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Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as [[history]] and [[anthropology]]. For example, in the early 1900s Stewart Culin wrote a comprehensive catalog of gaming implements and games from [[Indigenous peoples of the Americas|Native American]] tribes north of [[Mexico]]<ref>{{cite book| last = Culin| first = S.| year = 1907| title = Games of the North American Indians| series = Twenty fourth Annual Report of the Bureau of American Ethnology, 1902-1903| publisher = Government Printing Office: 1-840}}</ref> while [[Johan Huizinga]] and [[Roger Caillois]] explored the importance of games and play as a basic human activity that helps define [[culture]].<ref>{{cite book| last = Huizinga| first=Johan| year = 1938| title = [[Homo Ludens (book)|Homo Ludens]]| publisher = Tjeenk Willink & zoon N.V. |location = Haarlem}}</ref> As the video game revolution took off in the early 1980s, so did [[academic]] interest in games, resulting in a field that draws on diverse methodologies and schools of thought.
 
These influences may be characterized broadly in three ways:<ref>Konzack, Lars (2007). "Rhetorics of Computer and Video Game Research" in Williams & Smith (ed.) The Players' Realm: Studies on the Culture of Video Games and gaming. McFarland.</ref> the social science approach, the humanities approach, and the industry and engineering approach. In addition to asking different types of questions, each approach tends to use different methods and tools. A large body of social scientists prefer [[Quantitative research|quantitative]] tools and methods while a smaller group makes use of [[qualitative research]]. Academics from the humanities tend to prefer tools and methods that are qualitative. The industry approach is practice-driven and usually, less concerned with theory than the other two. Of course, these approaches are not mutually exclusive, and a significant part of game studies research blends them together. [[Tracy Fullerton]] and Kenji Ito’s work are examples of interdisciplinary work being pursued in game studies.<ref>{{cite conference
| first = Tracy
| last = Fullerton