Category: Game Research Highlights
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Interactive Illusions – Where Player Agency Lies
Lauded as a core concept in gaming, interactivity in video games is based on illusory agency. Real player interaction might not lie within the games themselves, but outside.
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Towards Paradise – Where gaming adaptations of Dante’s Comedy still stoop
Dante’s Comedy holds near unparalleled transmedia potential which has been widely but incompletely tapped in numerous gaming adaptations. A “game for change” could be created were it given the attention it deserves. #dante #comedy #medievalism
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Player Views on Artificial Intelligence in The Game Alien: Isolation
A new study peers into what players of Alien Isolation think about its AI. Are you a simulationist or an experientialist?
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Perverting Play – Healslutting in Overwatch
Humans have the remarkable ability to sexualize anything, so, naturally, playing videogames has been subject to this tendency. One interesting form of this is the healslut phenomenon in Activision Blizzard’s Overwatch.
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Walking simulators as storytellers – ‘What Remains of Edith Finch’ as an example of literary gaming
Are walking simulators only good for walking, or is there any literary depth to it? Bozdog et al. delves into this in their article: ‘Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch’
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Gamer can’t be defined unequivocally – Polish and American gamers have differences
Gamers in Poland and the United States differ from time used playing games and gaming devices used but play similar types of games. #gamer #research #gamerculture
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Digitaalisella kilpapelaamisella on värikäs historia Suomessa
Kilpapelaaminen on aina ollut monipuolista jopa Suomessa.
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The Disabilities in The Imagined Future
Mass Effect trilogy gives us a perspective of a possible future where the disabilities haven’t been written off but are still present, existing among futuristic technologies.
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Speedrunning – To Destroy is to Transform
A study on speedrunning a zombie game, Left 4 Dead, counters the view of the practice as only game-breaking to that of a generative process which can provide new aspects for the narrative of the game.
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Soda Machines – A Mere Symbols of Refreshment or Representations of Our Capitalistic Reality
Soda machines in video games contain purposes of consumerism, aesthetic, ludic, and narrative, to enhance players’ presence. Furthermore, they fortify the consumerist values of modern capitalism.
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Music Matters When It Comes to Flow
Generative music in games affect the flow experience of gameplay sessions which may be beneficial in game design.
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Solo board gaming: An analysis of player motivations
An article by Dale Leorke, a Postdoctoral Researcher at the Centre of Excellence in Game Culture Studies at Tampere University, Finland, discussing the motivations people have to play board games alone as opposed to enjoying them with friends.
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Merkitseekö kuolema bittimaailmassa vain häviötä? – Sureminen ja hautaaminen jätetään videopeleissä tarkoituksella taka-alalle
Tutkimus osoittaa, että kuolema voidaan esittää videopeleissä hyvin vähäpätöisenä ja mekaanisena osana itse tarinaa.
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Learning through gaming – Are games the future in the classroom?
Gaming in classroom, a doomed combination in education? Hewett et al. article “The 21st century classroom gamer” explores this fascinating topic.
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How gaming could reduce bias and connect us
Research suggests that gaming can be used as an effective tool to reduce bias.
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Key to knowledge? How escape rooms can be utilized in pedagogy
Could educational escape rooms be the new hip pedagocical thing?
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Reasons Behind Giving Money to Streamers
How are streaming, viewing, playing and spending money on esports connected?
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‘KAHOOT!’ and Gamification as Part of Better Learning Experience
In the future ‘KAHOOT!’ and other tools can make the learning process of students easier.
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Academic Research About Esports Is Breaking the Borders Between Fields of Study
The number of academic researches about esports has been increasing since the year 2002.
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How The Stanley Parable questions freedom in interactive narratives
The Stanley Parable highlights the inherent restrictiveness of narrative-based videogames.