top of page
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
Two Decades of Game Studies
Aarseth, E. (2021). Two Decades of Game Studies. Game Studies, 21(1). Espen Aarseth This issue of Game Studies marks the 20 th anniversary of the journal. Game Studies was conceived on a rainy evening fjord cruise during the third Digital Art and Culture (DAC) conference, in Bergen in August 2000, when Susana Tosca and I agreed that an academic journal dedicated to the study of computer games was needed. We then learned that Lisbeth Klastrup and Jesper Juul from the IT Univer
GameLab
May 31, 20211 min read
Tag
WANG, Z. (2021). Tag. RGC 43 - Film, video https://www.ziyiwangart.com/tag Ziyi Wang This story is a sarcasm to today’ society. This is a made up world, I use Tag to represent for the stereotypes for different people. All of the people in society are labeled with different tags since they came to this world. I showed different stereotypes from different aspects, which is gender, body shame, social classes, only use score to define a student, and job stereotypes. People were t
GameLab
May 7, 20211 min read
Existential Hermeneutics and the Tragedy of the Art Game
Leino, O. T. (2021, April). Existential Hermeneutics and the Tragedy of the Art Game. In GameCult Talks: Meaning of Games Talks. Olli Leino Building on computer game studies, phenomenology, existentialism, and art history, I address the technological specificity of computer games as an expressive medium. Based on on Gadamer's notion of risk in gameplay, and, Sartre's duality of freedom and responsibility, I identify the'gameplay condition', the player's responsibility for the
GameLab
Apr 12, 20211 min read
Space Pace: Method for Creating Augmented Reality Tours Based
Holopainen, J., & Hamari¹, J. (2021, April). Space Pace: Method for Creating Augmented Reality Tours Based. In Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings (Vol. 367, p. 119). Springer Nature. Jussi Holopainen In this paper, guidelines are presented for creating videobased guided tours that employ 360 video content and produce the feeling of augmented reality. The benefit of the approach pr
GameLab
Apr 9, 20211 min read
Are Art Games Tragic?
LEINO, O. T. (2021, March). Are Art Games Tragic?. In Art X Arthouse Games and Playful Media. Olli Leino
GameLab
Mar 31, 20211 min read
Materiality, intersubjectivity, and tactical ludic action in gameplay performance
LEINO, O. T. (2021, March). Materiality, intersubjectivity, and tactical ludic action in gameplay performance. In TimeCanvas 2021: Elter Ego. Olli Leino
GameLab
Mar 31, 20211 min read
Loot boxes in video games: What do we know so far and what should we study in the future?
Xiao, L. Y., Aarseth, E., Ferguson, C., Flick, C., Nielsen, R. K., & Zendle, D. (2021). PANEL PROPOSAL Loot boxes in video games: What do we know so far and what should we study in the future?. Leon Y. Xiao and Espen Aarseth Unlike the video games of yore which were sold as complete software products, most video games today contain in-game microtransactions that allow for players to purchase additional content for more money. Indeed, many games (particularly on mobile platfor
GameLab
Jan 1, 20211 min read
Game Studies
Aarseth, E. (2021). Game Studies. In M. J. P. Wolf (Ed.), Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (Second ed., Vol. 2, pp. 383-384). ABC-CLIO. Espen Aarseth
GameLab
Jan 1, 20211 min read
bottom of page