Claims

Gee's engagement with game studies was instrumental multidisciplinarity, not substantive interdisciplinarity

Claim · All claims
Evidence · 1 study · qualitative r2 · q1
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q1 i? The 2007 revised edition added game studies sources without substantive chapter changes, serving the instrumental purpose of legitimizing games research. → Kirk M. Lundblade 2025

Evidence

Kirk M. Lundblade 2025

Kirk M. Lundblade. (2025). What Video Games Have Taught Us: Two Decades of Gaming and Learning. In Historiographies of Game Studies (Punctum Books). https://www.jstor.org/stable/jj.31913371.9

q1 · i? · qualitative · r2

Applying Julie Klein's typology, the chapter assesses both editions of Gee's monograph and finds the scope 'remains as disciplinarily siloed as the original edition,' with game studies literature added as 'extraneous background reading' to legitimize games research rather than to improve methods or theories.

"but is largely added through new endnote sources providing extraneous background reading on topics already promoted and addressed from a highly disciplinary context"

Discussion

Page metadata
Field Value
type claim
id gee-instrumental-multidisciplinarity-not-interdisciplinarity
title Gee's engagement with game studies was instrumental multidisciplinarity, not substantive interdisciplinarity
description Gee's engagement with game studies was instrumental multidisciplinarity, not substantive interdisciplinarity
status review
evidence_strength weak
newest_evidence 2025
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — kirk-m-lundblade-2025

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