Tag: game research
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Drunk VR Gaming – Should you do it?
The research article ‘Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness’ by Iskenderova et al. discusses the effects drinking might have on the level of cybersickness caused by VR gaming.
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PLEX/CIVIC – Työkalu kaupunkipelien suunnitteluun ja arviointiin
Suunniteltaessa pelejä yhteiskunnallisiin tarpeisiin ongelmana on usein, että pelisuunnittelijat ja pelien tilaajat eivät puhu yhteistä kieltä. PLEX/CIVIC-malli tarjoaa tähän työkaluja.
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Portrayal of Religious Authority in Dishonored: Questioning Legitimacy
This article provides an exploration of the portrayal, questioning, and challenge of religious authority in the Dishonored series. Rautalahti examines the game in comparison to Weber’s three ideals of authority.
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Should Internet Gaming Disorder be perceived differently under the scope of eSports?
Nielsen and Karhulahti scrutinize how the nine features of internet gaming disorder by the APA should be interpreted differently under the scope of eSports.
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Moral Judgements in Play: Lessons for Design and Analysis
The study examines how players’ morality operating on an intuitive level affects and is affected by gameplay. The study looks at in-game choices corresponding to two tiers of moral judgement making.
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“How Do Those Danish Bastards Sleep at Night?”*: Fan Labor and the Power of Cuteness
Joyce Goggins explores the cute world of LEGO and analyzes LEGO’s marketing tactics, namely the use of fan labor in creating The LEGO Movie.
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Voiko pelillistäminen lisätä osallistumista kaupunkisuunnitteluun?
E-osallistuminen on nähty mahdollisuutena saada kansalaiset osallistumaan mm. kaupunkisuunnitteluun, mutta voiko pellillistäminen tuoda uusia osallistujia ja motivoida käyttäjiä hankkeen aikana?
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Does Using a Mini-Map Hinder You From Learning Your Surroundings?
Does using a mini-map hinder you from learning your surroundings? This game research summary explains the differences between verbal instructions and mini-map use for spatial learning.
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The Ethics of Choice: Morality and In-Game Limitations
Tony Rosqvist’s Scale of Morality is a method for exploration of Morality and Ethics in Video Games. It can be used to determine if a player’s ethics align with deontology, consequentialism, or a blending which gives Rule Consequentialism.
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Performing Masculine Identities in Call of Duty: Black Ops
Wargames offer a platform for teenage boys to perform masculinity
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When a Role-Playing Game Looks at Itself
In the best tradition of brecht, a RPG can comment itself. In his paper ”The Self-Reflexive Tabletop Role-Playing Game”, Evan Torner studies three different tabletop role-playing games and the ways they reflect upon themselves as games, highlighting the mechanisms of a role-playing game through the mechanisms of play. Self-reflexivity is the quality of an artwork…
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Group Sex – Game or Play?
Despite the explicit rules and limits, group sex is closer to play than a game.
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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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Peliteollisuuden syntyyn vaikuttavat tekijät vaihtelevat alueellisesti
Peliteollisuudelle ei ole yhtä globaalia syntytarinaa, alueet eroavat toisistaan.
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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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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…
