2022
Macey, Joseph; Hamari, Juho
In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.
Journal article Open access
Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games
@article{Macey2022b,
title = {Gamblification: A Definition},
author = {Joseph Macey and Juho Hamari},
url = {https://journals.sagepub.com/doi/10.1177/14614448221083903},
doi = {https://doi.org/10.1177/14614448221083903},
issn = {1461-4448},
year = {2022},
date = {2022-03-17},
journal = {New Media & Society},
volume = {Pre-print},
abstract = {In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specific monetisation practices, or as a means of motivating consumer behaviours. Conceptual clarity has been further muddied by the positioning of gamblification as a form of gamification. This work provides a definition of gamblification, which draws upon and consolidates existing uses of the term while also providing a lens through which the differing aspects of gamblification can be understood and appraised. By doing so, this work will establish a clear conceptual framework, which can structure in-depth discussions of this multi-dimensional phenomenon.},
keywords = {Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games},
pubstate = {published},
tppubtype = {article}
}
2021
Korkeila, Henry
Social Capital in Video Game Studies: A Scoping Review
In: New Media & Society, vol. 2021, no. 146144482110547, 2021, ISSN: 1461-4448.
Journal article Open access
Abstract | Links | Tags: Digital games, Games, Scoping review, Social capital, Socialness, Video games
@article{Korkeila2021,
title = {Social Capital in Video Game Studies: A Scoping Review},
author = {Henry Korkeila},
url = {https://research.utu.fi/converis/portal/detail/Publication/67710434},
doi = {10.1177/14614448211054778},
issn = {1461-4448},
year = {2021},
date = {2021-11-14},
journal = {New Media & Society},
volume = {2021},
number = {146144482110547},
abstract = {This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.},
keywords = {Digital games, Games, Scoping review, Social capital, Socialness, Video games},
pubstate = {published},
tppubtype = {article}
}
Malinen, Ville; Karhulahti, Veli-Matti
북유럽 레트로: 핀란드의 레트로게임 문화 [Retrogaming in Finland]
In: 2021.
Publication for professional or general audience Open access
Links | Tags: Digital games, Game culture, Game history, Online games, Retrogaming
@other{Malinen2021,
title = {북유럽 레트로: 핀란드의 레트로게임 문화 [Retrogaming in Finland]},
author = {Ville Malinen and Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202110255344},
year = {2021},
date = {2021-10-09},
journal = {Game Generation},
keywords = {Digital games, Game culture, Game history, Online games, Retrogaming},
pubstate = {published},
tppubtype = {other}
}
Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Immersive Gaming as Journalism
In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.
Book chapter Open access
Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality
@incollection{Arjoranta2021,
title = {Immersive Gaming as Journalism},
author = {Jonne Arjoranta and Raine Koskimaa and Marko Siitonen},
editor = {Turo Uskali and Astrid Gynnhild and Sarah Jones and Esa Sirkkunen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005043035},
doi = {10.4324/9780429437748-15},
isbn = {978-1-138-33764-0},
year = {2021},
date = {2021-01-13},
booktitle = {Immersive Journalism as Storytelling: Ethics, Production, and Design},
pages = {136-147},
publisher = {Routledge},
abstract = {As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
},
keywords = {Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality},
pubstate = {published},
tppubtype = {incollection}
}
Siitonen, Marko; Reer, Felix; de la Hera, Teresa (Ed.)
Games and Communication—Quo Vadis?
Media and Communication, vol. 9, 2021, ISSN: 2183-2439.
Special issue Open access
Abstract | Links | Tags: Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience
@collection{Siitonen2021,
title = {Games and Communication—Quo Vadis?},
editor = {Marko Siitonen and Felix Reer and Teresa de la Hera},
url = {https://www.cogitatiopress.com/mediaandcommunication/issue/view/198},
issn = {2183-2439},
year = {2021},
date = {2021-01-06},
booktitle = {Media and Communication},
volume = {9},
issue = {1},
abstract = {This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and merging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.},
keywords = {Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience},
pubstate = {published},
tppubtype = {collection}
}
2020
Stenros, Jaakko; Sihvonen, Tanja
Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play
In: Game Studies, vol. 20, iss. 4, 2020, ISBN: 1604-7982.
Journal article Open access
Abstract | Links | Tags: Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player
@article{Stenros2020,
title = {Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {http://gamestudies.org/2004/articles/stenros_sihvonen},
isbn = {1604-7982},
year = {2020},
date = {2020-12-01},
journal = {Game Studies},
volume = {20},
issue = {4},
abstract = {This article aims at theory-building of the somewhat understudied functions -- performative and pretend -- of solitary play in digital role-playing games. It analyzes the single-player digital role-playing game (SPDRPG) from the perspective of play, or more precisely, of solitary play as an activity. SPDRPG is considered a specific genre of games, and these games are approached as toys that are “pretend-played” with expectations. In these games, the player is able to build and manage a player character (or several), explore the interaction possibilities between characters, and adopt a role-playing attitude. Our article is thus focused on analyzing the activities of a player through three angles: character creation, character interaction, and game mechanics.
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.},
keywords = {Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player},
pubstate = {published},
tppubtype = {article}
}
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.
Macey, Joseph; Kinnunen, Jani
In: International Gambling Studies, vol. 20, iss. 3, pp. 414-435, 2020, ISSN: 1445-9795.
Journal article
Abstract | Links | Tags: Convergence, Digital games, Gambling, Online environments, Social casino games
@article{Macey2020,
title = {The Convergence of Play: Interrelations of Social Casino Gaming, Gambling, and Digital Gaming in Finland},
author = {Joseph Macey and Jani Kinnunen},
doi = {10.1080/14459795.2020.1770834},
issn = {1445-9795},
year = {2020},
date = {2020-09-01},
journal = {International Gambling Studies},
volume = {20},
issue = {3},
pages = {414-435},
abstract = {This study provides an overview of the interactions between the playing of digital games, gambling activities and Social Casino Games (SCG) in the Finnish context. Earlier studies of SCG playing have predominantly focused on US and Australian markets, and have not included digital gaming in examinations. This study uses cross-tabulation to analyze data from a nationally representative survey (n = 946). SCG play was found to be associated with lower levels of educational attainment, younger males, increased digital game play, gambling in digital games, increased use of free-to-play (F2P) games, and microtransactions. Finally, positive associations were found to exist with established forms of gambling, both online and offline. The findings of this research contribute to the understanding of growing convergence between digital gaming and gambling as it is the first to consider digital game play, SCG play and participation in gambling holistically. It found stronger associations between digital game play and SCG play than between gambling consumption and SCG play, thereby highlighting the importance of context in relationships between digital game consumption and gambling. Furthermore, younger generations of Finns are likely to experience convergent gambling-gaming elements in digital gaming platforms and online environments before engaging in traditional gambling activities.},
keywords = {Convergence, Digital games, Gambling, Online environments, Social casino games},
pubstate = {published},
tppubtype = {article}
}
Raitio, Katja; Siitonen, Marko; Hopia, Hanna
Utilizing Games in the Co-Production of Mental Health Services
In: Finnish Journal of eHealth and eWelfare, vol. 12, iss. 2, pp. 117-126, 2020, ISSN: 1798-0798.
Journal article Open access
Abstract | Links | Tags: Co-production, Digital games, Game-related methods, Games, Mental health services
@article{Raitio2020,
title = {Utilizing Games in the Co-Production of Mental Health Services},
author = {Katja Raitio and Marko Siitonen and Hanna Hopia},
url = {http://urn.fi/URN:NBN:fi:jyu-202006244610},
doi = {10.23996/fjhw.89600},
issn = {1798-0798},
year = {2020},
date = {2020-06-15},
journal = {Finnish Journal of eHealth and eWelfare},
volume = {12},
issue = {2},
pages = {117-126},
abstract = {This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their experiences with the activities and content of the co-production workshops. Thematic analysis of the participants’ experiences and perceptions resulted in three main themes: 1) empowering participation; 2) cooperation on a level playing field; and 3) improving self-efficacy. The experiment showed that applying a co-production approach in utilizing digital games is worth implementing in mental health services, particularly when putting novel nursing approaches and procedures into practice. Overall, co-production turned out to be a beneficial approach to introduce and implement game activities into mental healthcare; therefore, it can be taken one step further, meaning that service users’ experiences are truly valued, and they can play a crucial role in developing mental health services.},
keywords = {Co-production, Digital games, Game-related methods, Games, Mental health services},
pubstate = {published},
tppubtype = {article}
}
Çatak, Güven; Bostan, Barbaros; Aker, Çakır; Akan, Ecehan; Gemrot, Jakub; Kolek, Lukáš; Barák, Pavel; Jehličková, Lucie; Arjoranta, Jonne; Karhulahti, Matti; Koskimaa, Raine; Lakanen, Antti-Jussi; Varsaluoma, Jukka; Välisalo, Tanja; Mochocki, Michał; Chmielewski, Krzysztof; Schreiber, Paweł
2020.
Report Open access
Links | Tags: Digital games, Game design, Game design education, Game industry
@techreport{Çatak2020,
title = {Higher-ed Programmes for Careers in Game Design & Development (2019–2022): GAMEHIGHED Initial Research & Analysis Report},
author = {Güven Çatak and Barbaros Bostan and Çakır Aker and Ecehan Akan and Jakub Gemrot and Lukáš Kolek and Pavel Barák and Lucie Jehličková and Jonne Arjoranta and Matti Karhulahti and Raine Koskimaa and Antti-Jussi Lakanen and Jukka Varsaluoma and Tanja Välisalo and Michał Mochocki and Krzysztof Chmielewski and Paweł Schreiber},
url = {http://urn.fi/URN:NBN:fi:jyu-202004072702},
year = {2020},
date = {2020-04-07},
publisher = {Kazimierz Wielki University},
keywords = {Digital games, Game design, Game design education, Game industry},
pubstate = {published},
tppubtype = {techreport}
}
Arjoranta, Jonne; Kari, Tuomas; Salo, Markus
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
In: JMIR Serious Games, vol. 8, iss. 2, pp. e15967, 2020, ISSN: 2291-9279.
Journal article Open access
Abstract | Links | Tags: Augmented reality games, Behaviour change, Behaviour change support system, Digital games, Exergames, Location-based game, Pervasive games, Pokémon Go
@article{Arjoranta2020,
title = {Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study},
author = {Jonne Arjoranta and Tuomas Kari and Markus Salo},
url = {https://games.jmir.org/2020/2/e15967/},
doi = {10.2196/15967},
issn = {2291-9279},
year = {2020},
date = {2020-04-01},
journal = {JMIR Serious Games},
volume = {8},
issue = {2},
pages = {e15967},
abstract = {Background:
Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse).
Objective:
This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO.
Methods:
We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software.
Results:
We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes.
Conclusions:
Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.},
keywords = {Augmented reality games, Behaviour change, Behaviour change support system, Digital games, Exergames, Location-based game, Pervasive games, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse).
Objective:
This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO.
Methods:
We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software.
Results:
We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes.
Conclusions:
Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.
Karhulahti, Veli-Matti; Saarenmaa, Laura; Brown, Ashley M. L.
Sexuality and Play: Introduction
In: WiderScreen, vol. 22, iss. 1-2, 2020, ISSN: 1795-6161.
Journal article Open access
Links | Tags: Digitaaliset pelit, Digital games, Gender, Leikit, Pelit, Seksuaalisuus, Sexuality, Sukupuoli
@article{Karhulahti2020c,
title = {Sexuality and Play: Introduction},
author = {Veli-Matti Karhulahti and Laura Saarenmaa and Ashley M. L. Brown},
url = {http://urn.fi/URN:NBN:fi:jyu-201911154892},
issn = {1795-6161},
year = {2020},
date = {2020-01-17},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
keywords = {Digitaaliset pelit, Digital games, Gender, Leikit, Pelit, Seksuaalisuus, Sexuality, Sukupuoli},
pubstate = {published},
tppubtype = {article}
}
2019
Sihvonen, Tanja; Stenros, Jaakko
On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality
In: WiderScreen, vol. 22, iss. 1-2, 2019, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality
@article{Sihvonen2019,
title = {On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality},
author = {Tanja Sihvonen and Jaakko Stenros},
url = {http://widerscreen.fi/numerot/2019-1-2/on-the-importance-of-queer-romances-role-play-as-exploration-and-performance-of-sexuality/},
issn = {1795-6161},
year = {2019},
date = {2019-11-07},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
abstract = {This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to single-player digital RPGs. We ask how queerness affects the options for romance, whether localised in an event or in the composition of a single character, and what kind of exploration it serves. Is queerness to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions? This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies.},
keywords = {Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality},
pubstate = {published},
tppubtype = {article}
}
Wiik, Elisa
“More Interaction, More Story, More Lore”: Motivations Related to Game-centric Transmedia
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Defiance, Digital games, Game-centric transmedia, Motivations, Quantum Break, Transmedia
@inproceedings{Wiik2019,
title = {“More Interaction, More Story, More Lore”: Motivations Related to Game-centric Transmedia},
author = {Elisa Wiik},
url = {http://www.digra.org/digital-library/publications/more-interaction-more-story-more-lore-motivations-related-to-game-centric-transmedia/},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {Transmedia research has in the past been mainly interested in defining transmedia and examining transmedia franchises that have their starting point in movies and TV-series. However, there are multiple transmedia constellations that have a game as their starting point and this paper concentrates on two of those, Defiance (Trion Worlds, 2013) and Quantum Break (Remedy Entertainment, 2016). The survey data from these two examples was analyzed by using constructivist grounded theory-informed approach in order to find out what motivates audiences to consume or avoid game-centric transmedia. Ten categories related to consuming game-centric transmedia and five categories related to avoiding it emerged from the data. The motivations to consume game-centric transmedia had a strong focus on narrative aspects. The results differ from earlier transmedia audience studies and suggest the need for more game-centric transmedia audience studies, where the core text is a game instead of a television show.},
keywords = {Defiance, Digital games, Game-centric transmedia, Motivations, Quantum Break, Transmedia},
pubstate = {published},
tppubtype = {inproceedings}
}
Mertala, Pekka; Meriläinen, Mikko
In: Global Studies of Childhood, vol. 9, iss. 4, pp. 275-289, 2019, ISBN: 2043-6106.
Journal article
Abstract | Links | Tags: Children, Digital games, Early childhood, Media education
@article{Mertala2019,
title = {The Best Game in the World: Exploring Young Children's Digital Game-Related Meaning-Making via Design Activity},
author = {Pekka Mertala and Mikko Meriläinen},
doi = {10.1177/2043610619867701},
isbn = {2043-6106},
year = {2019},
date = {2019-08-04},
journal = {Global Studies of Childhood},
volume = {9},
issue = {4},
pages = {275-289},
abstract = {Although digital games have become a constituent part of young children’s lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions: What aspects of digital games appear meaningful for young children when they act as game designers? Why are these aspects meaningful for young children? The findings suggest that children are not mere passive consumers of digital games but are agentic meaning-makers who are capable of critically evaluating digital games when a safe and supportive space and the appropriate medium are provided. The children refined, modified, and personalized existing influential games by replacing the leading male character with a female one or by having a player operate as the antagonist instead of the hero. The findings suggest that there are vast unexplored dimensions for scholars to engage with in young children’s gaming cultures, children’s perceptions of game content, early game literacy, as well as children’s meaning-making in games. Implications for pedagogy of early childhood education are discussed.},
keywords = {Children, Digital games, Early childhood, Media education},
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}
}
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}
}
2018
Vahlo, Jukka; Smed, Jouni; Koponen, Aki
Validating gameplay activity inventory (GAIN) for modeling player profiles
In: User Modeling and User-Adapted Interaction, vol. 28, no. 4–5, pp. 425–453, 2018, ISSN: 15731391.
Journal article Open access
Abstract | Links | Tags: Confirmatory factor analysis, Digital games, Media choice, Player profiles, Scale development, Scale validation
@article{Vahlo2018a,
title = {Validating gameplay activity inventory (GAIN) for modeling player profiles},
author = {Jukka Vahlo and Jouni Smed and Aki Koponen},
doi = {10.1007/s11257-018-9212-y},
issn = {15731391},
year = {2018},
date = {2018-11-13},
urldate = {2018-11-13},
journal = {User Modeling and User-Adapted Interaction},
volume = {28},
number = {4–5},
pages = {425–453},
publisher = {Springer Netherlands},
address = {Dordrecht},
abstract = {In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players' gameplay preferences and modeling player profiles. In Study 1, participants in Finland (N= 879) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation: Aggression, Management, Exploration, Coordination, and Caretaking. In Study 2, respondents in Canada (N= 1322) and Japan (N= 1178) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.},
keywords = {Confirmatory factor analysis, Digital games, Media choice, Player profiles, Scale development, Scale validation},
pubstate = {published},
tppubtype = {article}
}
Alha, Kati; Kinnunen, Jani; Koskinen, Elina; Paavilainen, Janne
Free-to-Play Games: Paying Players' Perspective
In: Proceedings of the 22nd International Academic Mindtrek Conference, pp. 49–58, 2018.
In proceedings Open access
Abstract | Links | Tags: Attitudes, Digital games, Ethics, Experience, Free-to-play, In-game purchases
@inproceedings{Alha2018,
title = {Free-to-Play Games: Paying Players' Perspective},
author = {Kati Alha and Jani Kinnunen and Elina Koskinen and Janne Paavilainen},
url = {https://researchportal.tuni.fi/en/publications/free-to-play-games-paying-players-perspective},
doi = {https://doi.org/10.1145/3275116.3275133},
year = {2018},
date = {2018-10-01},
urldate = {2018-10-01},
booktitle = {Proceedings of the 22nd International Academic Mindtrek Conference},
pages = {49–58},
abstract = {This paper investigates the free-to-play revenue model from the perspective of paying players, focusing on high-spenders. As the free-to-play model has proven successful, game developers have increasingly adopted it as their revenue model. At the same time, worrying concerns over the revenue model have been voiced, calling it exploitative, unethical, or simply claiming it to offer poor gameplay experiences. We investigated these concerns by conducting an interview study with 11 players who have spent money on free-to-play games, on their perceptions about free-to-play games, experiences on playing them and paying in them, and opinions on ethical issues in the games. The results shed light on how players themselves experience these games.},
keywords = {Attitudes, Digital games, Ethics, Experience, Free-to-play, In-game purchases},
pubstate = {published},
tppubtype = {inproceedings}
}