2020
Nylund, Niklas
Game heritage: Digital games in museum collections and exhibitions Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto, 2020, ISBN: 978-952-03-1697-6.
Abstract | Links | BibTeX | Avainsanat: cultural heritage, englanninkieliset väitöskirjat, game heritage, games, heritagization, museums, play, playing, preservation, reflexiveness
@phdthesis{Nylund2020,
title = {Game heritage: Digital games in museum collections and exhibitions},
author = {Niklas Nylund},
url = {https://urn.fi/URN:ISBN:978-952-03-1697-6},
isbn = {978-952-03-1697-6},
year = {2020},
date = {2020-02-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto},
abstract = {Digital games are undergoing a process of heritagization, as demonstrated by how they are increasingly displayed in exhibitions and preserved in heritage institution collections, not to mention engaged with by numerous heritage communities both online and offline. What is lacking, however, is a critical understanding of what constitutes game heritage and how it is produced by the stakeholders involved. In order to provide a critical framework for thinking and working with games as heritage, this dissertation engages in theory building and conceptualizations around key heritagization issues.
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.},
keywords = {cultural heritage, englanninkieliset väitöskirjat, game heritage, games, heritagization, museums, play, playing, preservation, reflexiveness},
pubstate = {published},
tppubtype = {phdthesis}
}
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
Bopp, Julia Ayumi
Tietojenkäsittelytiede, Aalto-yliopisto, 2020, ISBN: 978-952-64-0112-6 .
Abstract | Links | BibTeX | Avainsanat: aesthetic emotion, emotion, englanninkieliset väitöskirjat, games, player experience
@phdthesis{Bopp2020,
title = {Aesthetic emotions in digital games: The appeal of moving, challenging, and thought-provoking player experiences},
author = {Julia Ayumi Bopp},
url = {http://urn.fi/URN:ISBN:978-952-64-0112-6},
isbn = {978-952-64-0112-6 },
year = {2020},
date = {2020-01-01},
school = {Tietojenkäsittelytiede, Aalto-yliopisto},
abstract = {Film, music, literature, and the visual arts are all acclaimed for their capacity to afford emotionally rich experiences, including aesthetic emotions typically considered negative and challenging. Games, in contrast, have been argued to be less effective at evoking a similarly broad spectrum of emotions due to their inherent focus on gameplay and mechanics. Concurrently, efforts in player-computer interaction have mostly concentrated on fun, flow, and need satisfaction. As a consequence, several empirical and conceptual gaps in our understanding of the player experience remain: We know little about what kind of aesthetic emotions players feel, to what extent they value such experiences, how games evoke these emotions, and what the outcomes of such experiences may be.
This thesis addresses these research gaps in five empirical studies. Results from Publication I, Publication II, and Publication III showcase that players experience a range of aesthetic emotions in games, typically associated with other art forms. Games also afford unique aesthetic emotions, such as remorse and a sense of responsibility. Publication I and Publication III highlight that players enjoy and appreciate such aesthetic emotional experiences, in some instances, precisely because of games evoking intense negative feelings. Moreover, Publication I, Publication II, and Publication III identify means through which games facilitate aesthetic emotions, including tough decisions, as well as attachment to and loss of game characters. Players' personal experiences and memories also shape the gaming experience, highlighting how games can profoundly impact players in different ways. Notably, Publication IV showcases games' potential for affording aesthetic epistemic emotions, experiences that prompt reflection on the self and others. Finally, Publication V provides insights on how a VR game specifically designed to stimulate reflection fostered understanding and empathy for others in distress, both in-game and in real-life.
This thesis contributes to empirical and conceptual problem-solving in player-computer interaction. First, it provides empirically based descriptions of the hitherto little explored phenomenon of aesthetic emotions in games and their potential outcomes. Second, it contributes to a more nuanced understanding of positive player experience and helps to clarify concepts such as emotional challenge and character attachment. Finally, the thesis highlight game aspects that play an important role in affording aesthetic emotional experiences, and outlines avenue for future research.},
keywords = {aesthetic emotion, emotion, englanninkieliset väitöskirjat, games, player experience},
pubstate = {published},
tppubtype = {phdthesis}
}
This thesis addresses these research gaps in five empirical studies. Results from Publication I, Publication II, and Publication III showcase that players experience a range of aesthetic emotions in games, typically associated with other art forms. Games also afford unique aesthetic emotions, such as remorse and a sense of responsibility. Publication I and Publication III highlight that players enjoy and appreciate such aesthetic emotional experiences, in some instances, precisely because of games evoking intense negative feelings. Moreover, Publication I, Publication II, and Publication III identify means through which games facilitate aesthetic emotions, including tough decisions, as well as attachment to and loss of game characters. Players' personal experiences and memories also shape the gaming experience, highlighting how games can profoundly impact players in different ways. Notably, Publication IV showcases games' potential for affording aesthetic epistemic emotions, experiences that prompt reflection on the self and others. Finally, Publication V provides insights on how a VR game specifically designed to stimulate reflection fostered understanding and empathy for others in distress, both in-game and in real-life.
This thesis contributes to empirical and conceptual problem-solving in player-computer interaction. First, it provides empirically based descriptions of the hitherto little explored phenomenon of aesthetic emotions in games and their potential outcomes. Second, it contributes to a more nuanced understanding of positive player experience and helps to clarify concepts such as emotional challenge and character attachment. Finally, the thesis highlight game aspects that play an important role in affording aesthetic emotional experiences, and outlines avenue for future research.
2017
Koivisto, Jonna
Learning clinical reasoning through game-based simulation: Design principles for simulation games Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. , 2017, ISBN: 978-952-03-0550-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, games, gamification, information systems, motivation
@phdthesis{Koivisto2017b,
title = {Learning clinical reasoning through game-based simulation: Design principles for simulation games},
author = {Jonna Koivisto},
url = {https://urn.fi/URN:ISBN:978-952-03-0550-5},
isbn = {978-952-03-0550-5},
year = {2017},
date = {2017-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. },
abstract = {Gamification is a design approach that draws from game design in order to induce gameful experiences in different contexts, and has become a trending topic in the industry and academia in recent years. Increasing numbers of products and services are being designed to include some gameful elements with the goal of inducing experiences such as mastery, enjoyment, flow or relatedness, in addition to their core functions. The concept can be traced to a larger development of gamification in culture and society where games and game play have become a mainstream entertainment form and are increasingly permeating all aspects of our daily lives.
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.},
keywords = {englanninkieliset väitöskirjat, games, gamification, information systems, motivation},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.
2011
Storgårds, Jan
Tietojärjestelmätiede, Aalto-yliopisto, 2011, ISBN: 978-952-60-4087-5.
Abstract | Links | BibTeX | Avainsanat: brands, consumers, englanninkieliset väitöskirjat, evaluation, games, information systems, knowledge
@phdthesis{Storgårds2011,
title = {Brand equity of digital games: The influence of product brand and consumer experiences as sources of unique value},
author = {Jan Storgårds},
url = {http://urn.fi/URN:ISBN:978-952-60-4087-5},
isbn = {978-952-60-4087-5},
year = {2011},
date = {2011-01-01},
school = {Tietojärjestelmätiede, Aalto-yliopisto},
abstract = {By demonstrating something unique a product stands out from the mass. This is the starting point of brand awareness, which exerts influence over consumers’ product evaluation processes. Particularly in the digital games industry, the creation of unique value is vital as games utilize intangible modes of distribution lacking physical form, which ultimately leads to difficulties in highlighting and facilitating evaluation of a game’s defining characteristics. The objective of this thesis is to determine and conceptualize how a game functions as a source of unique value.
A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios.
Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers.
The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value.
Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass.},
keywords = {brands, consumers, englanninkieliset väitöskirjat, evaluation, games, information systems, knowledge},
pubstate = {published},
tppubtype = {phdthesis}
}
A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios.
Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers.
The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value.
Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass.