2022
Koskimaa, Raine; Välisalo, Tanja
Kulttuurin leikillistyminen ja pelillistyminen Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Culture, Gamification, Playification
@incollection{Koskimaa2022,
title = {Kulttuurin leikillistyminen ja pelillistyminen},
author = {Raine Koskimaa and Tanja Välisalo},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://jyx.jyu.fi/handle/123456789/80855},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {11},
keywords = {Culture, Gamification, Playification},
pubstate = {published},
tppubtype = {incollection}
}
2018
Thibault, Mattia; Heljakka, Katriina
Toyification. A Conceptual Statement other
2018.
Abstract | Links | Tags: Adult play, Design, Gamification, Ludification, Playification, Toyification
@other{Thibault2018,
title = {Toyification. A Conceptual Statement},
author = {Mattia Thibault and Katriina Heljakka},
url = {https://hal-univ-paris13.archives-ouvertes.fr/hal-02083004},
year = {2018},
date = {2018-07-11},
booktitle = {Proceedings of the 8th International Toy Research Association World Conference: Toys and Material Culture: Hybridisation, Design and Consumption},
publisher = {International Toy Research Association},
abstract = {Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.},
keywords = {Adult play, Design, Gamification, Ludification, Playification, Toyification},
pubstate = {published},
tppubtype = {other}
}
Ihamäki, Pirita; Heljakka, Katriina
Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation Proceedings Article
In: Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018), pp. 117–125, 2018, ISBN: 978-1-904670-97-1.
Abstract | Links | Tags: Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification
@inproceedings{Ihamäki2018b,
title = {Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://www.designsociety.org/publication/40707/COME+AND+PLAY+SERVICE+DESIGNER+WITH+US%21+-+CO-CREATING+A+PLAYABLE+CUSTOMER+JOURNEY+INSTALLATION},
isbn = {978-1-904670-97-1},
year = {2018},
date = {2018-02-02},
urldate = {2018-02-02},
booktitle = {Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018)},
pages = {117–125},
abstract = {This paper introduces a platform enabling prototypical and manipulable envisioning of experiences related to tourism (such as services provided by ski resorts) through a three-dimensional installation also understood here as a playground. Combining the service design concept of the customer journey with a gamified and playable ski slope installation, it is possible to visualize the customer journey prior to, during and after the skiing holiday, as users can play with the experience of their ski holidays. In the proposed approach, a gamified ski slope installation presents a novel way for both service providers and customers to interact with the customer journey through a three-dimensional model that is playable through its form and gamified through its rules of engagement.},
keywords = {Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification},
pubstate = {published},
tppubtype = {inproceedings}
}
