CoE GameCult publications

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2021

Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko

Immersive Gaming as Journalism

In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.

Book chapter Open access

Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality

2020

Alha, Kati

The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing

2020, ISBN: 978-952-03-1774-4.

Doctoral thesis Open access

Abstract | Links | Tags: Attitudes, Augmented reality, Ethics, Evaluation, Experience, Facebook, Free-to-play, Freemium, Future, Game industry, Grossing, Heuristics, Literature review, Metascore, Mobile gaming, Paying, Playability, Pokémon Go, Reviews, Sales, Social games, Social networks, Virtual goods

Nansen, Bjørn; Apperley, Thomas H.

The Postdigital Playground: Children's Public Play Spaces in the Smart City

In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 116-132, Routledge, 2020, ISBN: 978-0-367-44123-4.

Book chapter Open access

Abstract | Links | Tags: Augmented reality, Children, Mobile media, Playgrounds, Postdigital play, Public space, Smart city

2019

Koskinen, Elina; Alha, Kati; Leorke, Dale; Paavilainen, Janne

Middle-aged Players’ Memorable Experiences with Pokémon GO

In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.

In proceedings Open access

Abstract | Links | Tags: Augmented reality, Location-based game, Middle-aged players, Older gamers, Player experience, Pokémon Go