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Here you'll find some of our recently released projects in the form of published papers, extended abstracts, and visiting seminars
2026
Sketch for a Phenomenology of Gameplay (as) Performance: Bodies, Systems, Worlds
Leino, O., Hao, Y., & Möring, S. (2026, June). Sketch for a Phenomenology of Gameplay (as) Performance: Bodies, Systems, Worlds. In Abstract Proceedings of DiGRA 2026. Olli Leino and Morgan Yu This ongoing work contributes to performance studies by extending concepts ofembodiment, co-presence, and liveness into environments shaped by algorithms andplatforms. It contributes to game studies by offering a phenomenological account ofgameplay as performance that does not rely on d
The'Chinese'Non-city: Thematic (in) coherence and level design in Sifu
Barroso, D. (2026, June). The'Chinese'Non-city: Thematic (in) coherence and level design in Sifu. In Abstract Proceedings of DiGRA 2026. Diego Barroso The fragmentary nature of Sifu’s (Sloclap 2022) game world, underlying its thematic design, leads us to an overwhelming question: 1. Can a video game with discrete levels/stages construct a coherent and cohesive (all-encompassing) spatial environment, such as a city? And, more importantly, is this urban environment actually con
The final frontier of space in video games. Spatio-narrative design in Judgment by Ryu Ga Gotoku Studio
Barroso, D., & Huang, Z. (2026, June). The final frontier of space in video games. Spatio-narrative design in Judgment by Ryu Ga Gotoku Studio. In Proceedings of DiGRA 2026. Diego Barroso and Zidong Huang In video game environments that hold a referential relationship to preexisting spaces, such as Kamurocho from the Yakuza/Judgment series and Kabukicho in Shinjuku, the narrative and ludic content in the virtual world reflects the personal urban understanding/experiences of t
Twenty Years of Design Patterns in Games
Barney, C., Björk, S., & Holopainen, J. (2026, June). Twenty Years of Design Patterns in Games. In Abstract Proceedings of DiGRA 2026. Jussi Holopainen The introduction of Alexandrian design patterns into the discipline of game development was proposed twenty-five years ago by Bernd Kreimeier (2002). In the quarter-century since its introduction, a significant number of scholars and developers have explored possible implementations of these concepts. This work has reached a l
Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio
Huang, Z., & Barroso, D. (2026, May). Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio. In Foundations of Digital Games 2026 (FDG 2026): Research through Games; Research for Games. Association for Computing Machinery. Zidong Huang and Diego Barroso This study examines how the ludoforming strategies of Ryu Ga Gotoku Studio (RGG Studio) serve not only as methods for translating real urban spaces into virtual environments but also
Queering Hong Kong. Modded History in A Summer’s End: Hong Kong 1986
Barroso Sánchez, D. (2025). Queering Hong Kong: Modded History in A Summer’s End: Hong Kong 1986. Digital Culture & Society, 11(1), 187-210. Diego Barroso Hong Kong has seen its fair share of portrayals in video games (over 300) – some, where it plays a more central role than others; however, academia has shown little interest in exploring how the city’s history and people are represented in video games. While there is historiographical value in how the city is portrayed in n
Existential ludology: Computer games as worlds
Leino, O. T., & Möring, S. (2025). Existential ludology: Computer games as worlds. In The Routledge Handbook of Philosophy of Games (pp. 90-108). Routledge. Olli Leino In this chapter, we propose existential ludology as a general framework and a method for understanding computer games and play. We cross-expose insights from a branch of game studies known as ludology with insights from a branch of continental philosophy known as existentialism. Our resulting approach is ludolo
Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into Interactive Digital Narratives
Huang, Y., Xiang, K., Sharma, G., Rabbi, R., Ju, R., & Holopainen, J. P. (2025, November). Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into Interactive Digital Narratives. In International Conference on Interactive Digital Storytelling (pp. 29-47). Cham: Springer Nature Switzerland. Yuxuan Huang, Kexin Xiang, Ran Ju and Jussi Pekka Holopainen In this paper, we explore the integration of large language models (LLMs) in interactive digital narratives (IDNs)
Design, Reflect, Create: Game Poem Practices with Generative AI Tools
Wang, Z., Ma, L., Lc, R., & Holopainen, J. (2025, November). Design, Reflect, Create: Game Poem Practices with Generative AI Tools. In International Conference on Interactive Digital Storytelling (pp. 113-129). Cham: Springer Nature Switzerland. Wang, Ziyi, Jussi Holopainen et al. Generative Artificial Intelligence (GenAI) tools are transforming creative practices, yet their role in game poem design remains largely unexplored. Game poems serve as a bridge between interactive
Urban (re)Development for video games. Effective Ludoforming and the Work of Ryu Ga Gotoku
Barroso, D., & Huang, Z. (2025). Urban (Re) Development for Video Games. Effective Ludoforming and the Work of Ryu Ga Gotoku. CEEGS 2025 Landscapes Cities Localities. Diego Barroso and Zidong Huang There are multiple reasons to use preexisting spaces in fiction, from nostalgia to faithful simulation. Cities are sometimes used as settings for books, films, and video games, with their own completeidentities. Still, more often than not, those cities are an inspiration, their ess
Infinity Book: Speculating Literary Expressions in the Age of Generative AI
Holopainen, J., Huang, Y., Shin, J., Nissinen, E., & Lucero, A. (2025, July). Infinity book: speculating literary expressions in the age of generative ai. In Proceedings of the 2025 ACM Designing Interactive Systems Conference (pp. 1430-1454). Jussi Holopainen and Huang, Yuxuan This paper explores the ethical, social, political, and philosophical implications of generative AI (GenAI) on human creativity, contributing to the current discussions on the impact of AI. We use spec
"Infinity Book": Critical Speculation on How Generative AI Shapes the Socio-Material World
Huang, Y., Liu, H. X., & Holopainen, J. (2024, June). "Infinity Book": Critical Speculation on How Generative AI Shapes the Socio-Material World. In ICCC (pp. 387-391). Yuxuan Huang and Jussi Holopainen Recent advancements in Generative Artificial Intelligence (GenAI) and its promising impact on shaping humancomputer co-creativity relationships have attracted speculation on this issue. Despite a call for more design-oriented research and many works using critical and speculat
Cinema After Cinema
Ip, Y. Y., Fan, K., Shaw, J., Rodríguez, H., & Leino, O. T. (2024). Cinema After Cinema. Yuk Yiu IP and Olli Leino Reflecting cinema beyond its traditional screen-based form, CINEMA AFTER CINEMA reviews the media art project CINEMA 2.0, a decade-long showcase that explores cinema as a method and worldview co-curated by Ip Yuk Yiu and Kattie Fan. The book contains an anthology of writings by Ip, with additional contributing texts by Jeffrey Shaw, Hector Rodriguez, Olli Tapio L
Lyric Poetry in the Face of Posthumanism: An Analysis of Generative AI-Assisted Poetry Writing
Huang, Y., Shea, J., Howe, D. C., & Holopainen, J. (2025, June). Lyric Poetry in the Face of Posthumanism: An Analysis of Generative AI-Assisted Poetry Writing. In Proceedings of the 2025 Conference on Creativity and Cognition (pp. 762-773). Yuxuan Huang and Jussi Holopainen Generative AI seems poised to transform a wide range of endeavors once thought to be solely the domain of humans—from journalism to legal practice to creative expression—into collaborative activities invo
Temporal Agency and Timeplay in Video Games
Gopinath, K. K., & Holopainen, J. (2025, June). Temporal Agency and Timeplay in Video Games. In Conference Proceedings of DiGRA 2025: Games at the Crossroads. Karthik Kuduva Gopinath and Jussi Holopainen This paper examines temporal agency in video games, referred to as the player's ability to manipulate time within the game world, to make decisions, and to observe their consequences. Building on existing scholarship about ludic agency and ludic temporality, this paper utiliz
Follow My Logic: Generative AI Workflows in Designing for Serious Table-Top Games
Ma, L., Pan, M., Siu, V., Chang, X., Holopainen, J., Li, J., & LC, R. (2025, May). Follow My Logic: Generative AI Workflows in Designing for Serious Table-Top Games. In International Conference on Human-Computer Interaction (pp. 153-172). Cham: Springer Nature Switzerland. Jussi Holopainen Creating compelling and engaging tabletop games is a challenging process that requires deep understanding of game mechanics and aesthetic considerations. To facilitate novice game designers
A Bubble Inside an Anomaly: Looking Back at New Media (3000 BCE–2024 CE)
Aarseth, E. (2025, May). A Bubble Inside an Anomaly: Looking Back at New Media (3000 BCE–2024 CE). In Texts, Authority, and Authorship: From Ancient Scribal Culture and Oral Traditions to Digital Media. Espen Aarseth If it takes around fifty years for a new media technology, for example the printed book, to find its form (and longer for the waves of upheaval it creates to calm down), what kind of observations can we make if we zoom out, say, an order of magnitude or two? Boar
Toward a Phenomenology of Gameplay (as) Performance
LEINO, O. T., & Yu, H. A. O. (2025, April). Toward a Phenomenology of Gameplay (as) Performance. In Current Perspectives in Game Studies Spring/Summer 2025. Olli Leino and Morgan Yu
An existential-phenomenology of gameplay (as) performance
Leino, O. T. (2024, October). An existential-phenomenology of gameplay (as) performance. In Central and Eastern European Game Studies conference (CEEGS 2024). Olli Leino
Play to make a city. Cultural-historical identities and affordances in videogame versions of Hong Kong
Barroso, D., & Holopainen, J. (2024, September). Play to make a city. Cultural-historical identities and affordances in videogame versions of Hong Kong. In Conference Proceedings of DiGRA 2024 Conference: Playgrounds. Diego Barroso and Jussi Holopainen With the spatial turn in cultural studies of the 80s and 90s, the idea of (historical) narratives embedded in spaces gained traction. This spatial turn has also come to the fore in video games, as they both create previously no
A semiotic framework for understanding abstract animations
Holopainen, J. P., Sun, X., & Hattler, M. (2024). A semiotic framework for understanding abstract animations. Punctum. International Journal of Semiotics, 10(1), 69-92. Jussi Holopainen, Xuqin Sun, and Max Hattler This paper presents a novel framework for understanding and analyzing semiotic processes in abstract animations. The framework builds on predictive processing, a paradigm in cognitive neuroscience proposing that perception, and consequently action and interaction, i
Level 66: the Arcade Project
Yuk Yiu Ip LEVEL 66: the Arcade Project is an experimental field of play and a game-inspired performance that explores issues of complicity, performativity and the human condition in 10 playful acts. https://www.ipyukyiu.com/lvl66
Dreamscaping: supporting creativity by drawing inspiration from dreams
Liu, S., LC, R., Fu, K., Wan, Q., Liu, P., & Holopainen, J. (2024, June). Dreamscaping: supporting creativity by drawing inspiration from dreams. In Proceedings of the 16th Conference on Creativity & Cognition (pp. 93-99). Jussi Holopainen Dreams are a source of inspiration for writers, artists, and creative professionals for generations, but recent Generative AI (GenAI) tools make it possible to use natural language to record details of dreams in image form for creativity su
On the phenomenology of computer game play (as) performance
LEINO, O. T. (2024, June). On the phenomenology of computer game play (as) performance. In Global Dialogues in Game Studies. Olli Leino Based on the premise that both stage performances and video games are "framed events"—vehicles of self-expression intended for an audience to observe—Lian Aili (Olli Leino) proposes adopting performance theory to examine game mechanics. He elaborates a phenomenology of games as performance across three dimensions: games as an existential real
Eternagram: probing player attitudes towards climate change using a ChatGPT-driven text-based adventure
Zhou, S., Hendra, L. B., Zhang, Q., Holopainen, J., & Lc, R. (2024, May). Eternagram: probing player attitudes towards climate change using a ChatGPT-driven text-based adventure. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (pp. 1-23). Jussi Holopainen Conventional methods of assessing attitudes towards climate change are limited in capturing authentic opinions, primarily stemming from a lack of context-specific assessment strategies and an
2025
Queering Hong Kong. Modded History in A Summer’s End: Hong Kong 1986
Barroso Sánchez, D. (2025). Queering Hong Kong: Modded History in A Summer’s End: Hong Kong 1986. Digital Culture & Society, 11(1), 187-210. Diego Barroso Hong Kong has seen its fair share of portrayals in video games (over 300) – some, where it plays a more central role than others; however, academia has shown little interest in exploring how the city’s history and people are represented in video games. While there is historiographical value in how the city is portrayed in n
Existential ludology: Computer games as worlds
Leino, O. T., & Möring, S. (2025). Existential ludology: Computer games as worlds. In The Routledge Handbook of Philosophy of Games (pp. 90-108). Routledge. Olli Leino In this chapter, we propose existential ludology as a general framework and a method for understanding computer games and play. We cross-expose insights from a branch of game studies known as ludology with insights from a branch of continental philosophy known as existentialism. Our resulting approach is ludolo
Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into Interactive Digital Narratives
Huang, Y., Xiang, K., Sharma, G., Rabbi, R., Ju, R., & Holopainen, J. P. (2025, November). Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into Interactive Digital Narratives. In International Conference on Interactive Digital Storytelling (pp. 29-47). Cham: Springer Nature Switzerland. Yuxuan Huang, Kexin Xiang, Ran Ju and Jussi Pekka Holopainen In this paper, we explore the integration of large language models (LLMs) in interactive digital narratives (IDNs)
Design, Reflect, Create: Game Poem Practices with Generative AI Tools
Wang, Z., Ma, L., Lc, R., & Holopainen, J. (2025, November). Design, Reflect, Create: Game Poem Practices with Generative AI Tools. In International Conference on Interactive Digital Storytelling (pp. 113-129). Cham: Springer Nature Switzerland. Wang, Ziyi, Jussi Holopainen et al. Generative Artificial Intelligence (GenAI) tools are transforming creative practices, yet their role in game poem design remains largely unexplored. Game poems serve as a bridge between interactive
Infinity Book: Speculating Literary Expressions in the Age of Generative AI
Holopainen, J., Huang, Y., Shin, J., Nissinen, E., & Lucero, A. (2025, July). Infinity book: speculating literary expressions in the age of generative ai. In Proceedings of the 2025 ACM Designing Interactive Systems Conference (pp. 1430-1454). Jussi Holopainen and Huang, Yuxuan This paper explores the ethical, social, political, and philosophical implications of generative AI (GenAI) on human creativity, contributing to the current discussions on the impact of AI. We use spec
"Infinity Book": Critical Speculation on How Generative AI Shapes the Socio-Material World
Huang, Y., Liu, H. X., & Holopainen, J. (2024, June). "Infinity Book": Critical Speculation on How Generative AI Shapes the Socio-Material World. In ICCC (pp. 387-391). Yuxuan Huang and Jussi Holopainen Recent advancements in Generative Artificial Intelligence (GenAI) and its promising impact on shaping humancomputer co-creativity relationships have attracted speculation on this issue. Despite a call for more design-oriented research and many works using critical and speculat
Cinema After Cinema
Ip, Y. Y., Fan, K., Shaw, J., Rodríguez, H., & Leino, O. T. (2024). Cinema After Cinema. Yuk Yiu IP and Olli Leino Reflecting cinema beyond its traditional screen-based form, CINEMA AFTER CINEMA reviews the media art project CINEMA 2.0, a decade-long showcase that explores cinema as a method and worldview co-curated by Ip Yuk Yiu and Kattie Fan. The book contains an anthology of writings by Ip, with additional contributing texts by Jeffrey Shaw, Hector Rodriguez, Olli Tapio L
Lyric Poetry in the Face of Posthumanism: An Analysis of Generative AI-Assisted Poetry Writing
Huang, Y., Shea, J., Howe, D. C., & Holopainen, J. (2025, June). Lyric Poetry in the Face of Posthumanism: An Analysis of Generative AI-Assisted Poetry Writing. In Proceedings of the 2025 Conference on Creativity and Cognition (pp. 762-773). Yuxuan Huang and Jussi Holopainen Generative AI seems poised to transform a wide range of endeavors once thought to be solely the domain of humans—from journalism to legal practice to creative expression—into collaborative activities invo
Temporal Agency and Timeplay in Video Games
Gopinath, K. K., & Holopainen, J. (2025, June). Temporal Agency and Timeplay in Video Games. In Conference Proceedings of DiGRA 2025: Games at the Crossroads. Karthik Kuduva Gopinath and Jussi Holopainen This paper examines temporal agency in video games, referred to as the player's ability to manipulate time within the game world, to make decisions, and to observe their consequences. Building on existing scholarship about ludic agency and ludic temporality, this paper utiliz
Follow My Logic: Generative AI Workflows in Designing for Serious Table-Top Games
Ma, L., Pan, M., Siu, V., Chang, X., Holopainen, J., Li, J., & LC, R. (2025, May). Follow My Logic: Generative AI Workflows in Designing for Serious Table-Top Games. In International Conference on Human-Computer Interaction (pp. 153-172). Cham: Springer Nature Switzerland. Jussi Holopainen Creating compelling and engaging tabletop games is a challenging process that requires deep understanding of game mechanics and aesthetic considerations. To facilitate novice game designers
A Bubble Inside an Anomaly: Looking Back at New Media (3000 BCE–2024 CE)
Aarseth, E. (2025, May). A Bubble Inside an Anomaly: Looking Back at New Media (3000 BCE–2024 CE). In Texts, Authority, and Authorship: From Ancient Scribal Culture and Oral Traditions to Digital Media. Espen Aarseth If it takes around fifty years for a new media technology, for example the printed book, to find its form (and longer for the waves of upheaval it creates to calm down), what kind of observations can we make if we zoom out, say, an order of magnitude or two? Boar
Toward a Phenomenology of Gameplay (as) Performance
LEINO, O. T., & Yu, H. A. O. (2025, April). Toward a Phenomenology of Gameplay (as) Performance. In Current Perspectives in Game Studies Spring/Summer 2025. Olli Leino and Morgan Yu
2024
An existential-phenomenology of gameplay (as) performance
Leino, O. T. (2024, October). An existential-phenomenology of gameplay (as) performance. In Central and Eastern European Game Studies conference (CEEGS 2024). Olli Leino
Play to make a city. Cultural-historical identities and affordances in videogame versions of Hong Kong
Barroso, D., & Holopainen, J. (2024, September). Play to make a city. Cultural-historical identities and affordances in videogame versions of Hong Kong. In Conference Proceedings of DiGRA 2024 Conference: Playgrounds. Diego Barroso and Jussi Holopainen With the spatial turn in cultural studies of the 80s and 90s, the idea of (historical) narratives embedded in spaces gained traction. This spatial turn has also come to the fore in video games, as they both create previously no
A semiotic framework for understanding abstract animations
Holopainen, J. P., Sun, X., & Hattler, M. (2024). A semiotic framework for understanding abstract animations. Punctum. International Journal of Semiotics, 10(1), 69-92. Jussi Holopainen, Xuqin Sun, and Max Hattler This paper presents a novel framework for understanding and analyzing semiotic processes in abstract animations. The framework builds on predictive processing, a paradigm in cognitive neuroscience proposing that perception, and consequently action and interaction, i
Level 66: the Arcade Project
Yuk Yiu Ip LEVEL 66: the Arcade Project is an experimental field of play and a game-inspired performance that explores issues of complicity, performativity and the human condition in 10 playful acts. https://www.ipyukyiu.com/lvl66
Dreamscaping: supporting creativity by drawing inspiration from dreams
Liu, S., LC, R., Fu, K., Wan, Q., Liu, P., & Holopainen, J. (2024, June). Dreamscaping: supporting creativity by drawing inspiration from dreams. In Proceedings of the 16th Conference on Creativity & Cognition (pp. 93-99). Jussi Holopainen Dreams are a source of inspiration for writers, artists, and creative professionals for generations, but recent Generative AI (GenAI) tools make it possible to use natural language to record details of dreams in image form for creativity su
On the phenomenology of computer game play (as) performance
LEINO, O. T. (2024, June). On the phenomenology of computer game play (as) performance. In Global Dialogues in Game Studies. Olli Leino Based on the premise that both stage performances and video games are "framed events"—vehicles of self-expression intended for an audience to observe—Lian Aili (Olli Leino) proposes adopting performance theory to examine game mechanics. He elaborates a phenomenology of games as performance across three dimensions: games as an existential real
Eternagram: probing player attitudes towards climate change using a ChatGPT-driven text-based adventure
Zhou, S., Hendra, L. B., Zhang, Q., Holopainen, J., & Lc, R. (2024, May). Eternagram: probing player attitudes towards climate change using a ChatGPT-driven text-based adventure. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (pp. 1-23). Jussi Holopainen Conventional methods of assessing attitudes towards climate change are limited in capturing authentic opinions, primarily stemming from a lack of context-specific assessment strategies and an
DBLtype
Yuk Yiu Ip <DBLtype> is an experimental video game that challenges your typing skills, English spelling, short-term memory and levels of complicity. https://www.ipyukyiu.com/dbltype
2023
“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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
2022
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
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
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
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
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
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
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
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
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
2021
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
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
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
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
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
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
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
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