01587nas a2200193 4500000000100000000000100001008004100002260003000043100001600073700001800089700002200107700001600129700001900145700001900164245005300183856008500236300001200321520106000333 2015 d bETC PressaPittsburgh, PA1 aOlle Sköld1 aSuellen Adams1 aTuomas Harviainen1 aIsto Huvila1 aPetri Lankoski1 aStaffan Björk00aStudying games from the viewpoint of information uhttp://press.etc.cmu.edu/files/Game-Research-Methods_Lankoski-Bjork-etal-web.pdf a57–733 aH ow do players find out what they need to know in order to succeed at the tasks set before them, like defeating a friend in a game of Starcraft II (Blizzard Entertainment, 2010) or recruiting competent guild members? How is gameplay behavior and player experience impacted by player interaction with online discussion boards, wikis, in-game chat channels, and gaming friends? In this chapter, our aim is to show how methods and modes of interpretation associated with the notion of information can facilitate game research and help answer inquiries like the ones above—and many others. As this chapter shows, several information processes are required for functional, enjoyable gameplay, and they are therefore of interest also to researchers who do not typically analyze information phenomena. Before we proceed to discuss the tools and perspectives implicated in the information-centric study of games, there are however two questions that need to be discussed: what is information, and why is it interesting to consider in relation to game research?