2019
Švelch, Jan
Resisting the Perpetual Update: Struggles Against Protocological Power in Video Games
In: New Media & Society, vol. 21, iss. 7, pp. 1594-1612, 2019, ISSN: 1461-4448.
Journal article Open access
Abstract | Links | Tags: Contingent commodity, Digital distribution, Patch, Platform, Protocol, Protocological power, Update, User resistance, Video games
@article{Švelch2019,
title = {Resisting the Perpetual Update: Struggles Against Protocological Power in Video Games},
author = {Jan Švelch},
url = {https://urn.fi/URN:NBN:fi:tuni-201908293061},
doi = {10.1177/1461444819828987},
issn = {1461-4448},
year = {2019},
date = {2019-07-01},
journal = {New Media & Society},
volume = {21},
issue = {7},
pages = {1594-1612},
abstract = {This article explores the evolution of video game updates and patches from a mechanism of customer support to a tool of control over the way games are played in the ecosystem of digital gaming platforms. It charts a historical trajectory across various cultural industries, including literary publishing, screen industries, and music, to show a shift from multiplicity of editions to one perpetually updated contingent commodity. Focusing on the issues of power and control enabled by the always-online platforms, the analysis shows that previously updating was often voluntary. However, now players must actively resist patches if they wish to play the game on their own terms. As illustrated by three case studies of update resistance, developers, publishers, and platform holders wield protocological power, which can be successfully opposed—although the outcome often remains localized and tends to alter a specific iteration of protocol and not the underlying infrastructure},
keywords = {Contingent commodity, Digital distribution, Patch, Platform, Protocol, Protocological power, Update, User resistance, Video games},
pubstate = {published},
tppubtype = {article}
}
Garda, Maria B.
Last But Not Least?
In: ROMchip: A Journal of Game Histories, vol. 1, iss. 1, 2019, ISSN: 2573-9794.
Journal article Open access
Abstract | Tags: Game history
@article{Garda2019,
title = {Last But Not Least?},
author = {Maria B. Garda},
issn = {2573-9794},
year = {2019},
date = {2019-07-01},
journal = {ROMchip: A Journal of Game Histories},
volume = {1},
issue = {1},
abstract = {Does the history of games have to be so preoccupied with the notion of the first? It is not only the initial phases of various game phenomena that demand in-depth historical studies. The late stages require our attention, too.},
keywords = {Game history},
pubstate = {published},
tppubtype = {article}
}
Apperley, Thomas H.; Gandolfi, Enrico
Evaluating Gamer Achievements to Understand Player Behavior
In: Wallner, Günter (Ed.): Data Analytics Applications in Gaming and Entertainment, pp. 15-31, CRC Press, 2019, ISBN: 978-1-138-10443-3.
Book chapter
Abstract | Links | Tags: Achievements, NieR: Automata, Player behaviour
@incollection{Apperley2019b,
title = {Evaluating Gamer Achievements to Understand Player Behavior},
author = {Thomas H. Apperley and Enrico Gandolfi},
editor = {Günter Wallner
},
doi = {10.1201/9780429286490-2},
isbn = {978-1-138-10443-3},
year = {2019},
date = {2019-06-28},
urldate = {2019-06-28},
booktitle = {Data Analytics Applications in Gaming and Entertainment},
pages = {15-31},
publisher = {CRC Press},
abstract = {The use of achievements in digital games has become an industry standard on major networked gaming platforms, such as PlayStation Network, X-Box Live, and Steam. The targeted game is NieR: Automata an action role-playing game with a science-fiction theme. The game was selected because it has a uniquely reflexive use of in-game achievements, which sheds light on achievements more generally. NieR: Automata, developed by PlatinumGames and published by Square Enix, was released in 2017 for PlayStation 4 and Microsoft Windows. It is an action role-playing game set in a dystopic; players are offered the choice between two combat androids to use as avatars. The platform chosen to explore NieR: Automata was Steam, which is the leading personal computer gaming media hub in digital entertainment with over 100 million active accounts. Developed by Valve Corporation and released in 2003, it provides several features, from digital purchase and social networking to editing tools and in-game achievements.},
keywords = {Achievements, NieR: Automata, Player behaviour},
pubstate = {published},
tppubtype = {incollection}
}
Aurava, Riikka; Murray, John; Kankainen, Ville
In: Felicia, Patrick (Ed.): Proceedings of the 9th irish Conference on Game-Based Learning: iGBL2019, pp. 26-36, iGBL, 2019, ISBN: 9798649025898.
In proceedings Open access
Abstract | Links | Tags: Adolescents, Attendance, Education, Game jam, General education, Non-attendance
@inproceedings{Aurava2019,
title = {Why Won’t They Jam?: The Reasons for General Upper Secondary School Students for Not Attending a Game Jam},
author = {Riikka Aurava and John Murray and Ville Kankainen},
editor = {Patrick Felicia},
url = {https://urn.fi/URN:NBN:fi:tuni-202102091985},
isbn = {9798649025898},
year = {2019},
date = {2019-06-27},
booktitle = {Proceedings of the 9th irish Conference on Game-Based Learning: iGBL2019},
pages = {26-36},
publisher = {iGBL},
abstract = {This short paper charts why potential participants decide not to participate in game jams. Specifically, we aim at finding reasons for adolescents, specifically Finnish general upper secondary school students, for not attending game jam events. In November 2018, we arranged a game jam in Tampere, at the University of Tampere, where the participants were students from three schools. From the possible pool of over 800 pupils, we had measly twelve registrations and due to cancellations, we only had eight participants, aged 17 and 18, in the jam. Although the jam event itself was successful, we wanted to know why only a fraction of invitees participated. Furthermore, we wanted to map the possible barriers to entry that prevented students from getting involved. To address this we conducted an online survey of all invitees in December 2018. Of the all possible participants 218 replied. This paper analyzes those results and discusses the implications of the results to future educational use of game jamming in formal education. Educators have in recent years tried to better teach the so called 21st century skills and competencies, which have been deemed essential for the new era (see e.g. Dede, 2007; Ananiadou & Claro, 2009). An increasing number of studies has shown that the skills acquired in game jam events closely resemble the 21st century skills: STEAM/STEM related and inter- and intrapersonal skills. Thus, it is also important to see if the game jam method could be applied to formal learning in schools. With this end in mind, we have organized several game jams in Finnish schools, namely in general upper secondary schools. The results are promising, showing that the benefits of game jams can indeed be transferred to formal learning. The number of the involved students has been small, which affects both the research and the goal we are trying to reach: spreading the benefits of game jamming to a larger audience. In this article, we aim at finding reasons for non-attendance.},
keywords = {Adolescents, Attendance, Education, Game jam, General education, Non-attendance},
pubstate = {published},
tppubtype = {inproceedings}
}
Leorke, Dale
Reappropriating, Reconfiguring and Augmenting the Smart City Through Play
In: Nijholt, Anton (Ed.): Making Smart Cities More Playable: Exploring Playable Cities, pp. 51-70, Springer Singapore, 2019, ISBN: 9789811397646.
Book chapter Open access
Abstract | Links | Tags: Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city
@incollection{Leorke2019,
title = {Reappropriating, Reconfiguring and Augmenting the Smart City Through Play},
author = {Dale Leorke},
editor = {Anton Nijholt},
url = {https://urn.fi/URN:NBN:fi:tuni-202101131251},
doi = {10.1007/978-981-13-9765-3_3},
isbn = {9789811397646},
year = {2019},
date = {2019-06-23},
booktitle = {Making Smart Cities More Playable: Exploring Playable Cities},
pages = {51-70},
publisher = {Springer Singapore},
abstract = {This chapter examines the growing intersection of digital games and the ‘smart city’ model. It explores the various ways that games and playful practices can alternately support, challenge, or counter the push to instrumentalise, optimise, and ‘program’ the city through ubiquitous smart technologies and ‘sentient’ infrastructure. I begin with a brief overview of the smart city model and how digital games figure into its economic and cultural policies. I then examine current debates around how games and play might more broadly contribute to and counteract the smart city approach, through an analysis of different groups and movements that propose themselves as playful ‘alternatives’ to the smart city. I outline three broad conceptual categories into which these alternatives fit, which alternately propose to reappropriate, reconfigure, and augment the smart city. In doing so, I connecting each of these approaches not only to contemporary discourses around urban policy, but also historical and present visions of play in urban space.},
keywords = {Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city},
pubstate = {published},
tppubtype = {incollection}
}
de Wildt, Lars; Apperley, Thomas H.; Clemens, Justin; Fordyce, Robbie; Mukherjee, Souvik
(Re-)Orienting the Video Game Avatar
In: Games and Culture, vol. 15, iss. 8, pp. 962–981, 2019, ISSN: 1555-4120.
Journal article
Abstract | Links | Tags: Avatars, Cultural appropriation, Diversity, Game culture, Postcolonialism
@article{deWildt2019,
title = {(Re-)Orienting the Video Game Avatar},
author = {Lars de Wildt and Thomas H. Apperley and Justin Clemens and Robbie Fordyce and Souvik Mukherjee},
doi = {10.1177/1555412019858890},
issn = {1555-4120},
year = {2019},
date = {2019-06-17},
urldate = {2019-06-17},
journal = {Games and Culture},
volume = {15},
issue = {8},
pages = {962–981},
abstract = {This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.},
keywords = {Avatars, Cultural appropriation, Diversity, Game culture, Postcolonialism},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
Ready, Steady, Move! Coding Toys, Preschoolers, and Mobile Playful Learning
In: Zaphiris, Panayiotis; Ioannou, Andri (Ed.): Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration, pp. 68-79, Springer International, 2019, ISBN: 9783030218164.
In proceedings
Abstract | Links | Tags: Coding toys, Internet of play, Internet of toys, Mobile playful learning, Physical activity
@inproceedings{Heljakka2019e,
title = {Ready, Steady, Move! Coding Toys, Preschoolers, and Mobile Playful Learning},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Panayiotis Zaphiris and Andri Ioannou},
doi = {10.1007/978-3-030-21817-1_6},
isbn = {9783030218164},
year = {2019},
date = {2019-06-15},
booktitle = {Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration},
pages = {68-79},
publisher = {Springer International},
abstract = {This paper introduces a study focusing on preschool children’s employment of coding toys as a part of their daily play activities. Twenty preschoolers, aged 5–6 years, and their preschool teachers participated in a three-month study of playful learning and the STEM topic of coding. The main interest was to explore how preschoolers explore, utilize, and challenge the hybrid play affordances of the Dash robot, in relation to coding exercises, and how their teachers concurrently expanded their own knowledge of how a contemporary smart toy can support the learning of 21st-century skills. We approached this two-part research question through a multimethod approach, including diary methods, thematic teacher interviews, and an analysis of preschoolers’ own videos of their play sessions. The findings of our study highlight the mobility aspect of the playful learning of coding with Dash. Our study also shows how preschoolers quickly learned to build obstacle courses for Dash by coding them with an app on an iPad, and how the movement of the toy inspired the preschoolers to come up with new play ideas, incorporating themselves as players. In light of these findings, the authors suggest that coding toys, such as Dash, can be evaluated from the perspective of mobile playful learning, which centers around the use of interactive, smart, and mobile toys. Our study also shows that these toys playfully invite and encourage young learners to physical activity while they learn the logic and skills related to coding.},
keywords = {Coding toys, Internet of play, Internet of toys, Mobile playful learning, Physical activity},
pubstate = {published},
tppubtype = {inproceedings}
}
Xi, Nannan; Hamari, Juho
In: International Journal of Information Management, vol. 46, pp. 210-221, 2019, ISSN: 0268-4012.
Journal article
Abstract | Links | Tags: Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking
@article{Xi2019,
title = {Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction},
author = {Nannan Xi and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.002},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {210-221},
abstract = {Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction.
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.},
keywords = {Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking},
pubstate = {published},
tppubtype = {article}
}
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.
Hassan, Lobna; Dias, Antonio; Hamari, Juho
In: International Journal of Information Management, vol. 46, pp. 151-162, 2019, ISSN: 0268-4012.
Journal article
Abstract | Links | Tags: Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking
@article{Hassan2019,
title = {How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking},
author = {Lobna Hassan and Antonio Dias and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.004},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {151-162},
abstract = {With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.},
keywords = {Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne
How to Define Games and Why We Need to
In: The Computer Games Journal, vol. 8, iss. 3-4, pp. 109-120, 2019, ISSN: 2052-773X.
Journal article Open access
Abstract | Links | Tags: Definition, Game, Video games
@article{Arjoranta2019,
title = {How to Define Games and Why We Need to},
author = {Jonne Arjoranta},
url = {https://link.springer.com/content/pdf/10.1007/s40869-019-00080-6.pdf},
doi = {10.1007/s40869-019-00080-6},
issn = {2052-773X},
year = {2019},
date = {2019-05-29},
journal = {The Computer Games Journal},
volume = {8},
issue = {3-4},
pages = {109-120},
abstract = {This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games.},
keywords = {Definition, Game, Video games},
pubstate = {published},
tppubtype = {article}
}
Chia, Aleena
The Moral Calculus of Vocational Passion in Digital Gaming
In: Television & New Media, vol. 20, iss. 8, pp. 767-777, 2019, ISSN: 1527-4764.
Journal article
Abstract | Links | Tags: Digital games, Digital labor, Hobbies, New economy, Passionate work
@article{Chia2019,
title = {The Moral Calculus of Vocational Passion in Digital Gaming},
author = {Aleena Chia},
doi = {10.1177/1527476419851079},
issn = {1527-4764},
year = {2019},
date = {2019-05-23},
journal = {Television & New Media},
volume = {20},
issue = {8},
pages = {767-777},
abstract = {The desire to “do what you love” energizes employment and engagement in creative industries such as digital gaming yet drains hobbyists and aspirants by normalizing expectations to sacrifice job security for passionate work. This article investigates how individuals regulate their aspirations through taken-for-granted trade-offs between vocational compromise and compensation. Multi-sited ethnographic fieldwork with players at fan conventions and recruitment events in North America suggests a moral calculus of corruption and sublimation between passion and profit, which can be traced back to industrialization’s cleavage of labor from recreation and its institution of hobbies as productive leisure. Building on existing research about waged labor’s imagined denigration of hobbies, this argument juxtaposes the passion that is corruptible by work and the passion that promises to sublimate work from drudgery. Interrogating this confounding logic cultivates counter-narratives for purposeful livelihoods beyond industrial-era notions of productivity and neoliberal notions of passion.},
keywords = {Digital games, Digital labor, Hobbies, New economy, Passionate work},
pubstate = {published},
tppubtype = {article}
}
Koskinen, Elina; Leorke, Dale; Alha, Kati; Paavilainen, Janne
Player Experiences in Location-based Games: Memorable Moments with Pokemon GO
In: Geroimenko, Vladimir (Ed.): Augmented Reality Games I: Understanding the Pokémon GO Phenomenon, pp. 95-116, Springer Nature, 2019, ISBN: 978-3-030-15615-2.
Book chapter Open access
Abstract | Links | Tags: Location-based game, Player experience, Pokémon Go
@incollection{Koskinen2019,
title = {Player Experiences in Location-based Games: Memorable Moments with Pokemon GO},
author = {Elina Koskinen and Dale Leorke and Kati Alha and Janne Paavilainen},
editor = {Vladimir Geroimenko},
url = {http://urn.fi/URN:NBN:fi:tuni-202101151332},
doi = {10.1007/978-3-030-15616-9_7},
isbn = {978-3-030-15615-2},
year = {2019},
date = {2019-05-22},
urldate = {2019-05-22},
booktitle = {Augmented Reality Games I: Understanding the Pokémon GO Phenomenon},
pages = {95-116},
publisher = {Springer Nature},
abstract = {Pokémon GO was the first location-based augmented reality game to reach mainstream popularity. We present a qualitative survey study (n = 2611) focusing on the Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and the experiences were fresh in players’ minds. We analyzed the open-ended written responses with thematic analysis, resulting in seven categories with a total of 82 thematic codes. The categories we constructed were Game Play and Game Content, People and Sociability, Location, Circumstances and Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand Pokémon GO as a unique social phenomenon as well as a location-based augmented reality game more broadly. In addition to shedding more light on the Pokémon GO experiences and considering the potential for location-based games to engage players within the physical and social context around them, the findings capture what players found memorable about the massive phenomenon at its peak.},
keywords = {Location-based game, Player experience, Pokémon Go},
pubstate = {published},
tppubtype = {incollection}
}
Apperley, Thomas H.
Digital Gaming's South-South Connection
In: Penix-Tadsen, Phillip (Ed.): Video Games and the Global South, pp. 211-224, ETC Press, 2019, ISBN: 9780359641390.
Book chapter Open access
Links | Tags: Global South, Postcolonialism, Video games
@incollection{Apperley2019c,
title = {Digital Gaming's South-South Connection},
author = {Thomas H. Apperley},
editor = {Phillip Penix-Tadsen},
url = {https://kilthub.cmu.edu/articles/book/Video_Games_and_the_Global_South/8148680},
doi = {10.1184/R1/8148680},
isbn = {9780359641390},
year = {2019},
date = {2019-05-18},
booktitle = {Video Games and the Global South},
pages = {211-224},
publisher = {ETC Press},
keywords = {Global South, Postcolonialism, Video games},
pubstate = {published},
tppubtype = {incollection}
}
Loban, Rhett; Apperley, Thomas H.
Eurocentric Values at Play: Modding the Colonial from the Indigenous Perspective
In: Penix-Tadsen, Phillip (Ed.): Video Games and the Global South, pp. 87-99, ETC Press, 2019, ISBN: 9780359641390.
Book chapter Open access
Links | Tags: Indigenous studies, Modding, Postcolonialism
@incollection{Loban2019,
title = {Eurocentric Values at Play: Modding the Colonial from the Indigenous Perspective},
author = {Rhett Loban and Thomas H. Apperley},
editor = {Phillip Penix-Tadsen},
url = {https://kilthub.cmu.edu/articles/book/Video_Games_and_the_Global_South/8148680},
doi = {10.1184/R1/8148680},
isbn = {9780359641390},
year = {2019},
date = {2019-05-18},
booktitle = {Video Games and the Global South},
pages = {87-99},
publisher = {ETC Press},
keywords = {Indigenous studies, Modding, Postcolonialism},
pubstate = {published},
tppubtype = {incollection}
}
Turtiainen, Riikka
Some-ajan arvokisat ja ihmisoikeuskysymykset
In: Idäntutkimus, vol. 26, iss. 1, pp. 102-103, 2019, ISSN: 1237-6051.
Journal article Open access
Links | Tags: Arvokisat, Boikotointi, Column, Ihmisoikeudet, Sosiaalinen media, Urheilu
@article{Turtiainen2019b,
title = {Some-ajan arvokisat ja ihmisoikeuskysymykset},
author = {Riikka Turtiainen},
url = {https://journal.fi/idantutkimus/article/view/81970},
issn = {1237-6051},
year = {2019},
date = {2019-05-10},
journal = {Idäntutkimus},
volume = {26},
issue = {1},
pages = {102-103},
keywords = {Arvokisat, Boikotointi, Column, Ihmisoikeudet, Sosiaalinen media, Urheilu},
pubstate = {published},
tppubtype = {article}
}
Harrer, Sabine; Nielsen, Simon; Jarnfelt, Patrick
Of Mice and Pants: Queering the Conventional Gamer Mouse for Cooperative Play
In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1-11, ACM, 2019, ISBN: 9781450359719.
In proceedings
Abstract | Links | Tags: Computer mouse, Game design, Intersectionality, Queer game studies, Wearables
@inproceedings{Harrer2019,
title = {Of Mice and Pants: Queering the Conventional Gamer Mouse for Cooperative Play},
author = {Sabine Harrer and Simon Nielsen and Patrick Jarnfelt},
doi = {10.1145/3290607.3310431},
isbn = {9781450359719},
year = {2019},
date = {2019-05-02},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
pages = {1-11},
publisher = {ACM},
abstract = {Withing the fields of HCI and game design, conventional design practices have been criticised for perpetuating the status quo and marginalising users beyond the norm [11], [1], e.g. through genderized assumptions about user interaction [13]. To solve this problem of conservatism in HCI, one recommended strategy has been queering; the use of mischiveous, spaceful, and oblique design principles [13]. This contribution focuses on the conventional computer mouse within videogames as an example for a conventional input device optimised for a limited set of interactions. The article first reviews HCI discourses on the mouse within technology studies, game culture, and queer game studies. In these three domains, the mouse has been consistently reduced to its functionality as high-precision point-and-click device, constructing it as conservative seemingly hard-wired to cater to male-centred pleasures. We then discuss three experimental game design strategies to queer the mouse controller in The Undie Game, a cooperative wearable mouse-based installation game by the Copenhagen Game Collective. The Undie Game speculates about ways to confront and disrupt conventional expectations about gaming by fa''silly''tating interaction for two players who wear a mouse controller in their panties and collectively steer a 3D high definition tongue on screen to achieve a mutual highscore. By creating a social, silly, and potentially daunting play experience, The Undie Game reinterprets the affordances of the computer mouse to bring subjects like consent, failure, and ambiguity into the picture.},
keywords = {Computer mouse, Game design, Intersectionality, Queer game studies, Wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
Mäyrä, Frans; Tyni, Heikki
Transmedial Playthings: Games, Toys and Playful Engagement in Storyworlds
In: Coelsch-Foisner, Sabine; Herzog, Christopher (Ed.): Transmedialisierung, pp. 413-430, Universitätsverlag Winter, 2019.
Book chapter Open access
Links | Tags: Playfulness, Toys, Transmedia
@incollection{Mäyrä2019b,
title = {Transmedial Playthings: Games, Toys and Playful Engagement in Storyworlds},
author = {Frans Mäyrä and Heikki Tyni},
editor = {Sabine Coelsch-Foisner and Christopher Herzog},
url = {https://homepages.tuni.fi/frans.mayra/Transmedial-Playthings.pdf},
year = {2019},
date = {2019-05-02},
booktitle = {Transmedialisierung},
pages = {413-430},
publisher = {Universitätsverlag Winter},
keywords = {Playfulness, Toys, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Kerttula, Tero
“What an Eccentric Performance”: Storytelling in Online Let’s Plays
In: Games and Culture, vol. 14, iss. 3, pp. 236-255, 2019, ISSN: 1555-4120.
Journal article Open access
Abstract | Links | Tags: Narrative, Video games, YouTube
@article{Kerttula2019b,
title = {“What an Eccentric Performance”: Storytelling in Online Let’s Plays},
author = {Tero Kerttula},
url = {https://jyx.jyu.fi/handle/123456789/63487},
doi = {10.1177/1555412016678724},
issn = {1555-4120},
year = {2019},
date = {2019-05-01},
urldate = {2019-05-01},
journal = {Games and Culture},
volume = {14},
issue = {3},
pages = {236-255},
abstract = {In this article, I examine the phenomenon called Let’s Play (LP) and conduct a narrative analysis on two LPs made of Sierra Entertainment’s Phantasmagoria games. The LPs tell viewers a story different from the one told in the games, that is, they tell the story of the player rather than that of the game. In that story, the experience of playing a video game is revealed to the audience. This story would be hidden without the player-narrators know as LPs around the world. I conduct my analysis by describing seven different narrative elements that form the narration of a LP and explain how these elements together form this story of the player.},
keywords = {Narrative, Video games, YouTube},
pubstate = {published},
tppubtype = {article}
}
Junnila, Miikka; Reunanen, Markku; Heikkinen, Tero
The Interplay of Thematic and Ludological Elements in Western-Themed Games
In: Kinephanos, vol. 9, iss. 1, pp. 40-73, 2019, ISSN: 1916-985X.
Journal article Open access
Abstract | Links | Tags: Game genres, Thematization, Video games, Western
@article{Junnila2019,
title = {The Interplay of Thematic and Ludological Elements in Western-Themed Games},
author = {Miikka Junnila and Markku Reunanen and Tero Heikkinen},
url = {https://www.kinephanos.ca/2019/the-interplay-of-thematic-and-ludological-elements-in-western-themed-games/},
issn = {1916-985X},
year = {2019},
date = {2019-05-01},
urldate = {2019-05-01},
journal = {Kinephanos},
volume = {9},
issue = {1},
pages = {40-73},
abstract = {The Wild West has been productized and remediated a number of times over the last hundred of years – and even earlier than that. Computer and video games are a relative newcomer in this string of remediations, distilling the essential elements of the Western even further into archetypal scenes, characters and modes of play. Expanding on our previous works on genres, we study a colorful selection of Western-themed games, 31 in total, with the aim to reveal how a firmly established and codified theme affects gameplay. A well-established theme, such as the Western, manifests itself at very different depths based on the kind of game we are dealing with – at minimum, it acts as an artificial surface that does not affect the gameplay at all. At the other end of the spectrum, the theme affects all the aspects of a game, ranging from its audiovisual presentation to the narrative and the actions available to the player.},
keywords = {Game genres, Thematization, Video games, Western},
pubstate = {published},
tppubtype = {article}
}
Koivisto, Jonna
Verkkoidentiteetti uuden opettajan työkaluna
In: Kallama, Kimmo; Koivisto, Jonna (Ed.): Digital Campus: Ratkaisuja joustavaan oppimiseen, pp. 53-55, Satakunnan ammattkorkeakoulu, 2019, ISBN: 978-951-633-273-7.
Publication for professional or general audience Open access
Links | Tags: Pedagogiikka, Verkko-opetus, Verkkoidentiteetti, Verkkoympäristö
@other{Koivisto2019,
title = {Verkkoidentiteetti uuden opettajan työkaluna},
author = {Jonna Koivisto},
editor = {Kimmo Kallama and Jonna Koivisto},
url = {https://urn.fi/URN:NBN:fi-fe2019051015149},
isbn = {978-951-633-273-7},
year = {2019},
date = {2019-05-01},
booktitle = {Digital Campus: Ratkaisuja joustavaan oppimiseen},
pages = {53-55},
publisher = {Satakunnan ammattkorkeakoulu},
keywords = {Pedagogiikka, Verkko-opetus, Verkkoidentiteetti, Verkkoympäristö},
pubstate = {published},
tppubtype = {other}
}
Korpua, Jyrki; Ruotsalainen, Maria; Siikilä-Laitila, Minna; Välisalo, Tanja; Hirsjärvi, Irma
Experiencing the Sacred: The Hobbit as a Holy Text
In: Cusack, Carole M.; Morehead, John W.; Robertson, Venetia Laura Delano (Ed.): The Sacred in Fantastic Fandom: Essays on the Intersection of Religion and Pop Culture, pp. 102-118, McFarland & Company, Inc, 2019, ISBN: 978-1-4766-708-36.
Book chapter
Tags: Fantasy, Literary studies, Reader-response criticism, Religion
@incollection{nokey,
title = {Experiencing the Sacred: The Hobbit as a Holy Text},
author = {Jyrki Korpua and Maria Ruotsalainen and Minna Siikilä-Laitila and Tanja Välisalo and Irma Hirsjärvi},
editor = {Carole M. Cusack and John W. Morehead and Venetia Laura Delano Robertson},
isbn = {978-1-4766-708-36},
year = {2019},
date = {2019-04-16},
booktitle = {The Sacred in Fantastic Fandom: Essays on the Intersection of Religion and Pop Culture},
pages = {102-118},
publisher = {McFarland & Company, Inc},
keywords = {Fantasy, Literary studies, Reader-response criticism, Religion},
pubstate = {published},
tppubtype = {incollection}
}
Harviainen, J. Tuomas; Paavilainen, Janne; Koskinen, Elina
Ayn Rand's Objectivist Ethics Applied to Video Game Business
In: Journal of Business Ethics, vol. 167, iss. 4, pp. 761-774, 2019, ISSN: 0167-4544.
Journal article Open access
Abstract | Links | Tags: Ayn Rand, Business ethics, Free-to-play, Monetization, Video games
@article{Harviainen2019,
title = {Ayn Rand's Objectivist Ethics Applied to Video Game Business},
author = {J. Tuomas Harviainen and Janne Paavilainen and Elina Koskinen},
url = {https://link.springer.com/content/pdf/10.1007/s10551-019-04159-y.pdf},
doi = {10.1007/s10551-019-04159-y},
issn = {0167-4544},
year = {2019},
date = {2019-04-16},
journal = {Journal of Business Ethics},
volume = {167},
issue = {4},
pages = {761-774},
abstract = {This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand’s ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.},
keywords = {Ayn Rand, Business ethics, Free-to-play, Monetization, Video games},
pubstate = {published},
tppubtype = {article}
}
Li, Xiaozhou; Lu, Chien; Peltonen, Jaakko; Zhang, Zheying
A Statistical Analysis of Steam User Profiles Towards Personalized Gamification
In: Koivisto, Jonna; Hamari, Juho (Ed.): CEUR Workshop Proceedings, pp. 217-228, CEUR-WS, 2019, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile
@inproceedings{Li2019,
title = {A Statistical Analysis of Steam User Profiles Towards Personalized Gamification},
author = {Xiaozhou Li and Chien Lu and Jaakko Peltonen and Zheying Zhang},
editor = {Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244073},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {CEUR Workshop Proceedings},
volume = {2359},
pages = {217-228},
publisher = {CEUR-WS},
abstract = {Gamification is widely used as motivational design towards enhancing the engagement and performance of its users. Many commonly adopted game design elements have been verified to be effective in various domains. However, the designs of such elements in the majority of the target systems are similar. Due to inevitable differences between users, gamification systems can perform more effectively when users are provided with differently and personally designed features according to their preferences. Many studies have suggested such requirements towards personalizing gamified systems based on the users’ preferences, with categorizing gamification users and identifying their preferences as the initial step. This study proposes a preliminary analysis of the factors that categorize user preference in a game community, based on the user profiles data of the Steam platform. It shall not only facilitate understanding of players’ preferences in a game community but also lay the groundwork for the potential personalized gamification design.},
keywords = {Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile},
pubstate = {published},
tppubtype = {inproceedings}
}
Kerttula, Tero
In: Koivisto, Jonna; Hamari, Juho (Ed.): GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference, RWTH Aachen, 2019, ISSN: 1613-0073.
In proceedings Open access
Links | Tags: Let's Play, Narrative, Representation, Television programs, Video games
@inproceedings{Kerttula2019c,
title = {The Foundations of Let's Play: Live Action Representations of Video Games in Television and Online 1975-2018},
author = {Tero Kerttula},
editor = {Jonna Koivisto and Juho Hamari},
url = {http://urn.fi/URN:NBN:fi:jyu-201912165304},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference},
publisher = {RWTH Aachen},
keywords = {Let's Play, Narrative, Representation, Television programs, Video games},
pubstate = {published},
tppubtype = {inproceedings}
}
Ihamäki, Pirita; Heljakka, Katriina
The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching
In: Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 3rd International GamiFIN Conference, pp. 205-216, RWTH Aachen, 2019, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets
@inproceedings{Ihamäki2019,
title = {The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching},
author = {Pirita Ihamäki and Katriina Heljakka},
editor = {Jonna Koivisto and Juho Hamari},
url = {http://ceur-ws.org/Vol-2359/paper18.pdf},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {Proceedings of the 3rd International GamiFIN Conference},
pages = {205-216},
publisher = {RWTH Aachen},
abstract = {The Internet of Art as in public and connected art installations gives birth to interactivity and participation, which in turn, introduce new challenges, not only to the production of artworks, but also in how to involve the participants and how to evaluate the results of target experiences, such as social connectedness, context, playfulness, and gamification. This case study presents an example of interactive and participatory forms of the Internet of Art. We have used a multimethod approach including qualitative research methods to understand preschool-aged children’s experiences who used the Sigrid-Secrets Augmented Reality application in playing the game of geocaching and finding physical artworks prior to the geocache. We have observed two groups of preschoolers play-testing, analysed the videotaped documentation of the testing, and followed the children drawing their memorable experiences of the geocaching trail. By using the Playful Experiences (PLEX) framework, we have evaluated the preschoolers’ memorable experiences of playing. Our findings demonstrate how augmented techniques can be used to transform the physical surroundings in order to create a hybrid game-world suited for learning and fun. In this game-world the player can become immersed in the flow of playful experiences, and engage with edutaining exercises while being simultaneously connected to both to the Internet of Art and to the physical dimensions of the real world environment.},
keywords = {Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets},
pubstate = {published},
tppubtype = {inproceedings}
}
Suominen, Jaakko; Harviainen, J. Tuomas
In: Historical Journal of Film, Radio, and Television, vol. 39, iss. 2, pp. 384-402, 2019, ISSN: 0143-9685.
Journal article Open access
Abstract | Links | Tags: Cultural appropriation, Domestication of technology, Donald Duck, Media history
@article{Suominen2019,
title = {Comics as an Introduction to Media Technology: The Finnish Case – Television and Donald Duck in the 1950s and the Early 1960s},
author = {Jaakko Suominen and J. Tuomas Harviainen},
url = {https://urn.fi/URN:NBN:fi:tuni-201906172066},
doi = {10.1080/01439685.2018.1544197},
issn = {0143-9685},
year = {2019},
date = {2019-04-03},
journal = {Historical Journal of Film, Radio, and Television},
volume = {39},
issue = {2},
pages = {384-402},
abstract = {This article deals with the relationship between television – a new form of media technology in 1950s Finland – and the introduction of the Donald Duck comic book. The article analyses the three most essential imaginary perspectives on the uses of media technology: interactivity, publicity seeking and tinkering with a television. On one hand, the article introduces the various ways in which the comic book represented and introduced the media format to the Finnish public, and on the other hand, how it actively participated in the contemporary public debate on the meanings of television and its use that took place at that time.},
keywords = {Cultural appropriation, Domestication of technology, Donald Duck, Media history},
pubstate = {published},
tppubtype = {article}
}
Alha, Kati; Koskinen, Elina; Paavilainen, Janne; Hamari, Juho
Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO
In: Computers in Human Behavior, vol. 93, pp. 114-122, 2019, ISBN: 0747-5632.
Journal article Open access
Abstract | Links | Tags: Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go
@article{Alha2019,
title = {Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO},
author = {Kati Alha and Elina Koskinen and Janne Paavilainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201903221408},
doi = {10.1016/j.chb.2018.12.008},
isbn = {0747-5632},
year = {2019},
date = {2019-04-01},
journal = {Computers in Human Behavior},
volume = {93},
pages = {114-122},
abstract = {Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n = 2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player's personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.},
keywords = {Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina
Leikki tarvitsee (akateemisenkin) asiantuntijansa
In: 2019.
Publication for professional or general audience Open access
Links | Tags: Asiantuntijuus, Leikki, Leikkiminen
@other{Heljakka2019g,
title = {Leikki tarvitsee (akateemisenkin) asiantuntijansa},
author = {Katriina Heljakka},
url = {https://blogit.utu.fi/lumonblogi/2019/03/28/leikki-tarvitsee-asiantuntijansa/},
year = {2019},
date = {2019-03-28},
journal = {Tutkimuksen LUMO – kirjoituksia luovuudesta, motivaatiosta ja asiantuntijuudesta},
keywords = {Asiantuntijuus, Leikki, Leikkiminen},
pubstate = {published},
tppubtype = {other}
}
Heljakka, Katriina
PLOP! Leikistä tulee tutkimusta
In: pp. 10-11, Porin yliopistokeskus, 2019.
Publication for professional or general audience Open access
@other{Heljakka2019h,
title = {PLOP! Leikistä tulee tutkimusta},
author = {Katriina Heljakka},
url = {https://issuu.com/ucpori/docs/saikeita2019_web_sivuittain},
year = {2019},
date = {2019-03-27},
journal = {Säikeitä},
pages = {10-11},
publisher = {Porin yliopistokeskus},
keywords = {PLoP},
pubstate = {published},
tppubtype = {other}
}
Torner, Evan
Planescape: Torment: Immersion
In: Payne, Matthew Thomas; Huntemann, Nina B. (Ed.): How to Play Video Games, pp. 52-58, New York University Press, 2019, ISBN: 9781479830404.
Book chapter
Abstract | Links | Tags: Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games
@incollection{nokey,
title = {Planescape: Torment: Immersion},
author = {Evan Torner},
editor = {Matthew Thomas Payne and Nina B. Huntemann},
doi = {10.18574/9781479830404},
isbn = {9781479830404},
year = {2019},
date = {2019-03-26},
booktitle = {How to Play Video Games},
pages = {52-58},
publisher = {New York University Press},
abstract = {Although scholars and critics often cite aspects of audiovisual design and quick-twitch gameplay as the primary means by which players immerse themselves in a game’s fiction, Planescape: Torment—a highly rated computer role-playing game with dated graphics and sound—proves a counterexample to this discourse. In this chapter, Evan Torner discusses the importance of literary framing, affect, and narrative reincorporation—elements derived largely from novels and tabletop role-playing games—for the game’s achievement of that oft-heralded but ever-elusive aesthetic ideal of immersion.},
keywords = {Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Harrer, Sabine
Intersexionality and the Undie Game
In: 2019.
Publication for professional or general audience Open access
Abstract | Links | Tags: Intersectionality, Intersexionality, Undie Game
@other{Harrer2019c,
title = {Intersexionality and the Undie Game},
author = {Sabine Harrer},
url = {http://www.firstpersonscholar.com/intersexionality-and-the-undie-game/},
year = {2019},
date = {2019-03-20},
journal = {First Person Scholar},
abstract = {Fun. When game designers and scholars talk about it, we tend to treat it as the singular, universal product of all successful gameplay scenarios. What’s fun and what isn’t, however, arises from our situated experience as embodied, gendered beings situated within a specific cultural context. In this essay – half game post-mortem, half academic poem – I explore what fun might mean by drawing on queer subjectivity. I call this lens “intersexionality,” invoking Kimberlé Crenshaw’s (1989) notion of intersectionality to describe queer gameplay experiences beyond game industry standards. My case study in this essay is the Undie Game, which I co-designed in 2018 with members of the Copenhagen Game Collective. It is a short, wearable game for two players, which uses two standard mouse controllers inside various panties to facilitate an intimate gaming experience. In this essay, I touch on three “intersexional” design features in the Undie Game: The clicktoris, the tongue, and the pubic spectacle. These features address different materialities of the game and speculate about its potentials for queer play.},
keywords = {Intersectionality, Intersexionality, Undie Game},
pubstate = {published},
tppubtype = {other}
}
Harrer, Sabine
Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops
In: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, pp. 1-5, ACM, 2019, ISSN: 2153-1633.
In proceedings
Abstract | Links | Tags: Digital technology, Facilitation, Game design, Hegemony, Radical design
@inproceedings{Harrer2019b,
title = {Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops},
author = {Sabine Harrer},
doi = {10.1145/3316287.3316297},
issn = {2153-1633},
year = {2019},
date = {2019-03-17},
booktitle = {Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019},
pages = {1-5},
publisher = {ACM},
abstract = {This article is based on two observations about game production culture, first that there is a demographic mismatch between those who make games and those who play them [1], and secondly that through their organization, setting, and constraints, game jams and other creation events can encourage radical game design principles, values beyond the common practice [3]. This study discusses how facilitators might introduce radical game design values in their events, using thematic, technological, and expressive strategies. Adopting a reflective design lens [2] it critically reviews the design of a game creation workshop for technology novices. It thus reflects on how event organizers can practice their role as cultural intermediaries [10] to support the development of game expressions beyond the norm.},
keywords = {Digital technology, Facilitation, Game design, Hegemony, Radical design},
pubstate = {published},
tppubtype = {inproceedings}
}
Siitonen, Marko; Uotila, Panu; Uskali, Turo; Varsaluoma, Jukka; Välisalo, Tanja
In: Nordicom Review, vol. 40, iss. 2, pp. 143-155, 2019, ISSN: 1403-1108.
Journal article Open access
Abstract | Links | Tags: Journalism education, Journalism practice, Multidisciplinary, Newsgames, Project-based learning
@article{nokey,
title = {A Pilot Study on Developing Newsgames in Collaboration between Journalism and Computer Science Students},
author = {Marko Siitonen and Panu Uotila and Turo Uskali and Jukka Varsaluoma and Tanja Välisalo},
url = {https://jyx.jyu.fi/bitstream/handle/123456789/67039/siitonenym.pdf?sequence=1&isAllowed=y},
doi = {10.2478/nor-2019-0038},
issn = {1403-1108},
year = {2019},
date = {2019-03-01},
journal = {Nordicom Review},
volume = {40},
issue = {2},
pages = {143-155},
abstract = {Producing digital and interactive journalistic products offers unique and important new learning opportunities for journalism education. This study analysed the experiences of two pilot courses on so-called ‘newsgames’ in a Finnish university in 2015 and 2017. The data consisted of the newsgames and other materials produced by the students, student feedback concerning the course and observations of teachers throughout the project. Our analysis demonstrates how producing newsgames in the context of higher education may foster project-based learning experiences, something that has been relatively rare in traditional journalism education. Collaboration with media companies also offered valuable feedback for the students throughout the course and provided them with an opportunity to practice selling their expertise. The study highlights how interdisciplinary and project-based cooperation may benefit journalism education.},
keywords = {Journalism education, Journalism practice, Multidisciplinary, Newsgames, Project-based learning},
pubstate = {published},
tppubtype = {article}
}
Nansen, Bjørn; Nicoll, Benjamin; Apperley, Thomas H.
Postdigitality in Children’s Crossmedia Play: A Case Study of Nintendo’s Amiibo Figurines
In: Mascheroni, Giovanna; Holloway, Donell (Ed.): The Internet of Toys: Practices, Affordances and the Political Economy of Children’s Smart Play, pp. 89-108, Springer Nature, 2019, ISBN: 978-3030108977.
Book chapter
Abstract | Links | Tags: Amiibo, Data, Nintendo, Play, Postdigital
@incollection{Nansen2019,
title = {Postdigitality in Children’s Crossmedia Play: A Case Study of Nintendo’s Amiibo Figurines},
author = {Bjørn Nansen and Benjamin Nicoll and Thomas H. Apperley},
editor = {Giovanna Mascheroni and Donell Holloway},
doi = {10.1007/978-3-030-10898-4_5},
isbn = {978-3030108977},
year = {2019},
date = {2019-02-21},
urldate = {2019-02-21},
booktitle = {The Internet of Toys: Practices, Affordances and the Political Economy of Children’s Smart Play},
pages = {89-108},
publisher = {Springer Nature},
abstract = {In this chapter, we use Nintendo Amiibo to interrogate the evolving intersection of crossmedia products and children’s cultures of play. Amiibo figurines are based on characters from various Nintendo franchises, such as Super Mario Bros., and use NFC tags to connect wirelessly to Nintendo’s Switch, 3DS and Wii U platforms. In their production, promotion and everyday use, the figurines solicit playful practices that cut across physical objects and digital spaces. Drawing on interface analysis, promotional discourses and videos of play on YouTube, this analysis highlights how Amiibos are framed as a means to envelop children in Nintendo’s crossmedia ecosystem by reinforcing a physical connection between child, toy, software, platform and intellectual property. Informed by the concept of postdigital play, we account for this reciprocal dynamic between children’s everyday play and the branded world of IoT products, and we point to emerging questions around children’s data literacies.},
keywords = {Amiibo, Data, Nintendo, Play, Postdigital},
pubstate = {published},
tppubtype = {incollection}
}
Swalwell, Melanie; Garda, Maria B.
Art, Maths, Electronics and Micros: The Late Work of Stan Ostoja-Kotkowski
In: Arts, vol. 8, iss. 1, no. 23, pp. 25, 2019, ISSN: 2076-0752.
Journal article Open access
Abstract | Links | Tags: Australia, Computer graphics, Electronics, Hybrid arts, Landscape, Laser art, Mandelbrot, Micro-computers, Photography, Poland
@article{Swalwell2019,
title = {Art, Maths, Electronics and Micros: The Late Work of Stan Ostoja-Kotkowski},
author = {Melanie Swalwell and Maria B. Garda},
url = {https://mdpi-res.com/arts/arts-08-00023/article_deploy/arts-08-00023.pdf},
doi = {10.3390/arts8010023},
issn = {2076-0752},
year = {2019},
date = {2019-02-15},
urldate = {2019-02-15},
journal = {Arts},
volume = {8},
number = {23},
issue = {1},
pages = {25},
abstract = {: To date, most work on computers in art has focused on the Algorists (1960s–) and on later cyber arts (1990s–). The use of microcomputers is an underexplored area, with the 1980s constituting a particular gap in the knowledge. This article considers the case of Polish-Australian artist, Stan Ostoja-Kotkowski (b. 1922, d. 1994), who after early exposure to computers at the Bell Labs (1967), returned to microcomputers late in his life. He was not a programmer yet used micros in his practice from the early 1980s, first a BBC in his BP Christmas Star commission, and later a 32-bit Archimedes. This he used from 1989 until his death to produce still images with a fractal generator and the ‘paintbox’ program, “Photodesk”. Drawing on archival research and interviews, we focus on three examples of how Ostoja deployed his micro, highlighting the convergence of art, maths, electronics, and a ‘hands-on’ tinkering ethic in his practice. We argue that when considering the history of creative microcomputing, it is imperative to go beyond the field of art itself. In this case, electronics and the hobbyist computing scenes provide crucial contexts.},
keywords = {Australia, Computer graphics, Electronics, Hybrid arts, Landscape, Laser art, Mandelbrot, Micro-computers, Photography, Poland},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
Persuasive Toy Friends and Preschoolers: Playtesting IoToys
In: Mascheroni, Giovanna; Holloway, Donell (Ed.): The Internet of Toys: Practices, Affordances and the Political Economy of Children’s Smart Play, pp. 159-178, Palgrave Macmillan, 2019, ISBN: 978-3030108977.
Book chapter
Abstract | Links | Tags: Character toys, Hybridity, IoToys, Play patterns, Preschool-children
@incollection{Heljakka2019d,
title = {Persuasive Toy Friends and Preschoolers: Playtesting IoToys},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Giovanna Mascheroni and Donell Holloway},
doi = {10.1007/978-3-030-10898-4},
isbn = {978-3030108977},
year = {2019},
date = {2019-02-07},
booktitle = {The Internet of Toys: Practices, Affordances and the Political Economy of Children’s Smart Play},
pages = {159-178},
publisher = {Palgrave Macmillan},
abstract = {This chapter conducts an empirical study on the Internet of Toys (IoToys) with preschool-aged children in Finland, focusing on the strategies that contemporary character toymakers use to persuade players to nurture, connect and take part in social play. Four English-speaking IoToys were chosen based on their supposed innovativeness, popularity and availability on Amazon.com at the time of the research (September–October 2017) and were playtested with preschoolers who were 5–6 years of age. The study focuses on the variety of play affordances of the hybrid toys, which are both educational and entertaining, and investigates how these features are employed in play. By studying potential play patterns related to these toys, this study highlights preschoolers’ own responses to the affordances of the chosen IoToys.},
keywords = {Character toys, Hybridity, IoToys, Play patterns, Preschool-children},
pubstate = {published},
tppubtype = {incollection}
}
Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.)
Larp Design: Creating Role-Play Experiences
Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Book Open access
Abstract | Links | Tags: Accessibility, Experience design, Game design, Larp, Larp design, Live-action role playing
@book{Koljonen2019,
title = {Larp Design: Creating Role-Play Experiences},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
publisher = {Landsforeningen Bifrost},
abstract = {How do you create a new and original larp from scratch? How do you go from idea to execution and to debriefing? What do you need to know about designing workshops, character creation, worldbuilding, the soundscape, metatechniques, debriefing, and all the other parts of creating a role-play experience?
More than 60 larpwrights from ten countries contribute concise and informative advice on bespoke larp design to this practical and instantly useful book. Larp Design explores the tools and principles of designing collaborative, rules-light larp. Today this tradition, originating in the Nordic countries and centred on the annual Knutepunkt conference, is an international movement.
},
keywords = {Accessibility, Experience design, Game design, Larp, Larp design, Live-action role playing},
pubstate = {published},
tppubtype = {book}
}
More than 60 larpwrights from ten countries contribute concise and informative advice on bespoke larp design to this practical and instantly useful book. Larp Design explores the tools and principles of designing collaborative, rules-light larp. Today this tradition, originating in the Nordic countries and centred on the annual Knutepunkt conference, is an international movement.
Stenros, Jaakko; Montola, Markus
In: Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.): Larp Design: Creating Role-Play Experiences, pp. 16-21, Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Publication for professional or general audience Open access
Links | Tags: Game design, Larp, Larp design, Live-action role playing
@other{Stenros2019c,
title = {Basic Concepts in Larp Design},
author = {Jaakko Stenros and Markus Montola},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
booktitle = {Larp Design: Creating Role-Play Experiences},
pages = {16-21},
publisher = {Landsforeningen Bifrost},
keywords = {Game design, Larp, Larp design, Live-action role playing},
pubstate = {published},
tppubtype = {other}
}
Stenros, Jaakko
In: Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.): Larp Design: Creating Role-Play Experiences, pp. 30, Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Publication for professional or general audience Open access
Links | Tags: Larp, Larp design, Live-action role playing, Serious games
@other{Stenros2019d,
title = {Larp and Seriousness},
author = {Jaakko Stenros},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
booktitle = {Larp Design: Creating Role-Play Experiences},
pages = {30},
publisher = {Landsforeningen Bifrost},
keywords = {Larp, Larp design, Live-action role playing, Serious games},
pubstate = {published},
tppubtype = {other}
}
Stenros, Jaakko
Guided by Transgression: Defying Norms as an Integral Part of Play
In: Jørgensen, Kristine; Karlsen, Faltin (Ed.): Transgression in Games and Play, pp. 13-25, The MIT Press, 2019, ISBN: 9780262038652.
Book chapter
Tags: Play, Playfulness, Transgressive play
@incollection{Stenros2019,
title = {Guided by Transgression: Defying Norms as an Integral Part of Play},
author = {Jaakko Stenros},
editor = {Kristine Jørgensen and Faltin Karlsen},
isbn = {9780262038652},
year = {2019},
date = {2019-02-05},
booktitle = {Transgression in Games and Play},
pages = {13-25},
publisher = {The MIT Press},
keywords = {Play, Playfulness, Transgressive play},
pubstate = {published},
tppubtype = {incollection}
}
Sihvonen, Tanja; Stenros, Jaakko
Queering Games, Play, and Culture through Transgressive Role-Playing Games
In: Jørgensen, Kristine; Karlsen, Faltin (Ed.): Transgression in Games and Play, pp. 115-129, The MIT Press, 2019, ISBN: 9780262038652.
Book chapter
Tags: Queer, Role-playing games, Transgressive play
@incollection{Sihvonen2019b,
title = {Queering Games, Play, and Culture through Transgressive Role-Playing Games},
author = {Tanja Sihvonen and Jaakko Stenros},
editor = {Kristine Jørgensen and Faltin Karlsen},
isbn = {9780262038652},
year = {2019},
date = {2019-02-05},
booktitle = {Transgression in Games and Play},
pages = {115-129},
publisher = {The MIT Press},
keywords = {Queer, Role-playing games, Transgressive play},
pubstate = {published},
tppubtype = {incollection}
}
Švelch, Jan
Platform Studies, Computational Essentialism, and Magic: The Gathering
In: Analog Game Studies, vol. 3, pp. 62-92, 2019, ISBN: 9780359383979.
Journal article Open access
Links | Tags: Analog game, Card game, Magic: The Gathering, Media history
@article{Švelch2019b,
title = {Platform Studies, Computational Essentialism, and Magic: The Gathering},
author = {Jan Švelch},
url = {https://analoggamestudies.org/2016/07/platform-studies-computational-essentialism-and-magic-the-gathering/},
isbn = {9780359383979},
year = {2019},
date = {2019-02-05},
urldate = {2016-07-11},
journal = {Analog Game Studies},
volume = {3},
pages = {62-92},
keywords = {Analog game, Card game, Magic: The Gathering, Media history},
pubstate = {published},
tppubtype = {article}
}
Apperley, Thomas H.; Moore, Kyle
Haptic Ambience: Ambient Play, the Haptic Effect and Co-Presence in Pokémon GO
In: Convergence: The International Journal of Research into New Media Technologies, vol. 25, iss. 1, pp. 6-17, 2019, ISSN: 1354-8565.
Journal article Open access
Abstract | Links | Tags: Affective resonance, Ambient play, Digital photography, Gesture, Haptic interface, Ingress, Location-based game, Mobile gaming, Pokémon, Pokémon Go
@article{Apperley2019,
title = {Haptic Ambience: Ambient Play, the Haptic Effect and Co-Presence in Pokémon GO},
author = {Thomas H. Apperley and Kyle Moore},
url = {https://journals.sagepub.com/doi/10.1177/1354856518811017},
doi = {10.1177/1354856518811017},
issn = {1354-8565},
year = {2019},
date = {2019-02-01},
urldate = {2019-02-01},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {25},
issue = {1},
pages = {6-17},
abstract = {Haptic media studies emphasize the centrality of touch in the experience of digital media. This article considers how the haptic effect created by relationship between touch, gesture and spatial practice in Pokémon GO cements new possibilities for ambient play and co-presence. The app effectively draws on the genealogies of Nintendo’s handheld Pokémon games, but through the shift to smartphone devices the app creates new forms of ambient play, co-presence and communication that are realized through the publicness of the touch, gesture and comportment which make up the haptic effect of the app. By making the smartphones camera an integral part the game, Pokémon GO suggests the wider relevance of the communicability of feeling and gesture by extending ambient play and co-presence into social media, allowing players to (re)-experience the feeling and touch of Pokémon GO through affective resonance. This suggests that the tactility and touch of the haptic affect are embedded in a matrix of embodied experiences that are revealed through how photography and social media become sites for extending and ambient play.},
keywords = {Affective resonance, Ambient play, Digital photography, Gesture, Haptic interface, Ingress, Location-based game, Mobile gaming, Pokémon, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
Innocent, Troy; Leorke, Dale
Heightened Intensity: Reflecting on Player Experiences in Wayfinder Live
In: Convergence: The International Journal of Research into New Media Technologies, vol. 25, iss. 1, pp. 18-39, 2019, ISSN: 1354-8565.
Journal article Open access
Abstract | Links | Tags: Digital games, Game design, Location-based game, Materiality, Mobile media, Play and public space, Playable cities, Psychogeography, Urban codemaking, Urban play
@article{Innocent2019,
title = {Heightened Intensity: Reflecting on Player Experiences in Wayfinder Live},
author = {Troy Innocent and Dale Leorke},
url = {https://urn.fi/URN:NBN:fi:tuni-202101131253},
doi = {10.1177/1354856518822427},
issn = {1354-8565},
year = {2019},
date = {2019-02-01},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {25},
issue = {1},
pages = {18-39},
abstract = {Location-based games use smartphones and other location-aware devices to incorporate their players’ actions in everyday, physical spaces – the streets and public spaces of the city – into the virtual world of the game. Scholars and designers of these games often claim that they reconfigure their players’ relationship with the people and environment around them. They argue these games either engage and immerse players more deeply in the spaces of the game or distance and detach them from the physical environment through the screen interface. To date, however, relatively few detailed empirical studies of these games have been undertaken to test out and critique these claims. This article presents a study of the 2017 iteration of the location-based augmented reality game Wayfinder Live, in which players use their phones to search for and scan urban codes hidden across Melbourne’s laneways, alleys, and public spaces. Players of the game were interviewed and invited to reflect on their experience. This article relates these experiences to the design and development of the game, particularly to five play design principles that characterize its approach to haptic play in urban space. We begin by outlining these principles and the motivations behind them. Then, drawing on an analysis of the player interviews, we evaluate the impact of the game on their perception of the city.},
keywords = {Digital games, Game design, Location-based game, Materiality, Mobile media, Play and public space, Playable cities, Psychogeography, Urban codemaking, Urban play},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko; Moisala, Mona
Älylaitteet ja pelaaminen: Peliharrastus osana monipuolista arkea
In: Kosola, Silja; Moisala, Mona; Ruokoniemi, Päivi (Ed.): Lapset, nuoret ja älylaitteet: Taiten tasapainoon, pp. 56-64, Duodecim, 2019, ISBN: 978-951-656-743-6.
Publication for professional or general audience
Tags: Älylaitteet, Nuoret, Pelaaminen
@other{Meriläinen2019b,
title = {Älylaitteet ja pelaaminen: Peliharrastus osana monipuolista arkea},
author = {Mikko Meriläinen and Mona Moisala},
editor = {Silja Kosola and Mona Moisala and Päivi Ruokoniemi},
isbn = {978-951-656-743-6},
year = {2019},
date = {2019-01-20},
booktitle = {Lapset, nuoret ja älylaitteet: Taiten tasapainoon},
pages = {56-64},
publisher = {Duodecim},
keywords = {Älylaitteet, Nuoret, Pelaaminen},
pubstate = {published},
tppubtype = {other}
}
Kankainen, Ville; Arjoranta, Jonne; Nummenmaa, Timo
Games as Blends: Understanding Hybrid Games
In: Journal of Virtual Reality and Broadcasting, vol. 14, iss. 4, 2019, ISSN: 1860-2037.
Journal article Open access
Abstract | Links | Tags: Augmented reality games, Conceptual blending, Conceptual metaphor, Hybridity, Mixed reality, Pervasive games
@article{Kankainen2019,
title = {Games as Blends: Understanding Hybrid Games},
author = {Ville Kankainen and Jonne Arjoranta and Timo Nummenmaa},
url = {https://www.jvrb.org/past-issues/14.2017/4694},
doi = {10.20385/1860-2037/14.2017.4},
issn = { 1860-2037},
year = {2019},
date = {2019-01-17},
journal = {Journal of Virtual Reality and Broadcasting},
volume = {14},
issue = {4},
abstract = {The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.},
keywords = {Augmented reality games, Conceptual blending, Conceptual metaphor, Hybridity, Mixed reality, Pervasive games},
pubstate = {published},
tppubtype = {article}
}
Vahlo, Jukka; Hamari, Juho
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2476-2485, HICSS, 2019, ISBN: 978-0-9981331-2-6.
In proceedings Open access
Abstract | Links | Tags: Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey
@inproceedings{Vahlo2019,
title = {Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)},
author = {Jukka Vahlo and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244074},
doi = {doi:10.24251/HICSS.2019.298},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2476-2485},
publisher = {HICSS},
abstract = {In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.},
keywords = {Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey},
pubstate = {published},
tppubtype = {inproceedings}
}
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
Hassan, Lobna; Hamari, Juho
Gamification of E-Participation: A Literature Review
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 3077-3086, HICSS, 2019, ISBN: 978-0-9981331-2-6.
In proceedings Open access
Abstract | Links | Tags: Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making
@inproceedings{Hassan2019b,
title = {Gamification of E-Participation: A Literature Review},
author = {Lobna Hassan and Juho Hamari},
editor = {Tung Bui},
url = {https://scholarspace.manoa.hawaii.edu/handle/10125/59744},
doi = {10.24251/HICSS.2019.372},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {3077-3086},
publisher = {HICSS},
abstract = {Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e- participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards e- participation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified e-participation, providing directions for future research in this area.},
keywords = {Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making},
pubstate = {published},
tppubtype = {inproceedings}
}
Legaki, Nikoletta Zampeta; Xi, Nannan; Hamari, Juho; Assimakopoulos, Vassilios
Gamification of the Future: An Experiment on Gamifying Education of Forecasting
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 1813-1822, HICSS, 2019, ISBN: 978-0-9981331-2-6.
In proceedings Open access
Abstract | Links | Tags: Controlled experiments, Decision analytics, Forecasting, Gamification, Learning, Mobile services, Service science
@inproceedings{Legaki2019,
title = {Gamification of the Future: An Experiment on Gamifying Education of Forecasting},
author = {Nikoletta Zampeta Legaki and Nannan Xi and Juho Hamari and Vassilios Assimakopoulos},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101111167},
doi = {doi:10.24251/HICSS.2019.219},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {1813-1822},
publisher = {HICSS},
abstract = {In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecasting accuracy respectively. This study presents a quantitative analysis of experimental design concerning learning performance of 261 students of an undergraduate and a MBA course. Treatment and control groups were compared in a series of experiments. The results show that using gamified applications as a complementary teaching tool in a forecasting course had a positive impact on students’ learning performance.},
keywords = {Controlled experiments, Decision analytics, Forecasting, Gamification, Learning, Mobile services, Service science},
pubstate = {published},
tppubtype = {inproceedings}
}
Xi, Nannan; Hamari, Juho
The Relationship Between Gamification, Brand Engagement and Brand Equity
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 812-821, HICSS, 2019, ISBN: 978-0-9981331-2-6.
In proceedings Open access
Abstract | Links | Tags: Brand engagement, Brand equity, Community, Gamification, Marketing
@inproceedings{Xi2019b,
title = {The Relationship Between Gamification, Brand Engagement and Brand Equity},
author = {Nannan Xi and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202102021851},
doi = {doi:10.24251/HICSS.2019.099},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {812-821},
publisher = {HICSS},
abstract = {Many companies are increasingly attempting to build and manage brand communities that increasingly resemble games and game communities and believe that this gamification can increase the engagement and loyalty of consumers to the brand. However, currently, there is a dearth of empirical evidence supporting these expectations in the realm of marketing beyond the pervasive hype around gamification. Therefore, in this study, we investigate the relationship between gamification features, brand engagement and brand equity among consumers (N=824) from both of Xiaomi and Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.},
keywords = {Brand engagement, Brand equity, Community, Gamification, Marketing},
pubstate = {published},
tppubtype = {inproceedings}
}