2024
Lu, Chien; Hassan, Lobna
Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulator Proceedings Article
In: Costa, Liliana Vale; Zagalo, Nelson; Veloso, Ana Isabel; Clua, Esteban; Arnab, Sylvester; Vairinhos, Mário; Gomes, Diogo (Ed.): Videogame Sciences and Arts. VJ 2023. Communications in Computer and Information Science, pp. 19–32, Springer, Cham, 2024, (Publicly available from 4 January 2025).
Abstract | Links | Tags: Animal Shelter Simulator, Animal Welfare, Player experience, Player typologies
@inproceedings{Lu2024,
title = {Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulator},
author = {Chien Lu and Lobna Hassan},
editor = {Liliana Vale Costa and Nelson Zagalo and Ana Isabel Veloso and Esteban Clua and Sylvester Arnab and Mário Vairinhos and Diogo Gomes},
url = {https://doi.org/10.1007/978-3-031-51452-4_2
https://lutpub.lut.fi/handle/10024/166947},
doi = {10.1007/978-3-031-51452-4_2},
year = {2024},
date = {2024-01-03},
urldate = {2024-01-03},
booktitle = {Videogame Sciences and Arts. VJ 2023. Communications in Computer and Information Science},
volume = {1984},
pages = {19–32},
publisher = {Springer, Cham},
abstract = {This paper explores the intersection of companion animal welfare and video games by investigating the player experiences in Animal Shelter Simulator. A joint analysis of 925 player reviews and profiles on Steam is conducted to explore the potential of using video games to communicate sustainability in the context of companion animal welfare. Our findings reveal various aspects of player experiences and their implications including player agency, the role of achievements in the game, player-perceived emotions, and storification. Moreover, our analysis highlights the significance of interactivities and emotions in engaging players with the game’s primary theme, as some players have reflected the game’s theme to their real-life experiences. This connection indicates the effectiveness of using video games to communicate sustainability themes.},
note = {Publicly available from 4 January 2025},
keywords = {Animal Shelter Simulator, Animal Welfare, Player experience, Player typologies},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Lu, Chien; Peltonen, Jaakko
Blooming Engagement in Flower: Computational Analysis of Player Experience on Steam Proceedings Article
In: Becu, Nicolas (Ed.): Simulation and Gaming for Social and Environmental Transitions, pp. 340-354, La Rochelle University, 2023.
Abstract | Links | Tags: Environmental engagement, Player experience, Text analytics
@inproceedings{Lu2023c,
title = {Blooming Engagement in Flower: Computational Analysis of Player Experience on Steam},
author = {Chien Lu and Jaakko Peltonen },
editor = {Nicolas Becu},
url = {https://shs.hal.science/halshs-04209935
https://researchportal.tuni.fi/en/publications/blooming-engagement-in-flower-computational-analysis-of-player-ex},
year = {2023},
date = {2023-07-07},
urldate = {2023-07-07},
booktitle = {Simulation and Gaming for Social and Environmental Transitions},
issuetitle = {Conference of the International Simulation and Gaming Association},
pages = {340-354},
publisher = {La Rochelle University},
abstract = {We investigate player experiences focusing on environmental engagement in the environment-theme game, Flower. The research is conducted by analyzing data from Steam, a video game digital distribution platform. A joint computational analysis of reviews of the game and player profiles of the reviewers is conducted. The results and analysis suggest that 1) visuals and music have high importance towards immersive player experiences; 2) embedding environmental messages in a game can provoke environmental awareness but technical and control issues can hinder such messages; 3) players have reflected on environmental issues, and it seems that players having a higher level of creativity tend to reflect more on environmental awareness.},
keywords = {Environmental engagement, Player experience, Text analytics},
pubstate = {published},
tppubtype = {inproceedings}
}
Mejía-Alandia, Diego A.; Navarrete-Cardero, Luis
«Mops Blocking the Way» Walking Simulators, Playful Nostalgia, and the Aesthetics of Unresolved Authoritarian Pasts in Online Gaming Communities Journal Article
In: adComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación, no. 26, pp. 51-76, 2023, ISSN: 2174-0992.
Abstract | Links | Tags: Comunidades online, Player experience, Post-communist nostalgia, Post-francoist nostalgia, Reflective nostalgia, Walking simulator
@article{Mejía-Alandia2023,
title = {«Mops Blocking the Way» Walking Simulators, Playful Nostalgia, and the Aesthetics of Unresolved Authoritarian Pasts in Online Gaming Communities},
author = {Diego A. Mejía-Alandia and Luis Navarrete-Cardero},
url = {DOI: http://dx.doi.org/10.6035/adcomunica.7335
https://www.e-revistes.uji.es/index.php/adcomunica/article/view/7335/7793},
doi = {10.6035/adcomunica.7335},
issn = {2174-0992},
year = {2023},
date = {2023-07-03},
urldate = {2023-07-03},
journal = {adComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación},
number = {26},
pages = {51-76},
abstract = {This paper considers the two short indie video games It’s Winter (2019) and ROJO: A Spanish Horror Experience (2020) as a comparative case study suggesting that the walking simulator genre is an exceptional vehicle for a playful communal explo-ration of authoritarian pasts, inasmuch as the nostalgic aesthetics and historical backdrops of these games—post-Soviet and post-Francoist nostalgia, respectively—made them go viral in their home countries when released, stirring up controver-sy in the local press as well as in various digital forums. Following a qualitative method design, our study aims to answer the question: do these games have the desire to become a representation of the past or are they just examples of how new generations of gamers relate to it? With this in mind, we analyzed nostalgic dis-courses found in the comment sections of online streaming parties, press coverage, and official websites of both games. After analyzing 711 interactions on It’s Winterand 599 on ROJO, we found marked social differences in the discursive approach to the games’ nostalgic aesthetics as well as differences across platforms, particu-larly in the case of ROJO. Our analysis shows that these games do nottalk about the past in a historical or narrative sense, rather the aesthetic legacy of the spaces represented relates them to historical processes of unresolved national pasts.},
keywords = {Comunidades online, Player experience, Post-communist nostalgia, Post-francoist nostalgia, Reflective nostalgia, Walking simulator},
pubstate = {published},
tppubtype = {article}
}
Mejía-Alandia, Diego A
Walking simulators como nostalgia reflectiva Proceedings Article
In: DiGRA España 2023: EL VIDEOJUEGO EN ESPAÑA: Historia, Identidad, Cultura, pp. 82-87, Digital Games Research Association, 2023.
Links | Tags: Comunidades online, Nostalgia franquista, Nostalgia postcomunista, Nostalgia reflectiva, Player experience, Walking simulator
@inproceedings{Mejía-Alandia2023b,
title = {Walking simulators como nostalgia reflectiva},
author = {Diego A Mejía-Alandia},
url = {http://xn--diseoynarracionvideojuegos-krc.es/digraes23/assets/files/DiGRAES23_Libro_de_Actas_v1.pdf},
year = {2023},
date = {2023-04-25},
urldate = {2023-04-25},
booktitle = {DiGRA España 2023: EL VIDEOJUEGO EN ESPAÑA: Historia, Identidad, Cultura},
pages = {82-87},
publisher = {Digital Games Research Association},
keywords = {Comunidades online, Nostalgia franquista, Nostalgia postcomunista, Nostalgia reflectiva, Player experience, Walking simulator},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Koskinen, Elina; Meriläinen, Mikko
Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO Book Section
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 247-270, Springer International, 2021, ISBN: 9783030682064.
Abstract | Links | Tags: Family, Location-based game, Player experience, Playfulness, Pokémon Go
@incollection{Koskinen2021,
title = {Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO},
author = {Elina Koskinen and Mikko Meriläinen},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_13},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {247-270},
publisher = {Springer International},
abstract = {Pokémon GO, a very popular location-based augmented reality game, has appealed to a wide range of age groups and encouraged entire families to play. This chapter examines family social interactions in the context of digital gaming through an exploratory qualitative survey study (n = 263) of Pokémon GO players’ memorable experiences. We studied siblings and partners in addition to children and parents to chart the many forms of family interaction around Pokémon GO. Our results suggest that playing digital games in a family context can facilitate diverse positive experiences and interactions and support family bonding, but this is contingent on a variety of gameplay features. In the case of Pokémon GO, a key element was the playful mindset elicited by the game, in turn encouraged by its location-based gameplay. Pokémon GO can augment everyday interactions by adding a playful layer to them, since it is easily embedded in and combined with other activities.
},
keywords = {Family, Location-based game, Player experience, Playfulness, Pokémon Go},
pubstate = {published},
tppubtype = {incollection}
}
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}
}
2019
Koskinen, Elina; Alha, Kati; Leorke, Dale; Paavilainen, Janne
Middle-aged Players’ Memorable Experiences with Pokémon GO Proceedings Article
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
Abstract | Links | Tags: Augmented reality, Location-based game, Middle-aged players, Older gamers, Player experience, Pokémon Go
@inproceedings{Koskinen2019b,
title = {Middle-aged Players’ Memorable Experiences with Pokémon GO},
author = {Elina Koskinen and Kati Alha and Dale Leorke and Janne Paavilainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202009016828},
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 = {As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this article, we present the findings of a qualitative survey study (n=349) focusing on the middle-aged (40–65-year-old) Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and its player base likely most diverse. We analyzed the open-ended survey responses with thematic analysis, resulting in 7 categories and 88 thematic codes. The categories constructed were Game Play & Game Content, People & Sociability, Location, Circumstances & Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand the play experiences of middle-aged players through Pokémon GO. These findings also capture the memorable moments of a massive, unique social phenomenon at its peak from the perspective of a traditionally overlooked demographic.},
keywords = {Augmented reality, Location-based game, Middle-aged players, Older gamers, Player experience, Pokémon Go},
pubstate = {published},
tppubtype = {inproceedings}
}
Koskinen, Elina; Leorke, Dale; Alha, Kati; Paavilainen, Janne
Player Experiences in Location-based Games: Memorable Moments with Pokemon GO Book Section
In: Geroimenko, Vladimir (Ed.): Augmented Reality Games I: Understanding the Pokémon GO Phenomenon, pp. 95-116, Springer Nature, 2019, ISBN: 978-3-030-15615-2.
Abstract | Links | Tags: Location-based game, Player experience, Pokémon Go
@incollection{Koskinen2019,
title = {Player Experiences in Location-based Games: Memorable Moments with Pokemon GO},
author = {Elina Koskinen and Dale Leorke and Kati Alha and Janne Paavilainen},
editor = {Vladimir Geroimenko},
url = {http://urn.fi/URN:NBN:fi:tuni-202101151332},
doi = {10.1007/978-3-030-15616-9_7},
isbn = {978-3-030-15615-2},
year = {2019},
date = {2019-05-22},
urldate = {2019-05-22},
booktitle = {Augmented Reality Games I: Understanding the Pokémon GO Phenomenon},
pages = {95-116},
publisher = {Springer Nature},
abstract = {Pokémon GO was the first location-based augmented reality game to reach mainstream popularity. We present a qualitative survey study (n = 2611) focusing on the Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and the experiences were fresh in players’ minds. We analyzed the open-ended written responses with thematic analysis, resulting in seven categories with a total of 82 thematic codes. The categories we constructed were Game Play and Game Content, People and Sociability, Location, Circumstances and Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand Pokémon GO as a unique social phenomenon as well as a location-based augmented reality game more broadly. In addition to shedding more light on the Pokémon GO experiences and considering the potential for location-based games to engage players within the physical and social context around them, the findings capture what players found memorable about the massive phenomenon at its peak.},
keywords = {Location-based game, Player experience, Pokémon Go},
pubstate = {published},
tppubtype = {incollection}
}
