2022
Tuuri, Kai; Vahlo, Jukka
Discovering the Motivational Constitution of ‘Playing Games for Fun’ Proceedings Article
In: Göbl, Barbara; van der Spek, Erik; Baalsrud Hauge, Jannicke; McCall, Rod (Ed.): Entertainment Computing – ICEC 2022., Springer International Publishing, 2022, ISSN: 0302-9743.
Abstract | Links | Tags: Fun, Gameplay, Motivation, Self-determination
@inproceedings{Tuuri2022,
title = {Discovering the Motivational Constitution of ‘Playing Games for Fun’},
author = {Kai Tuuri and Jukka Vahlo},
editor = {Barbara Göbl and Erik van der Spek and Baalsrud Hauge, Jannicke and Rod McCall},
url = {https://link.springer.com/chapter/10.1007/978-3-031-20212-4_3},
doi = {https://doi.org/10.1007/978-3-031-20212-4_3},
issn = {0302-9743},
year = {2022},
date = {2022-10-24},
urldate = {2022-10-24},
booktitle = {Entertainment Computing – ICEC 2022.},
issuetitle = {21st IFIP TC 14 International Conference, ICEC 2022},
journal = {Lecture Notes in Computer Science},
volume = {13477},
publisher = {Springer International Publishing},
abstract = {Regardless of its all-encompassing and ubiquitous nature, game and play researchers have often steered away from applying fun as a research concept. If a concept seems to be associated with everything, it logically follows that the concept lacks explanatory power. In this paper, we do not merely settle for the blunt conclusion that fun is not an interesting research concept. Rather we start to explore the phenomenon of fun by approaching it through three lenses: motivation to play, gameplay experience, and psychological need satisfaction. By analyzing two large survey samples collected in Finland (N = 879) and South-Korea (N = 1519), we cluster survey participants into player types according to their gameplay motivations. It is revealed that all players are more motivated by fun than by other need-based gaming motives, but also that a significant minority of players are only motivated by fun. By studying player preferences of the player types, it is furthermore highlighted that these Fun-Seekers generally dislike most gameplay activities and differ from other player types also regarding their genre play habits. Practical and theoretical implications of these findings are discussed.},
keywords = {Fun, Gameplay, Motivation, Self-determination},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Paasonen, Susanna; Karhulahti, Veli-Matti
Finnish Fuck Games: A Lost Historical Footnote Book Section
In: Navarro-Remesal, Víctor; Pérez-Latorre, Óliver (Ed.): Perspectives on the European Videogame, pp. 75-90, Amsterdam University Press, 2021, ISBN: 9789048550623.
Abstract | Links | Tags: Demoscene, DIY labour, Finland, Gameplay, Sexuality
@incollection{Paasonen2021,
title = {Finnish Fuck Games: A Lost Historical Footnote},
author = {Susanna Paasonen and Veli-Matti Karhulahti},
editor = {Víctor Navarro-Remesal and Óliver Pérez-Latorre},
doi = {10.1515/9789048550623-005},
isbn = {9789048550623},
year = {2021},
date = {2021-12-14},
booktitle = {Perspectives on the European Videogame},
pages = {75-90},
publisher = {Amsterdam University Press},
abstract = {Our chapter provides a qualitative analysis of four selected independently developed Finnish ‘fuck games’—a term we use for playable software typically implying or simulating sexual intercourse. These titles from the 1980s and 1990s offer regional evidence for the argument that, as it has historically been the case with other media technologies, sex serves as a creative space for both the development and play of early videogames. This opens a perspective from which to better understand the overall development and history of pre-Internet DIY labour within game design.},
keywords = {Demoscene, DIY labour, Finland, Gameplay, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Garda, Maria B.; Karhulahti, Veli-Matti
Let’s Play Tinder! Aesthetics of a Dating App Journal Article
In: Games and Culture, vol. 16, iss. 2, pp. 248-261, 2021, ISSN: 1555-4120.
Abstract | Links | Tags: Aesthetics, Dating app, Gameplay, Social media, Tinder
@article{Garda2021,
title = {Let’s Play Tinder! Aesthetics of a Dating App},
author = {Maria B. Garda and Veli-Matti Karhulahti},
doi = {10.1177/1555412019891328},
issn = {1555-4120},
year = {2021},
date = {2021-03-01},
journal = {Games and Culture},
volume = {16},
issue = {2},
pages = {248-261},
abstract = {This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa.},
keywords = {Aesthetics, Dating app, Gameplay, Social media, Tinder},
pubstate = {published},
tppubtype = {article}
}
2020
Paavilainen, Janne
Defining Playability of Games: Functionality, Usability, and Gameplay Proceedings Article
In: AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek, pp. 55-64, ACM, 2020, ISBN: 978-1-4503-7774-4.
Abstract | Links | Tags: Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience
@inproceedings{Paavilainen2020,
title = {Defining Playability of Games: Functionality, Usability, and Gameplay},
author = {Janne Paavilainen},
doi = {10.1145/3377290.3377309},
isbn = {978-1-4503-7774-4},
year = {2020},
date = {2020-01-28},
urldate = {2020-01-28},
booktitle = {AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek},
pages = {55-64},
publisher = {ACM},
abstract = {Playability is an ambiguous term that is often used but seldom defined. Used by researchers, practitioners, journalists, and players alike, the term has remained unclear due to different interpretations and definitions. We aim to provide clarity on this issue and propose a definition for playability that is based on a game's functionality, usability, and gameplay. We argue that playability should not cover aspects such as controllers, social contexts, or player experiences, as these are external factors related to hardware, situation, and players. Our definition is based on games as systems paradigm and it focuses only on components that the designer can design into the game. This approach provides clarity between playability and player experience, and it is applicable to all kinds of games - physical or digital. Good playability does not necessarily result in good player experience, while games with poor playability can be enjoyable in the certain contexts.},
keywords = {Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience},
pubstate = {published},
tppubtype = {inproceedings}
}
