2021
Koskela, Oskari; Tuuri, Kai
Hearing (with) the Body: Enactive Conception of Body in Auditory Sensemaking in Games Proceedings Article
In: Blashki, Katherine (Ed.): Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2021 and Game and Entertainment Technologies 2021, pp. 245-248, IADIS Press, 2021, ISBN: 978-989-8704-31-3.
Abstract | Links | Tags: Embodied cognition, Enaction, Game sound, Immersion
@inproceedings{Koskela2021,
title = {Hearing (with) the Body: Enactive Conception of Body in Auditory Sensemaking in Games},
author = {Oskari Koskela and Kai Tuuri},
editor = {Katherine Blashki},
url = {http://www.iadisportal.org/digital-library/hearing-with-the-body-enactive-conception-of-body-in-auditory-sensemaking-in-games
https://www.ihci-conf.org/wp-content/uploads/2021/07/04_202105R034_Koskela.pdf},
doi = {https://doi.org/10.33965/ihci_get2021_202105r034},
isbn = {978-989-8704-31-3},
year = {2021},
date = {2021-07-20},
urldate = {2021-07-20},
booktitle = {Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2021 and Game and Entertainment Technologies 2021},
volume = {Virtual Conference 20.-23.7.2021},
pages = {245-248},
publisher = {IADIS Press},
abstract = {This paper discusses the contrast between the embodied and the representative accounts of bodily presence in the sound and music of videogames. The latter highlights the aspects of experience that are of representations instead of direct presence, such as when the pain of the avatar is interpreted from the audial cues rather than felt as such. The contemporary view of embodied cognition has questioned it as an overly mechanistic and dualistic conception of mind that neglects the bodily and active aspects of lived experience. The view of embodied cognition considers the experience of game as an inherently bodily and world-involving activity, replacing the fundamental role of mental representations with that of direct interaction between the player and the game. In this paper, we aim to provide an outline of an enactive approach to auditory experience of games focusing especially on the role of the body in experiencing and making sense of the gameworld. We relate our discussion to ideas such as player involvement in terms of immersion, the acoustic ecology of videogames and the bodily basis of sensemaking in sensorimotor contingencies between sound and action.},
keywords = {Embodied cognition, Enaction, Game sound, Immersion},
pubstate = {published},
tppubtype = {inproceedings}
}
Mäyrä, Frans
“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)” other
2021.
Abstract | Tags: Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games
@other{Mäyrä2021b,
title = {“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”},
author = {Frans Mäyrä},
editor = {Mark J.P. Wolf},
isbn = {978-1-4408-7020-0},
year = {2021},
date = {2021-05-24},
booktitle = {Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming},
publisher = {Greenwood},
abstract = {[several new and updated short encyclopedia articles]},
keywords = {Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Immersive Gaming as Journalism Book Section
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.
Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality
@incollection{Arjoranta2021,
title = {Immersive Gaming as Journalism},
author = {Jonne Arjoranta and Raine Koskimaa and Marko Siitonen},
editor = {Turo Uskali and Astrid Gynnhild and Sarah Jones and Esa Sirkkunen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005043035},
doi = {10.4324/9780429437748-15},
isbn = {978-1-138-33764-0},
year = {2021},
date = {2021-01-13},
booktitle = {Immersive Journalism as Storytelling: Ethics, Production, and Design},
pages = {136-147},
publisher = {Routledge},
abstract = {As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
},
keywords = {Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality},
pubstate = {published},
tppubtype = {incollection}
}
2019
Torner, Evan
Planescape: Torment: Immersion Book Section
In: Payne, Matthew Thomas; Huntemann, Nina B. (Ed.): How to Play Video Games, pp. 52-58, New York University Press, 2019, ISBN: 9781479830404.
Abstract | Links | Tags: Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games
@incollection{nokey,
title = {Planescape: Torment: Immersion},
author = {Evan Torner},
editor = {Matthew Thomas Payne and Nina B. Huntemann},
doi = {10.18574/9781479830404},
isbn = {9781479830404},
year = {2019},
date = {2019-03-26},
booktitle = {How to Play Video Games},
pages = {52-58},
publisher = {New York University Press},
abstract = {Although scholars and critics often cite aspects of audiovisual design and quick-twitch gameplay as the primary means by which players immerse themselves in a game’s fiction, Planescape: Torment—a highly rated computer role-playing game with dated graphics and sound—proves a counterexample to this discourse. In this chapter, Evan Torner discusses the importance of literary framing, affect, and narrative reincorporation—elements derived largely from novels and tabletop role-playing games—for the game’s achievement of that oft-heralded but ever-elusive aesthetic ideal of immersion.},
keywords = {Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
2018
Stenros, Jaakko; Särkijärvi, Jukka (Ed.)
Seikkailuja ja sankareita: Katsauksia suomalaisen roolipelaamisen historiaan ja nykyhetkeen Book
Suomen pelimuseo, 2018, ISBN: 9789516099319.
Abstract | Links | Tags: Eläytyminen, Immersion, Pöytäroolipelit, Pelaaminen Suomessa, Roolipelit, Roolipelitutkimus, Tietokone- ja pelilehdet
@book{Stenros2018c,
title = {Seikkailuja ja sankareita: Katsauksia suomalaisen roolipelaamisen historiaan ja nykyhetkeen},
editor = {Jaakko Stenros and Jukka Särkijärvi},
url = {https://trepo.tuni.fi/handle/10024/137914},
isbn = {9789516099319},
year = {2018},
date = {2018-11-04},
publisher = {Suomen pelimuseo},
abstract = {Suomessa on poikkeuksellisen vireä roolipelikulttuuri. Täällä on tehty pöytäroolipelejä yli 30 vuoden ajan ja niitä on pelattu sitäkin kauemmin. Maassamme on pelisuunnittelun ja kotimaisen julkaisun kulttuuri, joka tuottaa omaleimaisia ja itsensä näköisiä pelejä tasaisella tahdilla. Vaikka englanninkieliset pelit ovat täälläkin merkittävässä asemassa, suomalainen roolipeli elää ja voi hyvin. Seikkailuja ja sankareita esittelee suomalaisen roolipelaamisen historiaa ja nykypäivää. Kirjan yhdeksän artikkelia käyvät läpi kotimaista julkaisutoimintaa, pelikulttuuria, järjestötoimintaa, tapahtumia, vähittäiskauppaa ja tutkimusta asiantuntevasti ja kuvien tukemana.},
keywords = {Eläytyminen, Immersion, Pöytäroolipelit, Pelaaminen Suomessa, Roolipelit, Roolipelitutkimus, Tietokone- ja pelilehdet},
pubstate = {published},
tppubtype = {book}
}
Koskela, Oskari; Tuuri, Kai
Investigating Metaphors of Musical Involvement: Immersion, Flow, Interaction and Incorporation Proceedings Article
In: AM'18: Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion, pp. 1–8, 2018, ISBN: 9781450366090.
Abstract | Links | Tags: Conceptual metaphor, Enactive perception, Experience, Image schema, Immersion, Music
@inproceedings{Koskela2018,
title = {Investigating Metaphors of Musical Involvement: Immersion, Flow, Interaction and Incorporation},
author = {Oskari Koskela and Kai Tuuri},
doi = {10.1145/3243274.3243293},
isbn = {9781450366090},
year = {2018},
date = {2018-09-01},
urldate = {2018-09-01},
booktitle = {AM'18: Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion},
pages = {1–8},
series = {AM'18},
abstract = {The concept of immersion, despite being relatively unknown within music research, presents a potentially productive way for understanding the well acknowledged phenomenon of “being drawn into music”. This paper 1) discusses immersion as a metaphor for conceptualizing musical involvement by drawing on the research into video games and virtual reality and 2) aims to clarify the metaphor of immersion by utilizing the concept of image schema to analyze it in relation to alternative metaphors of flow, interaction and incorporation. The theoretical stance of the paper is based on the paradigm of enactive cognitive sciences, which stresses the bodily, constructive and interactive nature of experience. As a conclusion, the paper suggest several ways to consider the differences between the chosen metaphors based on their image schematic structures. In line with the enactive approach, it is suggested that the experience of immersion should be considered as a constructive activity of using music, thereby highlighting the view of experience as a skillful activity. All in all, the paper aims to offer one kind of approach for considering different experiences with media and to stress the role of metaphors in how we understand experiences.},
keywords = {Conceptual metaphor, Enactive perception, Experience, Image schema, Immersion, Music},
pubstate = {published},
tppubtype = {inproceedings}
}
