On the expanding ludosphere

J Stenros, A Kultima - Simulation & Gaming, 2018 - journals.sagepub.com
Background. Taking Klabbers' call for a coherent game science as a starting point, we argue
for an alternative way to approach the multidisciplinarity of research into games. Aim …

The four faces of creative industries: visualising the game industry ecosystem in Helsinki and Tokyo

MJ Lehtonen, A Ainamo, J Harviainen - Industry and Innovation, 2020 - Taylor & Francis
Research on creative industries has been gaining momentum during the last few decades
with contributions coming from diverse fields. This said, there is a paucity of studies to …

Offsetting Game—Framing Environmental Issues in the Design of a Serious Game

NV Nygren, V Kankainen, L Brunet - Simulation & Gaming, 2022 - journals.sagepub.com
Background Biodiversity crisis requires researchers to reflect on tools and strategies to
engage with different stakeholders. We propose that serious games can be designed to …

Game design praxiology

A Kultima - 2018 - trepo.tuni.fi
This dissertation is positioned on the multidiscipline of game studies. It presents the findings
of a ten-year study of game developers and the contexts of their creative practices. As a …

Values throughout the game space

A Jerrett, PM Howell - Proceedings of the ACM on Human-Computer …, 2022 - dl.acm.org
Pro-social themes like empathy and wellbeing are gaining popularity within games to
contrast the medium's stigmatised explorations of themes like violence, often to catalyse …

Defining playability of games: functionality, usability, and gameplay

J Paavilainen - Proceedings of the 23rd International Conference on …, 2020 - dl.acm.org
Playability is an ambiguous term that is often used but seldom defined. Used by researchers,
practitioners, journalists, and players alike, the term has remained unclear due to different …

Hybrid board game design guidelines

V Kankainen, J Paavilainen - … of DiGRA 2019 Conference: Game, Play …, 2019 - dl.digra.org
Hybrid board games combine non-digital and digital elements to introduce a new kind of
game experiences. In this study, we present 17 design guidelines for hybrid board games …

Customer preferences in mobile game pricing: a service design based case study

JT Harviainen, J Ojasalo, S Nanda Kumar - Electronic Markets, 2018 - Springer
This article examines the service design of freemium game pricing. Freemium games are a
type of game that is partially free to play, but its players are able to access various options by …

Expectations and realities: Examining adolescent students' game jam experiences

R Aurava, M Meriläinen - Education and Information Technologies, 2022 - Springer
This article describes the expectations and experiences of young (16 to 19 year old) digital
game jam participants (N= 34) who attend Finnish general upper secondary schools. Game …

Everywhere but Nowhere: Development Experiences of the International Game Developers in Finland during the Covid-19 Pandemic and Remote Work

S Park, A Kultima, MJ Lehtonen, J Krath - Proceedings of the ACM on …, 2022 - dl.acm.org
The Covid-19 pandemic has influenced people's views on work, and a significant portion of
the global game industry converted to remote work during the pandemic. To explore the …