2025
Kankainen, Ville
Hybrid Play Experience and Design in Tabletop Gaming PhD Thesis
2025.
Abstract | Links | Tags: Experience, Game design, Hybridity, Tabletop game
@phdthesis{nokey,
title = {Hybrid Play Experience and Design in Tabletop Gaming},
author = {Ville Kankainen},
url = {https://urn.fi/URN:ISBN:978-952-03-3765-0},
year = {2025},
date = {2025-02-21},
urldate = {2025-02-21},
journal = {Tampere University Dissertations},
publisher = {Tampere University},
abstract = {In times of ubiquitous digitality and pervasive media networks, a materially grounded
leisure culture of contemporary tabletop gaming is flourishing. This includes the play
and culture of modern board games, tabletop role-playing games, and miniature
games. While tabletop gamers often herald tangible aesthetics and co-located face to
face sociality among the key pleasures of this form of leisure, the tabletop gaming
hobby is in many ways shaped by recent techno–cultural developments.
Especially, the past decade has been a period of blurring boundaries between
physical and digital experiences in games and leisure, but also more broadly in the
contempary West. Everyday practices and social interaction are engaged increasingly
through online platforms, shaping the ways in which people experience leisure and
life in general. The blending of physical and digital elements in contemporary
tabletop gaming practices results in patterns of hybrid play which collate together a
variety of tangible and intangible experiences on the physical–digital continuum,
characterizing everyday life in the networked society.
This dissertation is an exploratory study, situated in the interdisciplinary field of
game studies, with a diverse array of methods and theoretical perspectives. The
multi-method approach used in the work is a flexible combination of social–
scientific and design research methods. It is supported by a collection of synergistic
theories drawn from several related fields, including game studies, media studies,
consumer culture studies, and leisure studies. A combination of diverse theoretical
perspectives throughout the four articles of the dissertation allows for a
comprehensive, multi-angle exploration of hybrid play experiences and design in
contemporary tabletop gaming.
The work largely relies on fundamental research on (tabletop game) player
experiences. The intention of this was to create understanding on the roles of digital
technology and online media practices in contemporary tabletop gaming leisure.
Understanding the changing environment of (tabletop game) play in this critical
period is among the central goals of this work. However, the study was conducted
with a future-oriented design ethnographical ethos, wherein the exploration was
carried out to inform and inspire the design of future hybrid play solutions. As a
result, I have contextualized hybrid play to a wider aesthetic and cultural “postix
digital” paradigm, referring to the way that content has taken the central stage in
culture after digital technology has become an inseparable part of everyday life.
I see hybrid play as a temporal phenomenon describing this critical period of
converging media and the fusing of analog and digital technologies, and the resulting
affective and aesthetic experiences. I investigate the matter from both theoretical
and practical perspectives, proposing a set of core principles for hybrid boardgame
design, while promoting an understanding of hybrid games and hybrid play as
experiential, rather than technological categories.
The results illustrate how experiential assemblages of physical and digital
elements in tabletop gaming open an environment for meaningful tabletop gaming
experiences beyond the act of playing the game, and how both the material and
immaterial cultures of tabletop gaming spread on a global scale through sociocultural
hybrid play engagements in networked media. By promoting this approach, I
challenge a common approach in games research which emphasizes the gameplay
situation over contextual game experiences.
In this, the work highlights sociomaterial interactions in the hybrid media
ecosystem of tabletop gaming as a source for hybrid play experiences, and further
earmarks key opportunities in the resulting hybrid play design space of tabletop
games. Finally, the focus on tabletop gaming in the dissertation is merely an example
of postdigital developments in contemporary culture, and the observations made in
the work hopefully have wider implications for understanding the entanglements of
physical and digital in gaming and leisure experiences, but also more broadly in
contemporary networked media cultures.},
keywords = {Experience, Game design, Hybridity, Tabletop game},
pubstate = {published},
tppubtype = {phdthesis}
}
leisure culture of contemporary tabletop gaming is flourishing. This includes the play
and culture of modern board games, tabletop role-playing games, and miniature
games. While tabletop gamers often herald tangible aesthetics and co-located face to
face sociality among the key pleasures of this form of leisure, the tabletop gaming
hobby is in many ways shaped by recent techno–cultural developments.
Especially, the past decade has been a period of blurring boundaries between
physical and digital experiences in games and leisure, but also more broadly in the
contempary West. Everyday practices and social interaction are engaged increasingly
through online platforms, shaping the ways in which people experience leisure and
life in general. The blending of physical and digital elements in contemporary
tabletop gaming practices results in patterns of hybrid play which collate together a
variety of tangible and intangible experiences on the physical–digital continuum,
characterizing everyday life in the networked society.
This dissertation is an exploratory study, situated in the interdisciplinary field of
game studies, with a diverse array of methods and theoretical perspectives. The
multi-method approach used in the work is a flexible combination of social–
scientific and design research methods. It is supported by a collection of synergistic
theories drawn from several related fields, including game studies, media studies,
consumer culture studies, and leisure studies. A combination of diverse theoretical
perspectives throughout the four articles of the dissertation allows for a
comprehensive, multi-angle exploration of hybrid play experiences and design in
contemporary tabletop gaming.
The work largely relies on fundamental research on (tabletop game) player
experiences. The intention of this was to create understanding on the roles of digital
technology and online media practices in contemporary tabletop gaming leisure.
Understanding the changing environment of (tabletop game) play in this critical
period is among the central goals of this work. However, the study was conducted
with a future-oriented design ethnographical ethos, wherein the exploration was
carried out to inform and inspire the design of future hybrid play solutions. As a
result, I have contextualized hybrid play to a wider aesthetic and cultural “postix
digital” paradigm, referring to the way that content has taken the central stage in
culture after digital technology has become an inseparable part of everyday life.
I see hybrid play as a temporal phenomenon describing this critical period of
converging media and the fusing of analog and digital technologies, and the resulting
affective and aesthetic experiences. I investigate the matter from both theoretical
and practical perspectives, proposing a set of core principles for hybrid boardgame
design, while promoting an understanding of hybrid games and hybrid play as
experiential, rather than technological categories.
The results illustrate how experiential assemblages of physical and digital
elements in tabletop gaming open an environment for meaningful tabletop gaming
experiences beyond the act of playing the game, and how both the material and
immaterial cultures of tabletop gaming spread on a global scale through sociocultural
hybrid play engagements in networked media. By promoting this approach, I
challenge a common approach in games research which emphasizes the gameplay
situation over contextual game experiences.
In this, the work highlights sociomaterial interactions in the hybrid media
ecosystem of tabletop gaming as a source for hybrid play experiences, and further
earmarks key opportunities in the resulting hybrid play design space of tabletop
games. Finally, the focus on tabletop gaming in the dissertation is merely an example
of postdigital developments in contemporary culture, and the observations made in
the work hopefully have wider implications for understanding the entanglements of
physical and digital in gaming and leisure experiences, but also more broadly in
contemporary networked media cultures.
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
Heljakka, Katriina; Ihamäki, Pirita
Persuasive Toy Friends and Preschoolers: Playtesting IoToys Book Section
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.
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}
}
Kankainen, Ville; Arjoranta, Jonne; Nummenmaa, Timo
Games as Blends: Understanding Hybrid Games Journal Article
In: Journal of Virtual Reality and Broadcasting, vol. 14, iss. 4, 2019, ISSN: 1860-2037.
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}
}
