2021
Thibault, Mattia
ReClaim: Urban Gamification for City Reappropriations: Final Report
2021, ISBN: 978-952-03-2009-6.
Report Open access
Abstract | Links | Tags: Live-action role playing, Transurbanism, Urban gamification, Urban play, Urban toyification
@techreport{Thibault2021h,
title = {ReClaim: Urban Gamification for City Reappropriations: Final Report},
author = {Mattia Thibault},
url = {https://urn.fi/URN:ISBN:978-952-03-2010-2},
isbn = {978-952-03-2009-6},
year = {2021},
date = {2021-01-01},
publisher = {Tampere University},
abstract = {ReClaim is a two-year, EU-funded research project dedicated to the study of Urban Gamification (MSCA-IF-2 017, grant agreement No 793835). The project is led by Dr Mattia Thibault (PI), supervised by Prof. Juho Hamari, and co-supervised by Dr Judith Veenkamp and Dr Gabriele Ferri. ReClaim ran between September 2018 and September 2020. This report offers an overview on its main activities and findings. After an introduction and an overview of the project outreach, the report is structured into five distinct sections. After a Visual Abstract, the first section presents the research outcomes related to the conceptualisation of “urban gamification”, its strategies and applications, and how it can help us rethink gamification altogether. The second section offers a preview on the results of two series of expert interviews (a traditional one and a boardgame-based one) with designers and academics involved in pervasive games, urban play, larps, DIY urbanism and similar. The third section presents several studies dedicated to specific case studies or fields of application of urban gamification (tourism, sustainability, memory etc.). The fourth section is dedicated to the practical implementations and designs that were part of the project, notably the urban toyification activity Jurassic Tampere and the playful data visualisation device ROOK. The fifth section, finally, throws a glance at the future of urban spaces and at the role of play within them exploring the concept of transurbanism. The report terminates with some conclusions and a detailed account of the project’s academic outcomes. Two appendices are dedicated to the professional profile of the PI of ReClaim, Mattia Thibault, and to a photo album.
},
keywords = {Live-action role playing, Transurbanism, Urban gamification, Urban play, Urban toyification},
pubstate = {published},
tppubtype = {techreport}
}
2020
Toft, Ida Marie; Harrer, Sabine
Design Bleed: A Standpoint Methodology for Game Design
In: DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Design bleed, Game design, Game jam, Hegemony of play, Larp, Live-action role playing, Standpoint feminism
@inproceedings{Toft2020,
title = {Design Bleed: A Standpoint Methodology for Game Design},
author = {Ida Marie Toft and Sabine Harrer},
url = {http://www.digra.org/digital-library/publications/design-bleed-a-standpoint-methodology-for-game-design/},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {In this paper we develop the concept of design bleed, a standpoint approach to game design. We adopt the terminology of bleed from the Nordic community around live- action role-playing games and use it as a lens on game development. Based on our own experiences in developing two game jam games, Lovebirds and Get Your Rocks On, we identify four ‘ingredients’ for bleed-inspired game design. We develop design bleed as a community affirming design practice which can be used as a tool for carving out shared standpoints. We suggest that this is particularly productive for game designers at the margins, as it has potential to be creatively and emotionally healing but can also invite expressions for political resistance to normative game culture.},
keywords = {Design bleed, Game design, Game jam, Hegemony of play, Larp, Live-action role playing, Standpoint feminism},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Stenros, Jaakko; Sihvonen, Tanja
Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing
In: Analog Game Studies, vol. 4, iss. 4, 2019, ISSN: 2643-7112.
Journal article Open access
Links | Tags: Finland, Identity, Larp, Live-action role playing, Queer
@article{Stenros2019b,
title = {Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {https://analoggamestudies.org/2019/12/queer-while-larping-community-identity-and-affective-labor-in-nordic-live-action-role-playing/},
issn = {2643-7112},
year = {2019},
date = {2019-12-23},
urldate = {2019-12-23},
journal = {Analog Game Studies},
volume = {4},
issue = {4},
keywords = {Finland, Identity, Larp, Live-action role playing, Queer},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2019
Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.
Book Open access
Abstract | Links | Tags: Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit
@book{Arjoranta2019b,
title = {Pelitutkimuksen vuosikirja 2019},
author = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Suominen, Jaakko},
url = {https://www.pelitutkimus.fi/vuosikirja-2019},
issn = {1798-355X},
year = {2019},
date = {2019-12-18},
publisher = {Pelitutkimuksen seura ry},
abstract = {Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu. Pelitutkimus on sekä monitieteinen tutkimusala että nuori akateeminen oppiaine, jonka parissa toimivien tutkijoiden huomion keskiössä on digitaalisten pelien erityisluonne. Suomessa tehdään korkeatasoista pelitutkimusta, jonka tulokset julkaistaan pääasiassa kansainvälisillä foorumeilla. Pelitutkimuksen vuosikirja tuo uusimpia tutkimustuloksia yleisön saataville myös suomeksi.
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.},
keywords = {Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit},
pubstate = {published},
tppubtype = {book}
}
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.
Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.)
Larp Design: Creating Role-Play Experiences
Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Book Open access
Abstract | Links | Tags: Accessibility, Experience design, Game design, Larp, Larp design, Live-action role playing
@book{Koljonen2019,
title = {Larp Design: Creating Role-Play Experiences},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
publisher = {Landsforeningen Bifrost},
abstract = {How do you create a new and original larp from scratch? How do you go from idea to execution and to debriefing? What do you need to know about designing workshops, character creation, worldbuilding, the soundscape, metatechniques, debriefing, and all the other parts of creating a role-play experience?
More than 60 larpwrights from ten countries contribute concise and informative advice on bespoke larp design to this practical and instantly useful book. Larp Design explores the tools and principles of designing collaborative, rules-light larp. Today this tradition, originating in the Nordic countries and centred on the annual Knutepunkt conference, is an international movement.
},
keywords = {Accessibility, Experience design, Game design, Larp, Larp design, Live-action role playing},
pubstate = {published},
tppubtype = {book}
}
More than 60 larpwrights from ten countries contribute concise and informative advice on bespoke larp design to this practical and instantly useful book. Larp Design explores the tools and principles of designing collaborative, rules-light larp. Today this tradition, originating in the Nordic countries and centred on the annual Knutepunkt conference, is an international movement.
Stenros, Jaakko; Montola, Markus
In: Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.): Larp Design: Creating Role-Play Experiences, pp. 16-21, Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Publication for professional or general audience Open access
Links | Tags: Game design, Larp, Larp design, Live-action role playing
@other{Stenros2019c,
title = {Basic Concepts in Larp Design},
author = {Jaakko Stenros and Markus Montola},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
booktitle = {Larp Design: Creating Role-Play Experiences},
pages = {16-21},
publisher = {Landsforeningen Bifrost},
keywords = {Game design, Larp, Larp design, Live-action role playing},
pubstate = {published},
tppubtype = {other}
}
Stenros, Jaakko
In: Koljonen, Johanna; Stenros, Jaakko; Grove, Anne Serup; Skjønsfjell, Aina; Nilsen, Elin (Ed.): Larp Design: Creating Role-Play Experiences, pp. 30, Landsforeningen Bifrost, 2019, ISBN: 978-87-971140-0-1.
Publication for professional or general audience Open access
Links | Tags: Larp, Larp design, Live-action role playing, Serious games
@other{Stenros2019d,
title = {Larp and Seriousness},
author = {Jaakko Stenros},
editor = {Johanna Koljonen and Jaakko Stenros and Anne Serup Grove and Aina Skjønsfjell and Elin Nilsen},
url = {https://urn.fi/URN:ISBN:978-952-03-2260-1},
isbn = {978-87-971140-0-1},
year = {2019},
date = {2019-02-07},
booktitle = {Larp Design: Creating Role-Play Experiences},
pages = {30},
publisher = {Landsforeningen Bifrost},
keywords = {Larp, Larp design, Live-action role playing, Serious games},
pubstate = {published},
tppubtype = {other}
}