2025
Doruk, Balcı; Stenros, Jaakko; Sotamaa, Olli
Game Rules as Player Tools: Introspective Rulebook Method Journal Article
In: ACM Games: Research and Practice , vol. 3, iss. 2, pp. 1 - 14, 2025, ISSN: 2832-5516 .
Abstract | Links | Tags: Methodology, Player agency, Rules
@article{nokey,
title = {Game Rules as Player Tools: Introspective Rulebook Method},
author = {Doruk, Balcı and Jaakko Stenros and Olli Sotamaa},
url = {https://doi.org/10.1145/3718056},
doi = {10.1145/3718056},
issn = {2832-5516 },
year = {2025},
date = {2025-04-09},
journal = {ACM Games: Research and Practice },
volume = {3},
issue = {2},
pages = {1 - 14},
abstract = {The rules we play by carry a structural role in our gameplay experiences as they shape the context and the agency we play through. While rules have long been part of scholarship around play and games, an overwhelming majority of these works carry an implicitly formalist approach, framing the rules as an unchanging part of the artifact. In this article, we highlight works that contribute to a diverse notion of rules and argue that a conscious and reflective understanding of rules can be a tool to shape and experiment with our agencies in games. We also introduce a novel game research method, Introspective Rulebook Method, a living document where the researcher-player reflects on and transforms the rules they play by, as a tool to invent alternative play-practices and metagames. Overall, our work here contributes to a broad understanding of game rules, and the capacity we carry in shaping the games we play.},
keywords = {Methodology, Player agency, Rules},
pubstate = {published},
tppubtype = {article}
}
2022
Karhulahti, Veli-Matti; Kauraoja, Valtteri; Ouninkorpi, Olli; Perttu, Soli; Perälä, Jussi; Toivanen, Vilma; Siutila, Miia
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research Journal Article
In: Journal of Gaming and Virtual Worlds, vol. 14, iss. 1, pp. 85-110, 2022, ISSN: 1757-191X, (Embargoed until: 2023-04-01. Request copy from author.).
Abstract | Links | Tags: Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research
@article{Karhulahti2022d,
title = {Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research},
author = {Veli-Matti Karhulahti and Valtteri Kauraoja and Olli Ouninkorpi and Soli Perttu and Jussi Perälä and Vilma Toivanen and Miia Siutila},
url = {http://urn.fi/URN:NBN:fi:jyu-202210244959},
doi = {10.1386/jgvw_00053_1},
issn = {1757-191X},
year = {2022},
date = {2022-04-01},
urldate = {2022-04-01},
journal = {Journal of Gaming and Virtual Worlds},
volume = {14},
issue = {1},
pages = {85-110},
abstract = {This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.},
note = {Embargoed until: 2023-04-01. Request copy from author.},
keywords = {Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research},
pubstate = {published},
tppubtype = {article}
}
2021
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}
}
2018
Harviainen, J. Tuomas; Brown, Ashley M. L.; Suominen, Jaakko
Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies Journal Article
In: Games and Culture, vol. 13, no. 6, pp. 605–623, 2018, ISSN: 15554139.
Abstract | Links | Tags: Critical meta-analysis, Game studies, Methodology, Sexuality, Theory
@article{Harviainen2018,
title = {Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies},
author = {J. Tuomas Harviainen and Ashley M. L. Brown and Jaakko Suominen},
doi = {10.1177/1555412016636219},
issn = {15554139},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Games and Culture},
volume = {13},
number = {6},
pages = {605–623},
publisher = {SAGE Publications},
address = {Los Angeles, CA},
abstract = {This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, even awkward in its discussions of sexuality. In addition to a review of 37 years of literature, the article employs a chronological and thematic metaphor analysis of past research texts to analyze whether game studies is growing up or in perpetual puberty and whether it really is exploring sexual maturity alongside the games we study. It finds that while different periods of time can be identified in research as far as approaches to sexuality in games go, game studies is still to a large extent engaged in the management of the stigma that discussing sexuality may cause. Rather than a maturation process, the waves are shown to be manifestations of different types of environmentally influenced risk awareness, consecutive risk avoidance, and a resulting awkwardness.},
keywords = {Critical meta-analysis, Game studies, Methodology, Sexuality, Theory},
pubstate = {published},
tppubtype = {article}
}
