out more specific patterns is recommended, as is research targeting non-English language sources.}, eissn = {1604-7982}, issue = {1}, journal = {Game Studies}, note = {Journal absent in Sherpa. Open access journal. Open Access article. No doi. OL 23.04.2018 School:C-HSS7,}, publicationstatus = {Published}, url = {https://nottingham-repository.worktribe.com/output/933389}, volume = {18}, keyword = {game research, invisible colleges, keyword analysis, co-citation analysis, bibliometrics}, year = {2018}, author = {Martin, Paul} }