2025
Ruotsalainen, Maria; Meriläinen, Mikko
Meta as a Social Contract in Competitive Play Journal Article
In: ACM Games, vol. 3, iss. 2, 2025, ISSN: 2832-5516.
Abstract | Links | Tags: Agency, Competitive play, Meta, Social
@article{Ruotsalainen2025b,
title = {Meta as a Social Contract in Competitive Play},
author = {Maria Ruotsalainen and Mikko Meriläinen},
url = {https://doi.org/10.1145/3721119
https://dl.acm.org/doi/10.1145/3721119},
doi = {10.1145/3721119},
issn = {2832-5516},
year = {2025},
date = {2025-04-10},
urldate = {2025-04-10},
journal = {ACM Games},
volume = {3},
issue = {2},
abstract = {In our article, we analyze meta as a social contract in competitive play. We argue that while in esports and competitive play the term meta is typically used in its clinical definition to refer to the optimal strategy in a given game, this use obfuscates its normative and regulative force. Through three individual cases, we demonstrate how meta is both a product and a key component of a normative system that posits players in uneven positions within the social dynamics of competitive gaming, allowing meta and its associated gaming capital to be leveraged in different ways, and even weaponized. While meta provides social cohesion, it also enforces an inevitably discriminating structure.},
keywords = {Agency, Competitive play, Meta, Social},
pubstate = {published},
tppubtype = {article}
}
Blom, Johanna
The Turmoil of Dating Game Characters: False Promises of Agency in Genshin Impact Book Chapter
In: Ciesielska, Dominika; Lamerichs, Nicolle; Zarzycka, Agata (Ed.): Affect in Fandom: Fan Creators and Productivity, 2025, ISBN: 978-90-485-5470-6.
Abstract | Links | Tags: Agency, Dating simulator, Monetization
@inbook{nokey,
title = {The Turmoil of Dating Game Characters: False Promises of Agency in Genshin Impact},
author = {Johanna Blom},
editor = {Dominika Ciesielska and Nicolle Lamerichs and Agata Zarzycka},
url = {https://doi.org/10.2307/jj.26282442},
doi = {10.2307/jj.26282442},
isbn = {978-90-485-5470-6},
year = {2025},
date = {2025-03-27},
booktitle = {Affect in Fandom: Fan Creators and Productivity},
abstract = {This chapter concentrates on Genshin Impact’s dating simulator and the romantic affective desire it facilitates within its players. Video games, particularly those with dating simulator elements, can be designed to facilitate parasocial relationships between players and game characters, by endowing players with the agency over characters to steer the development
of the romantic relationship. At the same time, game characters have become an important means of generating revenue for free-to-play games. This chapter, therefore, closely scrutinizes Genshin Impact’s dating simulator, arguing that it only serves to attach players to the game product for monetary reasons by giving the impression that players have agency over the characters, but changes nothing in the game at all.},
keywords = {Agency, Dating simulator, Monetization},
pubstate = {published},
tppubtype = {inbook}
}
of the romantic relationship. At the same time, game characters have become an important means of generating revenue for free-to-play games. This chapter, therefore, closely scrutinizes Genshin Impact’s dating simulator, arguing that it only serves to attach players to the game product for monetary reasons by giving the impression that players have agency over the characters, but changes nothing in the game at all.
2020
Mäyrä, Frans
The Hybrid Agency of Hybrid Play Book Section
In: de Souza e Silva, Adriana; Glover-Rijkse, Ragan (Ed.): Hybrid Play: Crossing Boundaries in Game Design, Player Identities and Play Spaces, pp. 81-97, Routledge, 2020, ISBN: 978-0-367-42778-8.
Links | Tags: Agency, Game culture, Game studies, Hybridisyys, Hybridity, Pelikulttuuri, Pelitutkimus, Toimijuus
@incollection{Mäyrä2020c,
title = {The Hybrid Agency of Hybrid Play},
author = {Frans Mäyrä},
editor = {Adriana de Souza e Silva and Ragan Glover-Rijkse},
url = {http://urn.fi/URN:NBN:fi:tuni-202005135258},
doi = {10.4324/9780367855055-8},
isbn = {978-0-367-42778-8},
year = {2020},
date = {2020-03-18},
booktitle = {Hybrid Play: Crossing Boundaries in Game Design, Player Identities and Play Spaces},
pages = {81-97},
publisher = {Routledge},
keywords = {Agency, Game culture, Game studies, Hybridisyys, Hybridity, Pelikulttuuri, Pelitutkimus, Toimijuus},
pubstate = {published},
tppubtype = {incollection}
}
2019
Mäyrä, Frans
The Player as a Hybrid: Agency in Digital Game Cultures Journal Article
In: GAME: The Italian Journal of Game Studies, vol. 8, iss. 1, pp. 30-47, 2019, ISSN: 2280-7705.
Abstract | Links | Tags: Agency, Game controllers, Game culture, Phenomenology, Play, Power, Technology
@article{Mäyrä2019,
title = {The Player as a Hybrid: Agency in Digital Game Cultures},
author = {Frans Mäyrä},
url = {https://www.gamejournal.it/the-player-as-a-hybrid-agency-in-digital-game-cultures/},
issn = {2280-7705},
year = {2019},
date = {2019-01-01},
journal = {GAME: The Italian Journal of Game Studies},
volume = {8},
issue = {1},
pages = {30-47},
abstract = {This article studies the player as a hybrid: a particular compound version of subjectivity that emerges from involvement with the contents, cultures and technologies of games. Drawing from both cultural studies of technology and phenomenology of game play, the article aims to connect key historical works in cultural technology studies with game and play studies to open perspectives into the tensions and potential conflicts that underlie the empowerment and expansion of gaming self. While engaging in game play provides us with novel opportunities for experiencing alternate realities and developing our abilities, our connections with games are also power relations that shape our hybrid, cultural agency in ways that we are not necessarily always aware of. The increasing intermingling of technology and play has consequences for players’ agency that are revealed to be simultaneously empowering and limiting. The multiple identified areas of tension in the constitution of hybrid player agency also suggest a non-essentialist approach to understanding games, players and playing.},
keywords = {Agency, Game controllers, Game culture, Phenomenology, Play, Power, Technology},
pubstate = {published},
tppubtype = {article}
}
2018
Vahlo, Jukka
In Gameplay: The Invariant Structures and Varieties of the Video Game Gameplay Experience PhD Thesis
2018, ISBN: 978-951-29-7168-8.
Abstract | Links | Tags: Agency, Cognition, Emotions, Experience narrative, Factor analysis, Motivations, Performativity, Phenomenology, Storytelling, Variation, Video games
@phdthesis{Vahlo2018d,
title = {In Gameplay: The Invariant Structures and Varieties of the Video Game Gameplay Experience},
author = {Jukka Vahlo},
url = {https://urn.fi/URN:ISBN:978-951-29-7169-5},
isbn = {978-951-29-7168-8},
year = {2018},
date = {2018-04-14},
urldate = {2018-04-14},
abstract = {This dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into player–game interaction and the video game gameplay experience at large.
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.},
keywords = {Agency, Cognition, Emotions, Experience narrative, Factor analysis, Motivations, Performativity, Phenomenology, Storytelling, Variation, Video games},
pubstate = {published},
tppubtype = {phdthesis}
}
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.
