Category: Game Research Highlights
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The Corporeal Communities around Twitch Streams
Interactivity between streamer and the audience separates Twitch.tv from other streaming websites
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More Than Just a Game: Virtual Reality and Player Experience
What happens when virtual reality can trick you into believing that it is not just a simulation?
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Pelaajat ovat elokuvaohjaajan roolissa Star Wars X-Wing Miniatures Game -pelissä
Star Wars X-Wing Miniatures Game-peliin kuuluvat yllätykselliset käänteet ja kaanonin ulkopuolinen materiaali.
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Peliteollisuuden syntyyn vaikuttavat tekijät vaihtelevat alueellisesti
Peliteollisuudelle ei ole yhtä globaalia syntytarinaa, alueet eroavat toisistaan.
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Fandom and Game Studies at a Crossroads
Fandom studies and Game studies have a lot to learn from one another
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Demoskenen vaikutus peliteollisuudelle Pohjoismaissa
Demoskene oli merkittävässä roolissa Pohjoismaisen peliteollisuuden synnyssä
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The four archetypes of digital game histories
Presenting game history: the four archetypes of digital game histories.
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PELATTAVAN PELIHAHMON RODUN VAIKUTUS AGGRESSIOON
Tarkastelussa tutkimus videopelien pelattavan pelihahmon rodun ja kehollisen samaistumisen vaikutuksista aggressioon pelinjälkeisissä tunteissa ja kognitioissa sekä pelinaikaisessa käyttäytymisessä.
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The Hermeneutics of the Storm Tribe
Jonne Arjoranta’s paper “What does it mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass” examines the game King of Dragon Pass and the ways the player must internalize the beliefs of the Orlanthi tribe in order to win the game. He starts with Hans-Georg Gadamer’s philosophical hermeneutics, the theory of how we…
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The Stanley Parable makes the gameplay unfamiliar in the right way
The effect of poetic gameplay can be undermined by unnecessary difficulties related to story or mechanics.
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Autcraft – A digital playfield for children with autism
Autcraft is a modded Minecraft server created to provide a safe place for autistic children to play.
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The Popular Memory of Trench Warfare of WWI Is Often not Engaged in Video Games
Popular memory of WWI is something that video-games are scared to engage In his article “It’s Hard to Play in the Trenches: World War I, Collective Memory and Videogames”, Adam Chapman examines the depiction World War 1 (WWI) in video games in relation to popular memory and mental images about the war. Chapman states even…
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Players Don’t Reflect Themselves into their Avatars
Avatars don’t seem to be projection of the identity of the player In his article “Getting Into the Game: An Examination of Player Personality Projection in Videogame Avatars” Casey Hart examines how people project aspects of their personalities onto their created video game avatars and how people connect with these avatars. Hart approaches the topic…
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Access to play denied – or is it?
In order to play a game your body needs to adapt to the game’s interface. What about those bodies that can’t? In his article “Game Interfaces as Disabling Infrastructures” David Parisi examines game accessibility. As most games are designed to be played by normative bodies, it makes playing them impossible for those players whose bodies…
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What Happens If We Make Gamification Customizable?
Pushing the envelope of gamification just a little bit more.
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A Second Look at Flow Theory in Games.
tl;dr: Culture defines the Flow experience.
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Considering play: From method to analysis
The methods of gamestudy: formalism vs situationism and more
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Following the footsteps of sex toys
To make gaming experience more pervasive, game controllers need to be redesigned to better include body to playing.
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Pokémon Go Further
The global phenomenon Pokémon Go doesn’t use the full potential of pervasive gaming.
