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“Back to Reality”: The Case Against Ludo-Fictionalism
Aarseth, E. (2023). “Back to Reality”: The Case Against Ludo-Fictionalism. In Exploring Extended Realities (pp. 13-22). Routledge. Espen Aarseth In this chapter, the author defends a view developed since the 1990s that digital objects can be real and defends this view against rival fictionalist accounts of the metaphysics of virtual objects and simulated worlds. In order to do so, the author distinguishes between fictions, representations, props, and metaphors in order to def
GameLab
Dec 1, 20231 min read
Goal playable concepts coupling gameplay design patterns with playable concepts
Lyu, Z., Holopainen, J., & Björk, S. (2023, October). Goal playable concepts coupling gameplay design patterns with playable concepts. In Proceedings of the 26th International Academic Mindtrek Conference (pp. 57-66). Jussi Holopainen In this paper, we present experiences of designing and implementing a series of playable concepts based on gameplay design patterns for goals and goal structures. These playable concepts are coupled with existing gameplay design patterns to enab
GameLab
Nov 2, 20231 min read
Exploring Computer Games as Process Arts
Leino, O. T. (2023, October). Exploring Computer Games as Process Arts. In 2023 Central and East European Game Studies Conference (CEEGS 2023):" Meaning and Making of Games". Olli Leino
GameLab
Oct 20, 20231 min read
Existential Hermeneutics for Gameplay (as) Performance
Leino, O. (2023, October). Existential Hermeneutics for Gameplay (as) Performance. In Nordic Workshops on the Philosophy of Games: Phenomenology, Hermeneutics and Existentialism for Games. Olli Leino
GameLab
Oct 16, 20231 min read
The Future of Generative AI: How GenAI Would Change Human-Computer Co-creation in the Next 10 to 15 Years
Huang, Y. (2023, October). The future of generative ai: How genai would change human-computer co-creation in the next 10 to 15 years. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 322-325). Huang Yuxuan This study aims to explore how GenAI would transform human-computer co-creation in the next 10 to 15 years by means of design fiction and playful critical design. The study will involve (co-)speculative workshops utilizing design f
GameLab
Oct 6, 20231 min read
Game or Supernovel? Playing and Reading Massive Game Novels
Aarseth, E. (2023). Game or Supernovel? Playing and Reading Massive Game Novels. European Review, 31(S1), S66-S76. Espen Aarseth For half a century, digital machines have lent their computational power to mediate text-based, diegetic worlds, in the shape of software that we call games, video games, or sometimes interactive fiction. Perhaps the first such was Gregory Yob’s simple labyrinth-monster game Hunt the Wumpus (1973), but ever since then the games (if that is what they
GameLab
Oct 1, 20232 min read
Call for Critical and Speculative Design in Human-Computer Co-creativity: An Overview Study
Liu, H. X., Huang, Y., & Holopainen, J. (2023, June). Call for Critical and Speculative Design in Human-Computer Co-creativity: An Overview Study. In ICCC (pp. 102-111). Yuxuan Huang and Jussi Holopainen The recent boom of artificial intelligence (AI) and machine learning (ML) has demonstrated their potential to impact human-computer interaction (HCI) in general and humancomputer co-creativity in particular. Therefore, we want to provide a systematic literature overview of co
GameLab
Jun 21, 20231 min read
A Typology of Videogame Rewards
Karhulahti, V. M., & Aarseth, E. (2023, June). A Typology of Videogame Rewards. In Abstract Proceedings of DiGRA 2023 Conference: Limits and Margins of Games. Espen Aarseth Although component-driven structural approaches to videogames have been present at least since the 1980s (e.g., Ziegfeld 1989), the industries of game design and production evolve rapidly, thus tending to make many such contributions either relevant to a specific time or needing frequent updates (for typol
GameLab
Jun 20, 20231 min read
Game Worlds at the Limits and Margins of Games
Leino, O. T., & Möring, S. (2023, June). Game Worlds at the Limits and Margins of Games. In Digital Games Research Association Conference 2023: Limits and Margins of Games. Olli Leino In this chapter, by drawing on existential philosophy, game studies, and recent work in the philosophy of computer games (Payne 2009; Rusch 2009; 2017; Leino 2009b; 2009a; 2010; 2012; 2013; 2014; Möring 2013; 2014; Möring and Leino 2016; Kania 2015; 2017; Gualeni and Vella 2020; Vella 2021), we
GameLab
Jun 20, 20231 min read
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
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