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Extreme Bodies: The Uncommon Player-Avatar Relationship
Hongshen Xu, Jussi Holopainen and Olli Leino Xu, H., Holopainen, J., & Leino, O. (2023, June). Extreme bodies: The uncommon player-avatar relationship. In Abstract Proceedings of DiGRA 2023 Conference: Limits and Margins of Games. https://dl.digra.org/index.php/dl/article/view/2161/2160
GameLab
Jun 19, 20231 min read
The concept of performance as a post-ludological solution to the agential struggle in computer games
LEINO, O. T. (2023, May). The concept of performance as a post-ludological solution to the agential struggle in computer games. In Games and Literary Theory 2023 Conference (GamesLit): Intent/Intentionality. Olli Leino
GameLab
May 11, 20231 min read
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness
Liu, H. X., Holopainen, J., & Wagner, C. (2023). A design strategy for Geo AR mobile game sustainable success emphasizing game completeness. Entertainment Computing, 46, 100569. Jussi Holopainen Current geolocation-based augmented reality mobile games lost more than 90% of their active users compared to the peak volume, threatening their sustainable success. Calls for making this type of game “complete” have been made in the literature. This paper uses the grounded theory app
GameLab
May 1, 20231 min read
How to use Generative AI as a design material for future human-computer (co-) creation?
LIU, H. X., HUANG, Y., & HOLOPAINEN, J. (2023, Apr). How to use Generative AI as a design material for future human-computer (co-)creation? Generative AI and HCI, CHI 2023 Workshop. Yuxuan Huang and Jussi Holopainen The recent boom of computational technologies (eg, artificial intelligence (AI) and machine learning (ML)) has demonstrated their potential to impact human-computer interaction (HCI) by creating a new co-creation relationship, human-computer co-creativity. This hu
GameLab
Apr 30, 20231 min read
Le jeu et son nom: qu’est-ce qu’un auteur de jeu vidéo?
Aarseth, E. (2021). Le jeu et son nom: qu’est-ce qu’un auteur de jeu vidéo?. Appareil, (23). Espen Aarseth On s’interroge ici sur la possibilité d’élaborer une notion « d’auteur » adéquate au champ du jeu vidéo. L’enquête commence par une réflexion sur quelques grands noms du domaine reconnus par une instance légitime du secteur. Il s’avère que ces créateurs sont peut-être moins des auteurs que des créateurs géniaux d’outils numériques, des architectes ou des raconteurs d’his
GameLab
Mar 30, 20231 min read
Illuminating Vacuum
Event: CINEMA 2.0: Illuminating Vacuum Media Arts Exhibition cum The 28th ifva Awards - Media Art Category Finalist Exhibition - Pao Galleries, Hong Kong Arts Centre , Hong Kong, China Yuk Yiu Ip
GameLab
Mar 2, 20231 min read
Itinéraire du développement des game studies
AARSETH, E. (2023). Itinéraire du développement des game studies. Introduction aux théories des jeux vidéo, 23-30. Espen Aarseth Ce texte est un essai, au sens premier du terme, qui retrace la formation du champ des game studies. Il ne s’ agit pas d’un compte-rendu objectif, puisque j’ai, pour ce que cela vaut, contribué activement à la création de ce champ pendant plus de vingt ans, en tant qu’enseignant, éditeur de revues et organisateur de conférences. Il ne s’ agit pas no
GameLab
Jan 1, 20231 min read
International Game Designer Lab - Game Atlas: The Archeology of a World not Far-away
Co-presented by Goethe Institut, M+ and co-curated by Yang Jing (Allison), in collaboration with School of Creative Media, City University of Hong Kong. 24-29 October 2022 “Game Atlas: The Archeology of a World not Far-away” aims to communicate ways of using games as a playful media to combine historical story-telling, representation of cultural heritage, community experiences with playful mechanics and virtual world-building. Game designers from Asia and Europe are invited t
GameLab
Oct 24, 20221 min read
ELITE (1984)
Aarseth, E. (2022). ELITE (1984). In Fifty Key Video Games (pp. 88-93). Taylor & Francis. Espen Aarseth https://www.taylorfrancis.com/books/mono/10.4324/9781003199205/fifty-key-video-games-dominic-arsenault-kelly-boudreau-bernard-perron-mark-wolf?_ga=909456671.1709868794&_gl=1*19d1ixj*_gcl_au*MTAzMzAwNjg4NS4xNzExNjEyNTk0*_ga*OTA5NDU2NjcxLj
GameLab
Jul 25, 20221 min read
Five Features in the Search of a Character Theory
Aarseth, E. (2022). Five Features in the Search of a Character Theory. Narrative, 30(2), 284-285. Espen Aarseth This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the
GameLab
May 31, 20221 min read
Characters Without Signifiers
Aarseth, E., & Karhulahti, V. M. (2022). In search of characters without signifiers. Narrative, 30(2), 268-285. Espen Aarseth This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look li
GameLab
May 31, 20221 min read
Game Analysis Reloaded
Jørgensen, I. K. H., & Aarseth, E. (2022). Game analysis reloaded. Game Studies, 22(2). Espen Aarseth The six articles selected for this special issue of Game Studies all reflect the interdisciplinarity of game studies as well as the many different notions of games, and the analytical diversity that comes with it. The starting point of Daneels, Denoo, Vandewalle, Dupont and Malliet’s article is the interdisciplinarity of game studies as a field. They observe that game analysi
GameLab
Apr 30, 20221 min read
Including the experiences of physically disabled players in mainstream guidelines for movement-based games
Mason, L., Gerling, K., Dickinson, P., Holopainen, J., Jacobs, L., & Hicks, K. (2022, April). Including the experiences of physically disabled players in mainstream guidelines for movement-based games. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (pp. 1-15). Jussi Holopainen Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for suc
GameLab
Apr 27, 20221 min read
Challenge
Jussi Holopainen Challenge, understood as any task that requires non-trivial effort from the players, is one of the major components in understanding what games are and how and why people play them. This entry gives a brief overview of how the concept of challenge has evolved in game studies. Key approaches such as game definitions, empirical studies of challenge in player experience research and Juul's paradox of failure are discussed in more detail. https://eolt.org/article
GameLab
Apr 21, 20221 min read
La cultura y el negocio de la producción crossmedia
Aarseth, E. (2022). La cultura y el negocio de la producción crossmedia. Imagofagia, (25). Espen Aarseth The article "Culture and the Business of Crossmedia Production" explores the relationships between media content and crossmedia productions, focusing on films and video games. It highlights that cultural industries are driven by the need to minimize risk and maximize profits through the dissemination of products across different media. Successful examples of crossmedia pro
GameLab
Apr 1, 20221 min read
Editorial
Paweł Frelik, Emmanuel Guardiola, Jussi Holopainen and Roland Klemke. Journal of Gaming & Virtual Worlds, Volume 14, Issue Cyberpunk 2077, Apr 2022, p. 3 - 6 Jussi Holopainen This introduction opens a Special Issue devoted to Cyberpunk 2077 (2020), an open-world, action–adventure roleplaying video game whose release has polarized players and critics alike for a number of reasons ranging from its technically problematic launch to the depth of the in-game world and its politics
GameLab
Apr 1, 20221 min read
Die neoliberale Bedingung von Computerspielen
Möring, S., & Leino, O. T. (2022). Die neoliberale Bedingung von Computerspielen. In Kontrollmaschinen: Zur Dispositivtheorie des Computerspiels (pp. 41-62). LIT Verlag. Olli Leino
GameLab
Jan 1, 20221 min read
SpaceMaze: incentivizing correct mobile crowdsourced sensing behaviour with a sensified minigame
Budde, M., Rohe, J. F., Hirschoff, L., Schlosser, P., Beigl, M., Holopainen, J., & Schankin, A. (2021). SpaceMaze: incentivizing correct mobile crowdsourced sensing behaviour with a sensified minigame. Behaviour & Information Technology, 40(15), 1627-1642. Jussi Holopainen Modern mobile phones are equipped with many sensors, which can increasingly be used to sense various environmental phenomena. In particular, mobile sensing has enabled crowdsourced data collection at an unp
GameLab
Nov 18, 20211 min read
Conversation Series: Art’s New Natures
Leino, O. T., Norberg, B., Colosi, N., Björk, Æ., Stenslie, S., & Ag, T. R. (2021). Conversation Series: Art’s New Natures. Contemporary Art Stavanger (CAS) Journal. Olli Leino There is no doubt that contemporary art has and is changing in relation to the digital sphere, and that the technological development of recent decades has greatly influenced art’s production, distribution, interfaces and forms. Curator and scholar Tanya Ravn Ag has focused her research on the study of
GameLab
Nov 1, 20211 min read
Art Machines 2: International Symposium on Machine Learning and Art 2021 Proceedings
Allen, R. W., Siu, M., Charrieras, D., Klein, T., Kraemer, H., Leino, O. T., & Rodriguez, H. (2021, June). Art Machines 2: International Symposium on Machine Learning and Art 2021 Proceedings. In Art Machines 2: International Symposium on Machine Learning and Art 2021 (AM2). School of Creative Media, City University of Hong Kong. Olli Leino
GameLab
Jun 10, 20211 min read
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