2018
Majuri, Jenni; Koivisto, Jonna; Hamari, Juho
Gamification of Education and Learning: A Review of Empirical Literature
In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, pp. 11–19, 2018, ISSN: 16130073.
In proceedings Open access
Abstract | Links | Tags: Education, Gamification
@inproceedings{Majuri2018,
title = {Gamification of Education and Learning: A Review of Empirical Literature},
author = {Jenni Majuri and Jonna Koivisto and Juho Hamari},
url = {http://ceur-ws.org/Vol-2186/paper2.pdf},
issn = {16130073},
year = {2018},
date = {2018-05-23},
urldate = {2018-05-23},
booktitle = {Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018},
pages = {11–19},
abstract = {Gamification has become one of the most notable technological developments for human engagement. Therefore, it is not surprising that gamification has especially been addressed and implemented in the realm of education where supporting and retaining engagement is a constant challenge. However, while the volume of research on the topic has increased, synthesizing the consequent knowledge has remained modest and narrow. Therefore, in this literature review we catalogue 128 empirical research papers in the field of gamification of education and learning. The results indicate that gamification in education and learning most commonly utilizes affordances signaling achievement and progression, while social and immersion-oriented affordances are much less common; the outcomes examined in the studies are mainly focused on quantifiable performance metrics; and the results reported in the reviewed studies are strongly positively oriented. The findings imply that future research on gamification in education should increasingly put emphasis on varying the affordances in the implementations and the pursued goals of the gamification solutions. We encourage also increased attention on contextual factors of the solutions as well as on study designs in future research endeavors.},
keywords = {Education, Gamification},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti; Kimppa, Kai
"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports
In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, 2018, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Electronic sports, Gamification, In-game purchases, Out-game purchases
@inproceedings{Karhulahti2018,
title = {"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports},
author = {Veli-Matti Karhulahti and Kai Kimppa},
url = {http://ceur-ws.org/Vol-2186/paper14.pdf},
issn = {1613-0073},
year = {2018},
date = {2018-05-23},
urldate = {2018-05-23},
booktitle = {Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018},
abstract = {In this paper, we provide a new perspective on esports as gamified play by mapping out the means of their ludic customization with a reflection on ethics. We start by systematizing purchasable customizations in esport games by their effects: cosmetic in-game purchases, functional in-game purchases, and out-game purchases. Subsequently, we situate purchasable customizations within the five demands that contemporary esport games set for their players: money, time, skill, luck, and occasion. Ultimately, we show that some effect-demand combinations may result in ethical conflicts when perceived through of the sport-philosophical frame of athletic superiority.},
keywords = {Electronic sports, Gamification, In-game purchases, Out-game purchases},
pubstate = {published},
tppubtype = {inproceedings}
}
Stenros, Jaakko; Bowman, Sarah Lynne
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 411–424, 2018, ISBN: 0815369204.
Book chapter
Links | Tags: Role-playing games, Transgressive play
@incollection{Stenros2018b,
title = {Transgressive Role-Play},
author = {Jaakko Stenros and Sarah Lynne Bowman},
editor = {José P. Zagal and Sebastian Deterding},
doi = {10.4324/9781315637532-24},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {411–424},
keywords = {Role-playing games, Transgressive play},
pubstate = {published},
tppubtype = {incollection}
}
Schrier, Karen; Torner, Evan; Hammer, Jessica
Worldbuilding in Role-Playing Games
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 349–363, 2018, ISBN: 0815369204.
Book chapter
Abstract | Links | Tags: Role-playing games, Worldbuilding
@incollection{Schrier2018,
title = {Worldbuilding in Role-Playing Games},
author = {Karen Schrier and Evan Torner and Jessica Hammer},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-20/worldbuilding-role-playing-games-karen-schrier-evan-torner-jessica-hammer},
doi = {10.4324/9781315637532-20},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {349–363},
abstract = {This chapter explores the complexity of worldbuilding in role-playing games (RPGs). It discusses its origins in literary practices and how it forms an integral part of RPGs, both in their creation and their play. Worldbuilding is often an integral component of RPGs, whether conducted by designers, players, or both in tandem. Game designers and game masters are worldbuilders by definition, fleshing out a fictional world in code, words, or physical props. In some RPGs, players are inextricably involved in the worldbuilding such that the game only exists once the world is created by its players. In other RPGs, worldbuilding is a top-down process. A designer or group of designers creates the world from high concept to detailed settings and non-player characters. Storylines, plots, and possible sequences of events may be more or less rigidly pre-scripted. While every game is a co-creation between player and designer, some games are specifically designed to balance their worldbuilding aspects between players and designers.},
keywords = {Role-playing games, Worldbuilding},
pubstate = {published},
tppubtype = {incollection}
}
MacCallum-Stewart, Esther; Stenros, Jaakko; Björk, Staffan
The Impact of Role-Playing Games on Culture
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 172–187, 2018, ISBN: 0815369204.
Book chapter
Abstract | Links | Tags: Role-playing games
@incollection{MacCallum-Stewart2018,
title = {The Impact of Role-Playing Games on Culture},
author = {Esther MacCallum-Stewart and Jaakko Stenros and Staffan Björk},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-9/impact-role-playing-games-culture-esther-maccallum-stewart-jaakko-stenros-staffan-bj%C3%B6rk},
doi = {10.4324/9781315637532-9},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {172–187},
abstract = {This chapter explores the influence of role-playing games (RPGs) on other games and media products as well as their representation in popular culture. It examines the cultural impact of specific role-playing aspects that have caused a "drop down" effect whereby RPGs feed upon common themes and tropes to impact gaming as a whole. For computer RPGs (CRPGs) and multiplayer online RPGs (MORPGs), changes in the rules may require explanations by the designers, such as an expansion for World of Warcraft that changed the process used by groups to divide their loot. The chapter also examines the cultural impact of RPGs through their dissemination as a thematic genre and discusses their representation in three other popular media: literature, film, and television. RPGs lend themselves well to fiction writing simply because of the formulaic manner in which campaigns, events and games are structured. Often tracking versions of Joseph Campbell's monomyth, RPG campaigns can form the basis of stories or encourage derivative texts.},
keywords = {Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Brown, Ashley M. L.; Stenros, Jaakko
Sexuality and the Erotic in Role-Play
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 425–439, 2018, ISBN: 0815369204.
Book chapter
Abstract | Links | Tags: Role-playing games, Sexual play, Sexuality
@incollection{Brown2018b,
title = {Sexuality and the Erotic in Role-Play},
author = {Ashley M. L. Brown and Jaakko Stenros},
editor = {José P. Zagal and Sebastian Deterding},
doi = {10.4324/9781315637532-25},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {425–439},
abstract = {This chapter focuses on three key areas of interest: sexual and erotic themes and imagery in role-playing games, erotic role-play and player interactions, and sexual and erotic role-play outside of game contexts. It focuses on how sex, sexuality, and the erotic have been represented in role-playing games. The chapter deals with both rules in games that allow for the playing out of sexual acts as well as the representation of character sexuality. It looks at erotic role-play and player interactions, examining studies of how role-players incorporate sex into their games and at sexual and erotic role-play behaviors in non-game contexts. The chapter encompasses activities that can be argued to be playful but do not revolve around a set game. By using these three key themes to discuss sexuality and erotic role-play, it provides a good introduction to contemporary research on the topic.},
keywords = {Role-playing games, Sexual play, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Harviainen, J. Tuomas; Bienia, Rafael; Brind, Simon; Hitchens, Michael; Kot, Yaraslau I.; MacCallum-Stewart, Esther; Simkins, David W.; Stenros, Jaakko; Sturrock, Ian
Live-Action Role-Playing Games
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 87–106, 2018, ISBN: 978-0-8153-6920-2.
Book chapter
@incollection{nokey,
title = {Live-Action Role-Playing Games},
author = {J. Tuomas Harviainen and Rafael Bienia and Simon Brind and Michael Hitchens and Yaraslau I. Kot and Esther MacCallum-Stewart and David W. Simkins and Jaakko Stenros and Ian Sturrock},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-5/live-action-role-playing-games-tuomas-harviainen-rafael-bienia-simon-brind-michael-hitchens-yaraslau-kot-esther-maccallum-stewart-david-simkins-jaakko-stenros-ian-sturrock},
isbn = {978-0-8153-6920-2},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {87–106},
abstract = {This chapter discusses the ways in which live-action role-playing (larp) differs from other forms of role-playing. Larps are physically performed forms of role-playing practiced in many places around the globe. Different larp communities often distinguish themselves from each other by their standards and practices related to interpersonal touch. The embodied aspect of larps often means that they are constrained by the physical locations where they are played. For example, it is difficult to play a larp that takes place in a large space in a small hotel conference room. An equally important trajectory involves larp focused on character interaction and relationships. The first popular verbal interactive events were a form of theater in which the audience played roles. Larps, as forms of physical expression, exist on the borderline of several expressive forms, owing their existence not just to tabletop role-playing games (TRPGs) and reenactment but also to children's pretend play, educational applications, and commercial interests.},
keywords = {Larp},
pubstate = {published},
tppubtype = {incollection}
}
Torner, Evan
RPG Theorizing by Designers and Players
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, 2018, ISBN: 978-0-8153-6920-2.
Book chapter
Links | Tags: Role-playing games
@incollection{Torner2018,
title = {RPG Theorizing by Designers and Players},
author = {Evan Torner},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-10/rpg-theorizing-designers-players-evan-torner},
isbn = {978-0-8153-6920-2},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
keywords = {Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Jara, David; Torner, Evan
Literary Studies and Role-Playing Games
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 265-282, Routledge, 2018, ISBN: 9781315637532.
Book chapter
Abstract | Links | Tags: Literary studies, Role-playing games
@incollection{Jara2018,
title = {Literary Studies and Role-Playing Games },
author = {David Jara and Evan Torner},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-14/literary-studies-role-playing-games-david-jara-evan-torner},
isbn = {9781315637532},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {265-282},
publisher = {Routledge},
abstract = {Literary Studies attempts to understand what texts mean and how they evoke these meanings. Analogously, past role-playing games (RPG) studies have chiefly adopted two major manifestations of Literary Studies: textual analysis concerned with the meaning and interpretation of RPGs and narratology, which is more interested in formally describing how RPGs and their stories are constructed. Literature itself has constantly staged its own playful nature. Game-like contests between poets featured prominently in early literature, such as the Greek eclogues. RPGs create a fictional reality that is 'embedded' in the real world. When communicating within the fictional world of the game, the language use functionally 'mimics' everyday language. Analog RPGs allow participants to directly affect or modify a game's basic 'architecture'. Tabletop players may point out inconsistencies in a location's description or request additional information during an ongoing scene. Digital RPGs become a stage for 'vast narratives', thanks to the capacity of computers to process huge amounts of information.},
keywords = {Literary studies, Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
White, William J.; Arjoranta, Jonne; Hitchens, Michael; Peterson, Jon; Torner, Evan; Walton, Jonathan
Tabletop Role-Playing Games
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 63-86, Routledge, 2018, ISBN: 9781315637532.
Book chapter
Abstract | Tags: Role-playing games, Tabletop RPGs
@incollection{White2018,
title = {Tabletop Role-Playing Games},
author = {William J. White and Jonne Arjoranta and Michael Hitchens and Jon Peterson and Evan Torner and Jonathan Walton},
editor = {José P. Zagal and Sebastian Deterding},
isbn = {9781315637532},
year = {2018},
date = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {63-86},
publisher = {Routledge},
abstract = {This chapter discusses tabletop role-playing games (TRPGs), sometimes also called “pen-andpaper” role-playing games (RPGs) to distinguish them from their compatriot media, primarily the computer RPG (CRPG) and the live action RPG (larp). Once some preliminary matters of definition and description are taken care of, the discussion in this chapter proceeds largely along historical lines, presenting TRPGs as (1) originating in the early 1970s with the publication of Dungeons & Dragons (D&D) and its early offshoots, imitators, and derivations and (2) developing in variety through the 1980s and 1990s as designers sought to emulate different fictional settings and genres and explore various game-mechanical approaches before (3) experiencing a period of “mainstream” consolidation and countervailing “indie” experimentation in the first years of the 21st century. It concludes with an attempt to discern the direction of future developments as the arrival of crowdfunding, print-on-demand (POD), and other Internet-enabled publishing tools change the face of the industry.},
keywords = {Role-playing games, Tabletop RPGs},
pubstate = {published},
tppubtype = {incollection}
}
Vahlo, Jukka
In Gameplay: The Invariant Structures and Varieties of the Video Game Gameplay Experience
2018, ISBN: 978-951-29-7168-8.
Doctoral thesis Open access
Abstract | Links | Tags: Agency, Cognition, Emotions, Experience narrative, Factor analysis, Motivations, Performativity, Phenomenology, Storytelling, Variation, Video games
@phdthesis{Vahlo2018d,
title = {In Gameplay: The Invariant Structures and Varieties of the Video Game Gameplay Experience},
author = {Jukka Vahlo},
url = {https://urn.fi/URN:ISBN:978-951-29-7169-5},
isbn = {978-951-29-7168-8},
year = {2018},
date = {2018-04-14},
urldate = {2018-04-14},
abstract = {This dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into player–game interaction and the video game gameplay experience at large.
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.},
keywords = {Agency, Cognition, Emotions, Experience narrative, Factor analysis, Motivations, Performativity, Phenomenology, Storytelling, Variation, Video games},
pubstate = {published},
tppubtype = {phdthesis}
}
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.
Turtiainen, Riikka
Fitnessblogit asiantuntijuuden airueina
In: vol. 2018, pp. 36-37, Porin yliopistokeskus, 2018.
Publication for professional or general audience Open access
Abstract | Links | Tags: Blogit, Fitness
@other{Turtiainen2018,
title = {Fitnessblogit asiantuntijuuden airueina},
author = {Riikka Turtiainen},
url = {https://research.utu.fi/converis/portal/detail/Publication/37028697},
year = {2018},
date = {2018-03-26},
journal = {Säikeitä},
volume = {2018},
pages = {36-37},
publisher = {Porin yliopistokeskus},
abstract = {Viime vuodet vallalla ollut hyvinvointibuumi on sekä synnyttänyt kirjavan henkilökohtaisten valmentajien eli personal trainereiden ammattikunnan että ajanut ihmiset etsimään liikunta- ja ravintovinkkejä verkon syövereistä.},
keywords = {Blogit, Fitness},
pubstate = {published},
tppubtype = {other}
}
Scolari, Carlos A.; Buckingham, David; Pereira, S.; Moura, Pedro; Koskimaa, Raine; Pérez, Ó.; Contreras, R.; Gaspard, I.; Horst, H.; Guerrero-Pico, M.; Lugo, N.; Masanet, M. J.; Establés, M. J.; Gutiérrez, E.; Rey, E.; Melo, L.; Tirocchi, S.; Márquez, I.; Lanzeni, D.; Winocur, R.; Morales, S.; Pink, S.; Ardévol, E.; Amici, S.; Taddeo, G.
Teens, Media and Collaborative Cultures: Exploiting Teens' Transmedia Skills in the Classroom
In: Universitat Pompeu Fabra, 2018, ISBN: 978-84-697-9843-0.
Publication for professional or general audience Open access
Links | Tags: Adolescents, Classroom, Culture, Teens, Transmedia, Transmedia skills
@other{Scolari2018,
title = {Teens, Media and Collaborative Cultures: Exploiting Teens' Transmedia Skills in the Classroom},
author = {Carlos A. Scolari and David Buckingham and S. Pereira and Pedro Moura and Raine Koskimaa and Ó. Pérez and R. Contreras and I. Gaspard and H. Horst and M. Guerrero-Pico and N. Lugo and M. J. Masanet and M. J. Establés and E. Gutiérrez and E. Rey and L. Melo and S. Tirocchi and I. Márquez and D. Lanzeni and R. Winocur and S. Morales and S. Pink and E. Ardévol and S. Amici and G. Taddeo},
url = {http://urn.fi/URN:NBN:fi:jyu-201901291348},
isbn = {978-84-697-9843-0},
year = {2018},
date = {2018-03-01},
publisher = {Universitat Pompeu Fabra},
keywords = {Adolescents, Classroom, Culture, Teens, Transmedia, Transmedia skills},
pubstate = {published},
tppubtype = {other}
}
Sihvonen, Lilli
From a Board Game to a Drinking Game: One Biography of the Finnish Board Game Kimble
In: Well Played, vol. 7, no. 1, pp. 127–142, 2018.
Journal article Open access
Links | Tags: Board games, Drinking games, Kimble
@article{nokey,
title = {From a Board Game to a Drinking Game: One Biography of the Finnish Board Game Kimble},
author = {Lilli Sihvonen},
url = {http://press.etc.cmu.edu/index.php/product/well-played-vol-7-no-1},
doi = {10.1184/R1/6687035},
year = {2018},
date = {2018-02-05},
urldate = {2018-02-05},
journal = {Well Played},
volume = {7},
number = {1},
pages = {127–142},
keywords = {Board games, Drinking games, Kimble},
pubstate = {published},
tppubtype = {article}
}
Ihamäki, Pirita; Heljakka, Katriina
Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation
In: Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018), pp. 117–125, 2018, ISBN: 978-1-904670-97-1.
In proceedings Open access
Abstract | Links | Tags: Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification
@inproceedings{Ihamäki2018b,
title = {Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://www.designsociety.org/publication/40707/COME+AND+PLAY+SERVICE+DESIGNER+WITH+US%21+-+CO-CREATING+A+PLAYABLE+CUSTOMER+JOURNEY+INSTALLATION},
isbn = {978-1-904670-97-1},
year = {2018},
date = {2018-02-02},
urldate = {2018-02-02},
booktitle = {Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018)},
pages = {117–125},
abstract = {This paper introduces a platform enabling prototypical and manipulable envisioning of experiences related to tourism (such as services provided by ski resorts) through a three-dimensional installation also understood here as a playground. Combining the service design concept of the customer journey with a gamified and playable ski slope installation, it is possible to visualize the customer journey prior to, during and after the skiing holiday, as users can play with the experience of their ski holidays. In the proposed approach, a gamified ski slope installation presents a novel way for both service providers and customers to interact with the customer journey through a three-dimensional model that is playable through its form and gamified through its rules of engagement.},
keywords = {Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification},
pubstate = {published},
tppubtype = {inproceedings}
}
Kultima, Annakaisa; Stenros, Jaakko (Ed.)
Minun pelihistoriani: Henkilökohtaisia tarinoita suomalaisten pelaamisesta ja leikkimisestä
TRIM, 2018, ISBN: 9789520306557.
Book Open access
Abstract | Links | Tags: Game history, Pelaajahistoria, Pelihistoria, Player history
@book{Kultima2018,
title = {Minun pelihistoriani: Henkilökohtaisia tarinoita suomalaisten pelaamisesta ja leikkimisestä},
editor = {Annakaisa Kultima and Jaakko Stenros},
url = {https://urn.fi/URN:ISBN:978-952-03-0656-4},
isbn = {9789520306557},
year = {2018},
date = {2018-01-16},
publisher = {TRIM},
abstract = {Jokaisella meistä on oma, arvokas pelihistoria. Lapsuudesta nuoruuteen ja aikuisuudesta vanhuuteenkin asti vietämme aikaa lelujen, leikkien ja pelien parissa. Pelaamme ja leikimme yksin ja yhdessä, vanhempiemme, lastemme, sukulaistemme, ystäviemme ja tuntemattomien kanssa. Pelit eivät ole koskaan olleet elämästä irrallaan oleva saareke, vaan osa arkea.
Kaikilla meistä on erilaisia kokemuksia peleistä. Jos historiankirjoituksessa kerrotaan vaan tietyistä nimekkeistä, laitteista, lajityypeistä tai pelitavoista, se voi alkaa arvottamaan myös yksityisiä kokemuksia. Julkiset narratiivit yksinkertaistavat ja polkevat alleen kokemuksia, jotka eivät ole helposti kerrottavissa tai tuntuvat liian poikkeavilta.
Minun pelihistoriani esittelee yli kahdenkymmenen suomalaisen peli-, leikki- ja leluhistoriaa omin sanoin ja kuvin. Kirja kertoo millaiselta pelien pelaaminen tuntuu, millaiset toimet ovat merkityksellisiä, kenen kanssa leikkiminen tapahtui ja mikä henkilökohtaisessa pelihistoriassa seuraa lapsuudesta aikuisuuteen. Minun pelihistoriani haastaa vallalla olevat historiikit pelien kokemuksellisuutta ja henkilökohtaisuutta painottaen.},
keywords = {Game history, Pelaajahistoria, Pelihistoria, Player history},
pubstate = {published},
tppubtype = {book}
}
Kaikilla meistä on erilaisia kokemuksia peleistä. Jos historiankirjoituksessa kerrotaan vaan tietyistä nimekkeistä, laitteista, lajityypeistä tai pelitavoista, se voi alkaa arvottamaan myös yksityisiä kokemuksia. Julkiset narratiivit yksinkertaistavat ja polkevat alleen kokemuksia, jotka eivät ole helposti kerrottavissa tai tuntuvat liian poikkeavilta.
Minun pelihistoriani esittelee yli kahdenkymmenen suomalaisen peli-, leikki- ja leluhistoriaa omin sanoin ja kuvin. Kirja kertoo millaiselta pelien pelaaminen tuntuu, millaiset toimet ovat merkityksellisiä, kenen kanssa leikkiminen tapahtui ja mikä henkilökohtaisessa pelihistoriassa seuraa lapsuudesta aikuisuuteen. Minun pelihistoriani haastaa vallalla olevat historiikit pelien kokemuksellisuutta ja henkilökohtaisuutta painottaen.
Vahlo, Jukka; Koponen, Aki
Player Personas and Game Choice
In: Lee, Newton (Ed.): Encyclopedia of Computer Graphics and Games, Springer, 2018, ISBN: 978-3-319-08234-9.
Publication for professional or general audience
Abstract | Links | Tags: Gameplay preference categories, Player profiles, Player types, Player typologies
@other{Vahlo2018,
title = {Player Personas and Game Choice},
author = {Jukka Vahlo and Aki Koponen},
editor = {Newton Lee},
doi = {10.1007/978-3-319-08234-9_149-1},
isbn = {978-3-319-08234-9},
year = {2018},
date = {2018-01-16},
booktitle = {Encyclopedia of Computer Graphics and Games},
publisher = {Springer},
abstract = {Player personas are representations of player profile types, based on identified patterns in gameplay type preferences, motivations to play, or player behavior data. Player personas are constructed to support player-centric game design and targeted marketing.},
keywords = {Gameplay preference categories, Player profiles, Player types, Player typologies},
pubstate = {published},
tppubtype = {other}
}
Ihamäki, Pirita; Heljakka, Katriina
In: Proceedings of the Hawaii International Conference on Arts & Humanities 2018, 2018.
In proceedings Open access
Abstract | Links | Tags: Internet of toys, Media education, Toy-based learning, Toyification, Toyification of education
@inproceedings{Ihamäki2018c,
title = {Smart, Skilled and Connected in the 21st Century: Educational Promises of the Internet of Toys (IoToys)},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://huichawaii.org/wp-content/uploads/2018/01/Ihamaki-Pirita-2018-AHSE-HUIC.pdf},
year = {2018},
date = {2018-01-06},
urldate = {2018-01-06},
booktitle = {Proceedings of the Hawaii International Conference on Arts & Humanities 2018},
abstract = {This study explores the relation between preschool children and smart, connected toys, which show educational promises regarding the Internet of Toys (IoToys). Smart environments, such as educational environments, when combined with networked wireless toys interacting with each other, computers, mobile phones, smart objects, and online communities, offer opportunities for unique entertainment and learning experiences (Collins et al., 2010).
When considering the IoToys, learning is expected to happen in play through physical and digital manipulation of the toys’ affordances. Our study employs four IoToys: Hatchimals, CogniToys Dino, Fisher-Price’s Smart Toy Bear, and Wonder Workshop’s Dash Robot. The purpose of the paper is to investigate what kind of play patterns may be detected in the connected toys included in our case study. One of the main goals is to explore which educational needs these toys cater to by investigating their educational promises through three perspectives: an analysis of the toy makers’ ideas on the affordances and educational value of the toys; a survey concerning parental views on the educational potential of digitally-enhanced toys; and finally, group interviews and play tests regarding preschool- aged children’s own responses about possible learning experiences related to the toys.},
keywords = {Internet of toys, Media education, Toy-based learning, Toyification, Toyification of education},
pubstate = {published},
tppubtype = {inproceedings}
}
When considering the IoToys, learning is expected to happen in play through physical and digital manipulation of the toys’ affordances. Our study employs four IoToys: Hatchimals, CogniToys Dino, Fisher-Price’s Smart Toy Bear, and Wonder Workshop’s Dash Robot. The purpose of the paper is to investigate what kind of play patterns may be detected in the connected toys included in our case study. One of the main goals is to explore which educational needs these toys cater to by investigating their educational promises through three perspectives: an analysis of the toy makers’ ideas on the affordances and educational value of the toys; a survey concerning parental views on the educational potential of digitally-enhanced toys; and finally, group interviews and play tests regarding preschool- aged children’s own responses about possible learning experiences related to the toys.
Ryn, Luke; Apperley, Thomas H.; Clemens, Justin
Avatar Economies: Affective Investment from Game to Platform
In: New Review of Hypermedia and Multimedia, vol. 24, no. 4, pp. 291–306, 2018, ISSN: 17407842.
Journal article
Abstract | Links | Tags: Avatars, Platform, Video games
@article{VanRyn2018,
title = {Avatar Economies: Affective Investment from Game to Platform},
author = {Luke Ryn and Thomas H. Apperley and Justin Clemens},
doi = {10.1080/13614568.2019.1572790},
issn = {17407842},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {New Review of Hypermedia and Multimedia},
volume = {24},
number = {4},
pages = {291--306},
publisher = {Taylor & Francis},
abstract = {Video game avatars have been understood as a key site of players' “affective investment” in play and games. In this article, we extend this conversation to explore the avatar's role in engaging players with gaming platforms. Through a case study of Team Fortress 2 (Valve Software, 2007) and the Steam platform, we demonstrate the avatar's function beyond gameworlds as a tool for encouraging certain kinds of play. Team Fortress 2, we argue, is a crucial testing ground for Valve's experiments with gaming economies via the Steam platform. By extension, we show the importance of video game avatars for encouraging affective investment in platforms more broadly, including Microsoft's Xbox Live, PlayStation Network and even workplace dashboards.},
keywords = {Avatars, Platform, Video games},
pubstate = {published},
tppubtype = {article}
}
Tuomi, Pauliina; Multisilta, Jari; Saarikoski, Petri; Suominen, Jaakko
Coding Skills as a Success Factor for a Society
In: Education and Information Technologies, vol. 23, no. 1, pp. 419–434, 2018, ISSN: 15737608.
Journal article
Abstract | Links | Tags: Coding, Computational thinking, Computer programming, Education, Maker culture
@article{Tuomi2018,
title = {Coding Skills as a Success Factor for a Society},
author = {Pauliina Tuomi and Jari Multisilta and Petri Saarikoski and Jaakko Suominen},
doi = {10.1007/s10639-017-9611-4},
issn = {15737608},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Education and Information Technologies},
volume = {23},
number = {1},
pages = {419–434},
publisher = {Springer US},
address = {New York},
abstract = {Digitalization is one of the most promising ways to increase productivity in the public sector and is needed to reform the economy by creating new innovation related jobs. The implementation of digital services requires problem solving, design skills, logical thinking, an understanding of how computers and networks operate, and programming competence. These abilities can be considered as coding skills. The aim of the study is to find and classify the different approaches and methods of promoting and learning coding skills. In addition, coding initiatives in Finland are analyzed both from both an historical and a present-day point of view. As a result, we identified three different approaches to learning coding skills: 1) in formal settings (schools within the curriculum); 2) in non-formal settings (online, after school clubs); 3) in informal events (hackathons, jams etc.). In many cases, schools are utilizing coding events and materials created by non-profit organizations, governments, or companies. Coding is also learned in after school clubs on robotics or by creating devices using cheap computing hardware such as the Raspberry Pi.},
keywords = {Coding, Computational thinking, Computer programming, Education, Maker culture},
pubstate = {published},
tppubtype = {article}
}
Suominen, Jaakko; Silvast, Antti; Harviainen, J. Tuomas
Smelling Machine History: Olfactory Experiences of Information Technology
In: Technology and Culture, vol. 59, no. 2, pp. 313–337, 2018, ISSN: 1097-3729.
Journal article Open access
Abstract | Links | Tags: Electronic digital computers
@article{Suominen2018,
title = {Smelling Machine History: Olfactory Experiences of Information Technology},
author = {Jaakko Suominen and Antti Silvast and J. Tuomas Harviainen},
url = {https://research.utu.fi/converis/portal/detail/Publication/32801087},
doi = {10.1353/tech.2018.0031},
issn = {1097-3729},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Technology and Culture},
volume = {59},
number = {2},
pages = {313–337},
publisher = {Johns Hopkins University Press},
address = {United States},
abstract = {This article analyses users' olfactory recollections of computers, based on large-scale, online inquiry material collected between 2002 and 2003 and in 2013. It discusses how olfactory experiences and recollections can be classified based on narration and the causes of odors. Furthermore, it explores the changes of olfactory recollections over the course of ten years, and deals with age and gender in these recollections and in their representations. This project develops new paths and possibilities for studying the cultural history of technology and the collection of research material, as well as the exhibition of the history of computing by examining the historical, cultural, political, and economic dimensions of sensations and senses.},
keywords = {Electronic digital computers},
pubstate = {published},
tppubtype = {article}
}
Stenros, Jaakko; Kultima, Annakaisa
In: Simulation & Gaming, vol. 49, no. 3, pp. 338–355, 2018, ISSN: 1552826X.
Journal article
Abstract | Links | Tags: Design research, Game research, Game science, Game studies, Interdisciplinarity, Ludology, Ludosphere
@article{Stenros2018,
title = {On the Expanding Ludosphere},
author = {Jaakko Stenros and Annakaisa Kultima},
doi = {10.1177/1046878118779640},
issn = {1552826X},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Simulation and Gaming},
journal = {Simulation & Gaming},
volume = {49},
number = {3},
pages = {338–355},
publisher = {SAGE Publications},
address = {Los Angeles, CA},
abstract = {Background. Taking Klabbers' call for a coherent game science as a starting point, we argue for an alternative way to approach the multidisciplinarity of research into games. Aim. Building on game studies and design research, this article reviews the history and forecasts the future of studying games. Application. All scholars of games could benefit from an awareness of the works of other game scholars in different traditions. The plurality of approaches towards games is an intellectual strength, even if it is difficult for a single scholar to maintain a holistic grasp on research relating to ‘games'. The multitude not only describes the disciplinary traditions reflecting the wider phenomenon of games and play, but also games as creative practice. Demonstration. While the article is theoretical in nature, we use real-world examples to illustrate and ground the argumentation. For example, a key challenge identified here is that the realm of games and their influence, the ludosphere, is expanding too rapidly for any single researcher to keep up with it. Conclusions. We invite game scholars to cultivate a stronger awareness of the multitude of research into games to better position their own work in a larger context.},
keywords = {Design research, Game research, Game science, Game studies, Interdisciplinarity, Ludology, Ludosphere},
pubstate = {published},
tppubtype = {article}
}
Sihvonen, Tanja; Stenros, Jaakko
Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play
In: Harper, Todd; Adams, Meghan Blythe; Taylor, Nicholas (Ed.): Queerness in Play, pp. 167–184, 2018, ISBN: 9783319905419.
Book chapter
Abstract | Links | Tags: Larpent, Queer existence, Queer play, Role-playing games, Tabletop RPGs
@incollection{Sihvonen2018,
title = {Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play},
author = {Tanja Sihvonen and Jaakko Stenros},
editor = {Todd Harper and Meghan Blythe Adams and Nicholas Taylor},
doi = {10.1007/978-3-319-90542-6_10},
isbn = {9783319905419},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Queerness in Play},
pages = {167–184},
abstract = {Representations of LGBTQ (or queer) themes and characters have been scarce throughout the history of role-playing games. However, there is a gap between source material of a game and the actual play of it. Our chapter explores this gap with two objectives: first, the authors review what kind of queer existence is possible in tabletop, online multiplayer, and live-action role-playing. Second, this chapter addresses how players negotiate with these “urtexts” in carving out queer potentials. Drawing from numerous examples, the authors conclude that the emergence of queer play necessitates the affordances of the urtext of the game, each player’s unique approach to play, and the core player group or online community in which the play is situated.},
keywords = {Larpent, Queer existence, Queer play, Role-playing games, Tabletop RPGs},
pubstate = {published},
tppubtype = {incollection}
}
Paavilainen, Janne; Korhonen, Hannu; Koskinen, Elina; Alha, Kati
Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics
In: Drachen, Anders; Mirza-Babaei, Pejman; Nacke, Lennart (Ed.): Games User Research, pp. 257–279, 2018, ISBN: 9780198794844.
Book chapter Open access
Abstract | Links | Tags: Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing
@incollection{Paavilainen2018,
title = {Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics},
author = {Janne Paavilainen and Hannu Korhonen and Elina Koskinen and Kati Alha},
editor = {Anders Drachen and Pejman Mirza-Babaei and Lennart Nacke },
url = {https://researchportal.tuni.fi/en/publications/heuristic-evaluation-of-playability-examples-from-social-games-re},
doi = {10.1093/oso/9780198794844.003.0015},
isbn = {9780198794844},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Games User Research},
pages = {257–279},
abstract = {The fierce competition in the video games market and new revenue models such as freeto- play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation are suitable for identifying playability problems in different phases of the game development life cycle. In this chapter, we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.},
keywords = {Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing},
pubstate = {published},
tppubtype = {incollection}
}
Lämsä, Joni; Hämäläinen, Raija; Aro, Mikko; Koskimaa, Raine; Äyrämö, Sanna Mari
In: British Journal of Educational Technology, vol. 49, no. 4, pp. 596–607, 2018, ISSN: 14678535.
Journal article
Abstract | Links | Tags: Educational game, Educational game design, Learning disabilities, Math skills, Reading skills, Supporting learning
@article{Lamsa2018,
title = {Games for Enhancing Basic Reading and Maths Skills: A Systematic Review of Educational Game Design in Supporting Learning by People with Learning Disabilities},
author = {Joni Lämsä and Raija Hämäläinen and Mikko Aro and Raine Koskimaa and Sanna Mari Äyrämö},
doi = {10.1111/bjet.12639},
issn = {14678535},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {British Journal of Educational Technology},
journal = {British Journal of Educational Technology},
volume = {49},
number = {4},
pages = {596–607},
publisher = {Wiley Subscription Services, Inc},
abstract = {The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent studies in the field of games that aim at supporting people with difficulties in learning, particularly in basic reading and maths skills. We identify the major characteristics and learning outcomes of the reviewed studies, as well as key design principles that have been used in games for enhancing basic reading and maths skills. The results show that people with specific learning difficulties have positive improvements in the quality of learning. We also found specific gamification elements that have been used to promote the learning of basic reading and maths skills. However, we call for research, which would explicitly examine the effects of game design choices on learning. Currently, the studies that address learning disabilities do not specifically define which kind of games and game design the results refer to, while game design studies do not clarify how these games influence learning. Thus, there is a need to rethink previous empirical studies on game settings for people with learning difficulties via advancing the role of game design in empirical intervention studies.},
keywords = {Educational game, Educational game design, Learning disabilities, Math skills, Reading skills, Supporting learning},
pubstate = {published},
tppubtype = {article}
}
Korkeila, Henry; Hamari, Juho
In: Proceedings of the 51st Annual Hawaii International Conference on System Sciences, pp. 1893–1902, 2018, ISSN: 15301605.
In proceedings Open access
Abstract | Links | Tags: Avatar's capital, Final Fantasy XIV, Gaming orientation
@inproceedings{Korkeila2018,
title = {The Relationship between Player's Gaming Orientation and Avatar's Capital: A study in Final Fantasy XIV},
author = {Henry Korkeila and Juho Hamari},
url = {https://research.utu.fi/converis/portal/detail/Publication/38136760},
doi = {10.24251/hicss.2018.239},
issn = {15301605},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Proceedings of the 51st Annual Hawaii International Conference on System Sciences},
pages = {1893–1902},
abstract = {This study investigates the relationship between player's gaming orientation (dimensions of achievement, immersion and social orientation) and avatar's capital (social, economic, cultural and symbolic). The data was gathered through an online survey (n=905) amidst players of a MMORPG, Final Fantasy XIV. The results show that avatar's cultural capital is predicted by immersion orientation (customization, discovery, and role-playing), achievement orientation (mechanics) and social orientation (relationship and socializing). Economic capital is predicted by achievement orientation (advancement, competition, and mechanics) and social orientation (relationship and teamwork). Social capital was predicted by social orientation (relationship, socializing and teamwork) and immersion-orientation (escapism and customization). Symbolic capital was predicted by achievement orientation (advancement, competition, mechanics) and social orientation (relationship and teamwork).},
keywords = {Avatar's capital, Final Fantasy XIV, Gaming orientation},
pubstate = {published},
tppubtype = {inproceedings}
}
Hopia, Hanna; Siitonen, Marko; Raitio, Katja
Mental Health Service Users' and Professionals' Relationship with Games and Gaming
In: Digital Health, vol. 4, pp. 1–12, 2018, ISSN: 2055-2076.
Journal article Open access
Abstract | Links | Tags: Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user
@article{Hopia2018,
title = {Mental Health Service Users' and Professionals' Relationship with Games and Gaming},
author = {Hanna Hopia and Marko Siitonen and Katja Raitio},
url = {https://jyx.jyu.fi/handle/123456789/58687},
doi = {10.1177/2055207618779718},
issn = {2055-2076},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Digital Health},
volume = {4},
pages = {1–12},
publisher = {SAGE Publications},
address = {London, England},
abstract = {Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives: The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods: In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results: The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion: When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.},
keywords = {Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy
In: Seminar.net, vol. 14, no. 1, pp. 85–102, 2018, ISSN: 1504-4831.
Journal article Open access
Abstract | Links | Tags: Early education, Edutainment, Preschool-children, Toy Literacy, Toy-based learning, Transmedia literacy
@article{Heljakka2018a,
title = {Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy},
author = {Katriina Heljakka and Pirita Ihamäki},
doi = {10.7577/seminar.2835},
issn = {1504-4831},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Seminar.net},
volume = {14},
number = {1},
pages = {85–102},
publisher = {Lillehammer University College},
abstract = {The Internet of Toys (IoToys) as an emerging type of edutainment presents a new research area, especially in the context of learning. This study investigates four connected toys played with in the preschool context. By turning to preschool-aged children and their educators observed and interviewed during and after a play test and group interview session, we study how the educational value of IoToys is actualized in a play situation in an early learning environment. In order for IoToys to work as tools in toy-based learning in the preschool context, we suggest that educators acknowledge the engagement with these toys as a form of transmedia play which demands transmedia literacy skills.},
keywords = {Early education, Edutainment, Preschool-children, Toy Literacy, Toy-based learning, Transmedia literacy},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Harviainen, J. Tuomas; Suominen, Jaakko
Stigma Avoidance through Visual Contextualization: Adult Toy Play on Photo-sharing Social Media
In: New Media & Society, vol. 20, no. 8, pp. 2781–2799, 2018, ISSN: 1461-4448.
Journal article
Abstract | Links | Tags: Adult play, Photo-sharing sites, Photoplay, Stigma avoidance, Toys, Visual contextualization
@article{Heljakka2018,
title = {Stigma Avoidance through Visual Contextualization: Adult Toy Play on Photo-sharing Social Media},
author = {Katriina Heljakka and J. Tuomas Harviainen and Jaakko Suominen},
doi = {10.1177/1461444817732534},
issn = {1461-4448},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {New Media & Society},
volume = {20},
number = {8},
pages = {2781–2799},
publisher = {SAGE Publications},
address = {London, England},
abstract = {While the benefits of play have been widely recognized, carrying out activities with toys at adult age is still often seen as stigmatizing behaviour. Some adults solve this issue by referring to their toy activities as either hobbies or collecting. Yet, the primary purpose of toys is play. People may therefore utilize their toys for new kinds of play. One popular decision is the utilization of toys in photographs and videos aiming at personalization and storytelling on social media. Using eight interviews, we point out that this visual contextualization of play ties into not only the adults’ sublimation of their desires to use their toys but also to threads of cultural history in which sublimated or substituted artistic uses have been found for objects. Finally, we show that this activity too is a form of play, made possible by the existence of photo-sharing sites like Flickr and Instagram.},
keywords = {Adult play, Photo-sharing sites, Photoplay, Stigma avoidance, Toys, Visual contextualization},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
In: Journal of Digital Media and Interaction, vol. 1, no. 2, pp. 75-94, 2018, ISSN: ISSN 2184-3120.
Journal article Open access
Abstract | Links | Tags: Educational game, Geocaching, Location-based game, Pervasive gamescape
@article{KatriinaHeljakka2018,
title = {Designing a Pervasive Adventure Gamescape : Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning},
author = {Katriina Heljakka and Pirita Ihamäki},
url = {https://research.utu.fi/converis/portal/detail/Publication/37232944},
doi = {10.34624/jdmi.v1i2.955},
issn = {ISSN 2184-3120},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Journal of Digital Media and Interaction},
volume = {1},
number = {2},
pages = {75-94},
publisher = {DigiMedia - Digital Media and Interaction Research Center},
abstract = {This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the "real world" of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific locations (Magerkurth et al, 2005). This connection to real-world physicality makes the game experience multidimensional and fun for players of different ages. Yet, to be able to envision and create an urban gamescape means that a set of criteria must be met. The unique challenge of creating and orchestrating LBG experiences requires a certain sensitivity from its designers to the multiple factors that must be considered. These may include-but are not limited to-factors such as the city's infrastructure, the flows of urban traffic, the maintenance of recreational areas, and human-related factors such as cooperation with the city administration. The game introduced in this article-Sigrid-Secrets-represents an urban game adventure built upon the platform of geocaching. We approach the game with a focus on its potential learning affordances. We ask how the pitfalls in creating opportunities for learning through LBGs could be avoided, especially when designing pedagogic aims into an urban gaming experience fit for school-aged children.},
keywords = {Educational game, Geocaching, Location-based game, Pervasive gamescape},
pubstate = {published},
tppubtype = {article}
}
Harviainen, J. Tuomas; Brown, Ashley M. L.; Suominen, Jaakko
Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies
In: Games and Culture, vol. 13, no. 6, pp. 605–623, 2018, ISSN: 15554139.
Journal article
Abstract | Links | Tags: Critical meta-analysis, Game studies, Methodology, Sexuality, Theory
@article{Harviainen2018,
title = {Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies},
author = {J. Tuomas Harviainen and Ashley M. L. Brown and Jaakko Suominen},
doi = {10.1177/1555412016636219},
issn = {15554139},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Games and Culture},
volume = {13},
number = {6},
pages = {605–623},
publisher = {SAGE Publications},
address = {Los Angeles, CA},
abstract = {This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, even awkward in its discussions of sexuality. In addition to a review of 37 years of literature, the article employs a chronological and thematic metaphor analysis of past research texts to analyze whether game studies is growing up or in perpetual puberty and whether it really is exploring sexual maturity alongside the games we study. It finds that while different periods of time can be identified in research as far as approaches to sexuality in games go, game studies is still to a large extent engaged in the management of the stigma that discussing sexuality may cause. Rather than a maturation process, the waves are shown to be manifestations of different types of environmentally influenced risk awareness, consecutive risk avoidance, and a resulting awkwardness.},
keywords = {Critical meta-analysis, Game studies, Methodology, Sexuality, Theory},
pubstate = {published},
tppubtype = {article}
}
Brown, Ashley M. L.; Stenros, Jaakko
Adult Play: The Dirty Secret of Grown-Ups
In: Games and Culture, vol. 13, no. 3, pp. 215–219, 2018, ISSN: 15554139.
Journal article
Abstract | Links | Tags: Adult games, Adult play, Adult toys, Grown-up play, Sexual play, Social norms
@article{Brown2018,
title = {Adult Play: The Dirty Secret of Grown-Ups},
author = {Ashley M. L. Brown and Jaakko Stenros},
doi = {10.1177/1555412017690860},
issn = {15554139},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Games and Culture},
volume = {13},
number = {3},
pages = {215--219},
publisher = {SAGE Publications},
address = {Los Angeles, CA},
abstract = {Welcome to the Adult Play Special Issue. In this introduction, we (the editors) explain the origin of the collection and our unique take on what adult play means as a term. Rather than be specifically about sexual play, the term adult is taken here to reference the age of players. The article included how adults play, what they play with, and when they play. This of course includes, but is not limited to, play of a sexual nature. We hope you enjoy reading this issue as much as we enjoyed editing it.},
keywords = {Adult games, Adult play, Adult toys, Grown-up play, Sexual play, Social norms},
pubstate = {published},
tppubtype = {article}
}
Garda, Maria B.
Motywacja nostalgiczna zwrotu retro w grach wideo
In: Major, Małgorzata; Włode, Patrycja (Ed.): Pomiędzy retro a retromanią, pp. 63–90, 2018, ISBN: 978-8-36-515522-1.
Book chapter
Tags:
@incollection{Garda2018,
title = {Motywacja nostalgiczna zwrotu retro w grach wideo},
author = {Maria B. Garda},
editor = {Małgorzata Major and Patrycja Włode},
isbn = {978-8-36-515522-1},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Pomiędzy retro a retromanią},
pages = {63–90},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko
Soveltavasta kulttuurintutkimuksesta hybridihumanismiin
In: Hämeenaho, Pilvi; Suopajärvi, Tiina; Ylipulli, Johanna (Ed.): Soveltava kulttuurintutkimus, pp. 31–54, 2018, ISBN: 978-952-222-975-5.
Book chapter
Tags:
@incollection{Suominen2018d,
title = {Soveltavasta kulttuurintutkimuksesta hybridihumanismiin},
author = {Jaakko Suominen},
editor = {Pilvi Hämeenaho and Tiina Suopajärvi and Johanna Ylipulli},
isbn = {978-952-222-975-5},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Soveltava kulttuurintutkimus},
pages = {31–54},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Heljakka, Katriina; Ihamäki, Pirita
In: Hawaii International Conference on Arts & Humanities – 2018 Conference Proceedings, 2018.
In proceedings Open access
Abstract | Links | Tags: Art experience, Educational implementations, Educational setting, Geocaching, Mobile learning, Playful learning
@inproceedings{Heljakka2018f,
title = {Out of the Classroom, into the Park: Gamified Art Experiences and Learning through Play in Urban Playscapes},
author = {Katriina Heljakka and Pirita Ihamäki},
url = {http://hichumanities.org/wp-content/uploads/2019/01/AH2018.pdf},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Hawaii International Conference on Arts & Humanities – 2018 Conference Proceedings},
abstract = {According to the current curricular plan, learning outside of the traditional educational setting e.g. in outdoor environments, is encouraged. There is a focused movement from the traditional classroom paradigm to a trend driven by the influence of innovative learning approaches. Changing school culture is one of Finland’s four curriculum reform areas, and one of them is learning environments. One direction of the reform is to foster innovative school models that link the subject matter to the real world by engaging school children in learning activities outside of the classroom (NMC Horizon Project Regional Report 2017).
This study explores the educational potential of an urban gamified art experience based in Finland, which provides physical, mental and social well-being through play in a park environment. The goal of this study is to investigate the opportunities for education and learning by a visually and digitally enriched geocaching trail offers.
Based on previous research, the gamified art experience, Sigrid-Secrets geocaching trail presented in the paper, provides experiences of physical, mental and social well-being through play in a park environment. The purpose of the paper at hand is to develop understandings of the capacities of convergent urban experiences like the geocaching trail introduced here, by an exploration of its educational implementations.},
keywords = {Art experience, Educational implementations, Educational setting, Geocaching, Mobile learning, Playful learning},
pubstate = {published},
tppubtype = {inproceedings}
}
This study explores the educational potential of an urban gamified art experience based in Finland, which provides physical, mental and social well-being through play in a park environment. The goal of this study is to investigate the opportunities for education and learning by a visually and digitally enriched geocaching trail offers.
Based on previous research, the gamified art experience, Sigrid-Secrets geocaching trail presented in the paper, provides experiences of physical, mental and social well-being through play in a park environment. The purpose of the paper at hand is to develop understandings of the capacities of convergent urban experiences like the geocaching trail introduced here, by an exploration of its educational implementations.
Suominen, Jaakko
In: Settentrione: rivista di studi italo-finlandesi, vol. 30, pp. 221-226, 2018, ISSN: 1237-9964.
Journal article Open access
Links | Tags: Matkakertomus
@article{Suominen2018e,
title = {Muistojen universumit},
author = {Jaakko Suominen},
url = {https://urn.fi/URN:NBN:fi-fe201903138734},
issn = {1237-9964},
year = {2018},
date = {2018-01-01},
journal = {Settentrione: rivista di studi italo-finlandesi},
volume = {30},
pages = {221-226},
keywords = {Matkakertomus},
pubstate = {published},
tppubtype = {article}
}
Friman, Usva
Syrjintä ja häirintä pelimaailmassa
In: A-klinikkasäätiö, 2018.
Publication for professional or general audience Open access
Links | Tags: Syrjintä, Tasa-arvo
@other{Friman2018c,
title = {Syrjintä ja häirintä pelimaailmassa},
author = {Usva Friman},
url = {https://nuortenlinkki.fi/tietopiste/tietoartikkelit/pelaaminen/syrjinta-ja-hairinta-pelimaailmassa},
year = {2018},
date = {2018-01-01},
journal = {Nuortenlinkki.fi},
publisher = {A-klinikkasäätiö},
keywords = {Syrjintä, Tasa-arvo},
pubstate = {published},
tppubtype = {other}
}
0000
Reunanen, Markku; Saarikoski, Petri; Suominen, Jaakko
Terve, olen Kalle ja kutistan kallosi – Kotipsykiatri popularisoi tekoälyä 1980-luvulla
In: vol. 2020, pp. 73-75, Skrolli ry, 0000, ISSN: 2323-900X.
Publication for professional or general audience Open access
Links | Tags: Media-arkeologia, Pelihistoria, Tekoäly
@other{Reunanen2020c,
title = {Terve, olen Kalle ja kutistan kallosi – Kotipsykiatri popularisoi tekoälyä 1980-luvulla},
author = {Markku Reunanen and Petri Saarikoski and Jaakko Suominen},
url = {https://skrolli.fi/numerot/2020-1/},
issn = {2323-900X},
journal = {Skrolli},
volume = {2020},
issue = {1},
pages = {73-75},
publisher = {Skrolli ry},
keywords = {Media-arkeologia, Pelihistoria, Tekoäly},
pubstate = {published},
tppubtype = {other}
}