2022
Nygren, Nina V.; Kankainen, Ville; Brunet, Lucas
Offsetting Game—Framing Environmental Issues in the Design of a Serious Game Journal Article
In: Simulation & Gaming, vol. 53, iss. 6, pp. 579-675, 2022, ISSN: 1046-8781.
Abstract | Links | Tags: Biodiversity offsetting, Conservation conflicts, Frame analysis, Game design, Nature conservation, Serious games, Simulation games, Stakeholders
@article{Nygren2022,
title = {Offsetting Game—Framing Environmental Issues in the Design of a Serious Game},
author = {Nina V. Nygren and Ville Kankainen and Lucas Brunet},
url = {https://urn.fi/URN:NBN:fi:tuni-202210047407},
doi = {10.1177/10468781221126786},
issn = {1046-8781},
year = {2022},
date = {2022-09-28},
urldate = {2022-09-28},
journal = {Simulation & Gaming},
volume = {53},
issue = {6},
pages = {579-675},
abstract = {Background
Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues.
Aim
To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs.
Method
We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself.
Results
Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.},
keywords = {Biodiversity offsetting, Conservation conflicts, Frame analysis, Game design, Nature conservation, Serious games, Simulation games, Stakeholders},
pubstate = {published},
tppubtype = {article}
}
Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues.
Aim
To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs.
Method
We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself.
Results
Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.
2021
Garda, Maria B.; Suominen, Jaakko
In Memory of Memory Gliders: Preservation of EU-Funded Serious Games as Digital Heritage Book Section
In: Močnik, Nena; Duijzings, Ger; Meretoja, Hanna; Beti, Bonface Njeresa (Ed.): Engaging with Historical Traumas: Experiential Learning and Pedagogies of Resilience, pp. 257-270, Taylor & Francis, 2021, ISBN: 9781000395563.
Abstract | Links | Tags: Game preservation, Memory Gliders, Serious games
@incollection{Garda2021c,
title = {In Memory of Memory Gliders: Preservation of EU-Funded Serious Games as Digital Heritage},
author = {Maria B. Garda and Jaakko Suominen },
editor = {Nena Močnik and Ger Duijzings and Hanna Meretoja and Bonface Njeresa Beti},
doi = {10.4324/9781003046875},
isbn = {9781000395563},
year = {2021},
date = {2021-05-04},
booktitle = {Engaging with Historical Traumas: Experiential Learning and Pedagogies of Resilience},
pages = {257-270},
publisher = {Taylor & Francis},
abstract = {The aim of this chapter is to investigate possible preservation strategies of serious games in order to reflect on the sustainability and long-term accessibility of these digital artefacts. We focus on a case study of the game Memory Gliders (Ulric Games 2019). As a digital game, it is a born-digital artefact and for that reason, it is prone to issues such as technological obsolescence or digital decay. As an educational game, Memory Gliders cannot rely on hobbyist engagement in the preservation work, like in the case of entertainment games and retrogaming communities. Should then the weight of this effort rest on the back of project coordinators (i.e. scientific network members), game developers (as a part of company’s portfolio and legacy), funding bodies (e.g. EU centralised solutions), research centres (e.g. on the history of education), or memory institutions (e.g. local libraries)? In this chapter, we explore short-term solutions for reinforcing the academic and societal impact of the game, as well as long-term solutions for its preservation as a digital heritage artefact.},
keywords = {Game preservation, Memory Gliders, Serious games},
pubstate = {published},
tppubtype = {incollection}
}
Siitonen, Marko; Reer, Felix; de la Hera, Teresa (Ed.)
Games and Communication—Quo Vadis? Collection
2021, ISSN: 2183-2439.
Abstract | Links | Tags: Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience
@collection{Siitonen2021,
title = {Games and Communication—Quo Vadis?},
editor = {Marko Siitonen and Felix Reer and Teresa de la Hera},
url = {https://www.cogitatiopress.com/mediaandcommunication/issue/view/198},
issn = {2183-2439},
year = {2021},
date = {2021-01-06},
booktitle = {Media and Communication},
volume = {9},
issue = {1},
abstract = {This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and merging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.},
keywords = {Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience},
pubstate = {published},
tppubtype = {collection}
}
Siitonen, Marko; de la Hera, Teresa; Reer, Felix
Looking Ahead in Games Research : Entry Points into a Pragmatic Field of Inquiry Journal Article
In: Media and Communication, vol. 9, iss. 1, 2021, ISSN: 2183-2439.
Abstract | Links | Tags: Digital games, Game studies, Methodology, Serious games
@article{nokey,
title = {Looking Ahead in Games Research : Entry Points into a Pragmatic Field of Inquiry},
author = {Marko Siitonen and Teresa de la Hera and Felix Reer },
url = {https://doi.org/10.17645/mac.v9i1.3685},
doi = {10.17645/mac.v9i1.3685},
issn = {2183-2439},
year = {2021},
date = {2021-01-06},
journal = {Media and Communication},
volume = {9},
issue = {1},
abstract = {This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.},
keywords = {Digital games, Game studies, Methodology, Serious games},
pubstate = {published},
tppubtype = {article}
}
2019
Stenros, Jaakko
Larp and Seriousness other
2019.
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}
}
