2019
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2019 Book
Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.
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.
Heljakka, Katriina; Ihamäki, Pirita
N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching Book Section
In: Diaz, Lily; Dragu, Magda; Eilittä, Leena (Ed.): Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality, pp. 220-241, Aalto University Press, 2019, ISBN: 978-952-60-8311-7.
Abstract | Tags: Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification
@incollection{Heljakka2019c,
title = {N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Lily Diaz and Magda Dragu and Leena Eilittä},
isbn = {978-952-60-8311-7},
year = {2019},
date = {2019-07-22},
booktitle = {Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality},
pages = {220-241},
publisher = {Aalto University Press},
abstract = {In this study we explore the convergence of art and game present in the so-called ‘gamification’ the Sigrid-Secrets, an urban geocaching trail. The starting point for our investigation is the idea that the participants to the ‘gamified’ art experience are committed to interact with the visual artworks they encounter and share their experiences with the other users. By closely studying this game, we get a better insight into the concept of gamification, which allows its users to engage with both art and game (i.e. digital technologies) simultaneously.},
keywords = {Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification},
pubstate = {published},
tppubtype = {incollection}
}
Ihamäki, Pirita; Heljakka, Katriina
The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching Proceedings Article
In: Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 3rd International GamiFIN Conference, pp. 205-216, RWTH Aachen, 2019, ISSN: 1613-0073.
Abstract | Links | Tags: Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets
@inproceedings{Ihamäki2019,
title = {The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching},
author = {Pirita Ihamäki and Katriina Heljakka},
editor = {Jonna Koivisto and Juho Hamari},
url = {http://ceur-ws.org/Vol-2359/paper18.pdf},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {Proceedings of the 3rd International GamiFIN Conference},
pages = {205-216},
publisher = {RWTH Aachen},
abstract = {The Internet of Art as in public and connected art installations gives birth to interactivity and participation, which in turn, introduce new challenges, not only to the production of artworks, but also in how to involve the participants and how to evaluate the results of target experiences, such as social connectedness, context, playfulness, and gamification. This case study presents an example of interactive and participatory forms of the Internet of Art. We have used a multimethod approach including qualitative research methods to understand preschool-aged children’s experiences who used the Sigrid-Secrets Augmented Reality application in playing the game of geocaching and finding physical artworks prior to the geocache. We have observed two groups of preschoolers play-testing, analysed the videotaped documentation of the testing, and followed the children drawing their memorable experiences of the geocaching trail. By using the Playful Experiences (PLEX) framework, we have evaluated the preschoolers’ memorable experiences of playing. Our findings demonstrate how augmented techniques can be used to transform the physical surroundings in order to create a hybrid game-world suited for learning and fun. In this game-world the player can become immersed in the flow of playful experiences, and engage with edutaining exercises while being simultaneously connected to both to the Internet of Art and to the physical dimensions of the real world environment.},
keywords = {Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Ihamäki, Pirita; Heljakka, Katriina
"Travel Bugs": Toys Traveling Socially through Geocaching Proceedings Article
In: DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018.
Abstract | Links | Tags: Gamification, Geocaching, Social play, Toy mobility, Toy turism, Toys, Travel bugs
@inproceedings{Ihamäki2018,
title = {"Travel Bugs": Toys Traveling Socially through Geocaching},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {http://www.digra.org/digital-library/publications/travel-bugs-toys-traveling-socially-through-geocaching},
year = {2018},
date = {2018-07-01},
urldate = {2018-07-01},
booktitle = {DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message},
abstract = {This study explores emerging types of mobile and social play patterns through the object-based, but technologically enhanced practices of toy tourism. As our case studies demonstrate, object play practices in the digitalizing world are not only becoming increasingly social in nature, but even more mobile than before. As illustrated by our study focusing on Travel Bugs in the context of the international game of geocaching, toys become mobile through different practices partaken by players, willing to either become involved in toy tourism with their playthings. Our study consisted of 45 survey responses from geocachers traveling with Travel Bugs. According to the results, mobile and social object play practices enabled by the platform of Geocaching become gamified – i.e. more perceivable, goal-oriented and measurable. Our main contribution is a conceptual framework in which the relations between the digital, the physical and the social dimensions of toy tourism are modelled.},
keywords = {Gamification, Geocaching, Social play, Toy mobility, Toy turism, Toys, Travel bugs},
pubstate = {published},
tppubtype = {inproceedings}
}
Heljakka, Katriina; Ihamäki, Pirita
Designing a Pervasive Adventure Gamescape : Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning Journal Article
In: Journal of Digital Media and Interaction, vol. 1, no. 2, pp. 75-94, 2018, ISSN: ISSN 2184-3120.
Abstract | Links | Tags: Educational game, Geocaching, Location-based game, Pervasive gamescape
@article{KatriinaHeljakka2018,
title = {Designing a Pervasive Adventure Gamescape : Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning},
author = {Katriina Heljakka and Pirita Ihamäki},
url = {https://research.utu.fi/converis/portal/detail/Publication/37232944},
doi = {10.34624/jdmi.v1i2.955},
issn = {ISSN 2184-3120},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Journal of Digital Media and Interaction},
volume = {1},
number = {2},
pages = {75-94},
publisher = {DigiMedia - Digital Media and Interaction Research Center},
abstract = {This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the "real world" of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific locations (Magerkurth et al, 2005). This connection to real-world physicality makes the game experience multidimensional and fun for players of different ages. Yet, to be able to envision and create an urban gamescape means that a set of criteria must be met. The unique challenge of creating and orchestrating LBG experiences requires a certain sensitivity from its designers to the multiple factors that must be considered. These may include-but are not limited to-factors such as the city's infrastructure, the flows of urban traffic, the maintenance of recreational areas, and human-related factors such as cooperation with the city administration. The game introduced in this article-Sigrid-Secrets-represents an urban game adventure built upon the platform of geocaching. We approach the game with a focus on its potential learning affordances. We ask how the pitfalls in creating opportunities for learning through LBGs could be avoided, especially when designing pedagogic aims into an urban gaming experience fit for school-aged children.},
keywords = {Educational game, Geocaching, Location-based game, Pervasive gamescape},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
Out of the Classroom, into the Park: Gamified Art Experiences and Learning through Play in Urban Playscapes Proceedings Article
In: Hawaii International Conference on Arts & Humanities – 2018 Conference Proceedings, 2018.
Abstract | Links | Tags: Art experience, Educational implementations, Educational setting, Geocaching, Mobile learning, Playful learning
@inproceedings{Heljakka2018f,
title = {Out of the Classroom, into the Park: Gamified Art Experiences and Learning through Play in Urban Playscapes},
author = {Katriina Heljakka and Pirita Ihamäki},
url = {http://hichumanities.org/wp-content/uploads/2019/01/AH2018.pdf},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Hawaii International Conference on Arts & Humanities – 2018 Conference Proceedings},
abstract = {According to the current curricular plan, learning outside of the traditional educational setting e.g. in outdoor environments, is encouraged. There is a focused movement from the traditional classroom paradigm to a trend driven by the influence of innovative learning approaches. Changing school culture is one of Finland’s four curriculum reform areas, and one of them is learning environments. One direction of the reform is to foster innovative school models that link the subject matter to the real world by engaging school children in learning activities outside of the classroom (NMC Horizon Project Regional Report 2017).
This study explores the educational potential of an urban gamified art experience based in Finland, which provides physical, mental and social well-being through play in a park environment. The goal of this study is to investigate the opportunities for education and learning by a visually and digitally enriched geocaching trail offers.
Based on previous research, the gamified art experience, Sigrid-Secrets geocaching trail presented in the paper, provides experiences of physical, mental and social well-being through play in a park environment. The purpose of the paper at hand is to develop understandings of the capacities of convergent urban experiences like the geocaching trail introduced here, by an exploration of its educational implementations.},
keywords = {Art experience, Educational implementations, Educational setting, Geocaching, Mobile learning, Playful learning},
pubstate = {published},
tppubtype = {inproceedings}
}
This study explores the educational potential of an urban gamified art experience based in Finland, which provides physical, mental and social well-being through play in a park environment. The goal of this study is to investigate the opportunities for education and learning by a visually and digitally enriched geocaching trail offers.
Based on previous research, the gamified art experience, Sigrid-Secrets geocaching trail presented in the paper, provides experiences of physical, mental and social well-being through play in a park environment. The purpose of the paper at hand is to develop understandings of the capacities of convergent urban experiences like the geocaching trail introduced here, by an exploration of its educational implementations.
