2022
Grasmo, Hanne; Stenros, Jaakko
Nordic Erotic Larp: Designing for Sexual Arousal Journal Article
In: International Journal of Role-Playing, iss. 12, pp. 62-105, 2022, ISSN: 2210-4909.
Abstract | Links | Tags: Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal
@article{Grasmo2022,
title = {Nordic Erotic Larp: Designing for Sexual Arousal},
author = {Hanne Grasmo and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202210107540},
issn = {2210-4909},
year = {2022},
date = {2022-10-05},
urldate = {2022-10-05},
journal = {International Journal of Role-Playing},
issue = {12},
pages = {62-105},
abstract = {Erotic larp is an emerging trend in the Nordic countries. Sexuality and socio-dramatic play have been combined in numerous ways in the past; what is new about this concentration of erotic embodied adult pretend play is that it is emerging from a culture of reflexive, critical, and bespoke design, as a tradition of art games. By studying 25 design abstracts of Nordic art larps from the last decade, this article seeks not only to map, classify, organize, and understand the phenomena of erotic larp design, but to discuss how norms of sexuality are reflected in the Nordic larp community through looking at how sexuality is thematised, described, signalled, and designed. The analysis in this article is rooted in game studies and informed by sexuality studies. In the design abstracts, we uncover how sexuality is thematised by the designers and signalled to the players, as well as how larp rules, mechanics, and expectations are designed for erotic role-play interactions. The article shows that a Nordic tradition of larps with design for erotic and sexual play has emerged during the 201 Os, how new larp mechanics scaffold erotic role-play in ways that give room for sexual arousal through layered alibis, and that these form of larps are inclusive of people of marginalised genders and sexualities, as well as of sexual kinks. The discussion also addresses the tension between liberation and oppression of sexuality in erotic larp design, as well as tensions around player agency and compelling game mechanics.},
keywords = {Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal},
pubstate = {published},
tppubtype = {article}
}
2021
Thibault, Mattia; Hamari, Juho
Seven Points to Reappropriate Gamification Book Section
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.
Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research
@incollection{Thibault2021d,
title = {Seven Points to Reappropriate Gamification},
author = {Mattia Thibault and Juho Hamari},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_2},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {11-28},
publisher = {Springer International},
abstract = {Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamification of our reality has suffered from growing pains, which has led to polarized, ideological and opportunistic discussions, narrative and debate about what gamification is, how it should be defined, how it should be applied (if at all), where it should be applied as well as about its overall ethical and societal premise and scope. In this chapter, we attempt to make sense of some of the prevailing foci of this discussion during the early growing pains of the development of gamification. We feel that this sense-making effort is crucial for a mature, constructive and healthy development of increasing pervasiveness of gamification, which commands an increasing meaning and importance in our daily lives. Therefore, in this chapter we wish to reclaim the discussion and help redirect it to its constructive rails and to save it from the dangers of Luddism toward ludism.
},
keywords = {Culture, Design, Gamification, Practice, Research},
pubstate = {published},
tppubtype = {incollection}
}
Thibault, Mattia; Buruk, Oğuz
Transhuman Faces in the Transurban City: Facial Recognition, Identity, Resistance Journal Article
In: Lexia, iss. 37-38, pp. 179-195, 2021, ISSN: 1720-5298.
Abstract | Links | Tags: Cyborg, Design, Machine-readable, Semiotics, Wearables
@article{Thibault2021,
title = {Transhuman Faces in the Transurban City: Facial Recognition, Identity, Resistance},
author = {Mattia Thibault and Oğuz Buruk},
url = {http://urn.fi/URN:NBN:fi:tuni-202110127530
},
doi = {10.4399/97888255385339},
issn = {1720-5298},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
journal = {Lexia},
issue = {37-38},
pages = {179-195},
abstract = {Images of Hong Kong protestors tearing down facial recognition towers to avoid being identified by the authorities started circulating online in September 2019, quickly becoming a symbol of the technological dimension of contemporary struggles against power. While, on the one hand, devices aiming at dissimulating faces from facial recognition systems are multiplying, on the other the COVID-19 pandemic has transformed surgical masks into some mainstream garment. Within the framework of transurbanism, the present paper aims at exploring the complex relations between faces, technology, and urban spaces with transhuman technologies and smart cities. Such relations highlight several key junctions: issues of identity and self-expression, problems of surveillance and strategies of resistance, semiospheric changes, and new frontiers for the writing and creation of the face.
},
keywords = {Cyborg, Design, Machine-readable, Semiotics, Wearables},
pubstate = {published},
tppubtype = {article}
}
2018
Thibault, Mattia; Heljakka, Katriina
Toyification. A Conceptual Statement other
2018.
Abstract | Links | Tags: Adult play, Design, Gamification, Ludification, Playification, Toyification
@other{Thibault2018,
title = {Toyification. A Conceptual Statement},
author = {Mattia Thibault and Katriina Heljakka},
url = {https://hal-univ-paris13.archives-ouvertes.fr/hal-02083004},
year = {2018},
date = {2018-07-11},
booktitle = {Proceedings of the 8th International Toy Research Association World Conference: Toys and Material Culture: Hybridisation, Design and Consumption},
publisher = {International Toy Research Association},
abstract = {Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.},
keywords = {Adult play, Design, Gamification, Ludification, Playification, Toyification},
pubstate = {published},
tppubtype = {other}
}
