A study-based analysis of UK gaming magazines in the 1980s and 90s argues that the analysis of computer games, independent of attributes such as the platform or narrative, becomes more evident after March 1985 when the term 'gameplay' begins to be used in this media.
Today's issue of Nature contains a paper with a rather unusual author list. Read past the standard collection of academics, and the final author credited is... the FoldIt multiplayer online gaming community. Even though most of them had no biochemistry experience, the human players of FoldIt turned out to be better at identifying three-dimensional protein structure patterns than the algorithms of Rosetta@Home. (Previously on MeFi)
What can one learn from the design choices of past games? John Harris discusses different game aspects, 20 games at a time, at Game Design Essentials. You can read on 20 Open World Games (where generally the player is left to his own devices to explore a large world), see your destroyed controllers in a new light with 20 Difficult Games or check out 20 Mysterious Games (that rely on algorithmically-generated content or emphasize secret-hunting), 20 Unusual Control Schemes and 20 Atari Games. What about roguelikes, you say? [more inside]