2015
Arjoranta, Jonne
Real-time hermeneutics: Meaning-making in ludonarrative digital games Väitöskirja
Digitaalinen kulttuuri, Jyväskylän yliopisto, 2015, ISBN: 978-951-39-6164-0.
Abstract | Links | BibTeX | Avainsanat: computer games, definition, digital games, englanninkieliset väitöskirjat, Gadamer, game studies, Hans-Georg, hermeneutics, language-games, ludonarrative, Ludwig, meaning, narratology, role-playing games, sociology of language and religion, videogames, Wittgenstein
@phdthesis{Arjoranta2015,
title = {Real-time hermeneutics: Meaning-making in ludonarrative digital games},
author = {Jonne Arjoranta},
url = {http://urn.fi/URN:ISBN:978-951-39-6164-0},
isbn = {978-951-39-6164-0},
year = {2015},
date = {2015-01-01},
school = {Digitaalinen kulttuuri, Jyväskylän yliopisto},
abstract = {Digital games are a relatively new medium. While they have been around for over half a century, they only became a major part of the culture relatively late. Like every other medium before, games also have struggled to find an expressive language of their own. Some of the expressive styles of other media are still relevant for games, but new ones have to be created specifically for videogames.
This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.
This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.
This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.
Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.},
keywords = {computer games, definition, digital games, englanninkieliset väitöskirjat, Gadamer, game studies, Hans-Georg, hermeneutics, language-games, ludonarrative, Ludwig, meaning, narratology, role-playing games, sociology of language and religion, videogames, Wittgenstein},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.
This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.
This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.
Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.
Vanhala, Erno
The role of business model in computer game development organizations Väitöskirja
Ohjelmistotekniikka, Lappeenrannan teknillinen yliopisto, 2015, ISBN: 978-952-265-868-5.
Abstract | Links | BibTeX | Avainsanat: business model, case study, computer games, englanninkieliset väitöskirjat, grounded theory, organisation, startups, survey
@phdthesis{Vanhala2015,
title = {The role of business model in computer game development organizations},
author = {Erno Vanhala},
url = {https://urn.fi/URN:ISBN:978-952-265-868-5},
isbn = {978-952-265-868-5},
year = {2015},
date = {2015-01-01},
school = {Ohjelmistotekniikka, Lappeenrannan teknillinen yliopisto},
abstract = {The computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept.
In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model.
It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.},
keywords = {business model, case study, computer games, englanninkieliset väitöskirjat, grounded theory, organisation, startups, survey},
pubstate = {published},
tppubtype = {phdthesis}
}
In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model.
It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.
2012
Sedano, Carolina Islas
Hypercontextualized games Väitöskirja
Tietojenkäsittelytiede, Itä-Suomen yliopisto, 2012, ISBN: 978-952-61-0865-0.
Links | BibTeX | Avainsanat: computer games, computer-assisted instruction, Context-aware computing, educational innovations, englanninkieliset väitöskirjat, Learning, location-based services, mobile communication systems in education, mobile computing, non-formal education, Reality, system design, Trust
@phdthesis{IslasSedano2012,
title = {Hypercontextualized games},
author = {Carolina Islas Sedano},
url = {http://urn.fi/URN:ISBN:978-952-61-0865-0},
isbn = {978-952-61-0865-0},
year = {2012},
date = {2012-01-01},
school = {Tietojenkäsittelytiede, Itä-Suomen yliopisto},
keywords = {computer games, computer-assisted instruction, Context-aware computing, educational innovations, englanninkieliset väitöskirjat, Learning, location-based services, mobile communication systems in education, mobile computing, non-formal education, Reality, system design, Trust},
pubstate = {published},
tppubtype = {phdthesis}
}
2010
Lankoski, Petri
Character-driven game design: A design approach and its foundations in character engagement Väitöskirja
Media Lab, Aalto-yliopisto, 2010, ISBN: 0782-1832.
Abstract | Links | BibTeX | Avainsanat: character design, characters, computer games, design, englanninkieliset väitöskirjat, game design
@phdthesis{Lankoski2010,
title = {Character-driven game design: A design approach and its foundations in character engagement},
author = {Petri Lankoski},
url = {http://urn.fi/URN:ISBN:978-952-60-0004-6},
isbn = { 0782-1832},
year = {2010},
date = {2010-01-01},
school = {Media Lab, Aalto-yliopisto},
abstract = {In this study I propose a design approach for character-based games. In order to develop a design method for character-based games, I look at how games guide players and the playing experience (especially the relationship between formal features and playing experience). This design approach has been used in the design of the game Lies and Seductions.
Research implies that people react to human-like entities (e.g., game characters) as if they were people, including empathizing with characters. I argue that player characters can be used to guide the playing experience by limiting player choices. In addition, the system can make some things easier or more difficult to perform. This means that when the game system promotes or denotes some choices, the system can fix the personality traits of the character. These techniques support certain kinds of interpretation of the player character and of the game.
In this study, I argue that the relationship between the game system and the representation of characters should be taken into account. I use formal analysis in conjunction with theories of cognitive science to distinguish designable features and trace the possible implications of using these features within the design.
As the main results I introduce a character engagement model and a design approach (that is grounded to the character engagement model) for character-based games that integrate insights from dramatic writing for theatre. The proposed design approach focuses on character-driven conflicts.},
keywords = {character design, characters, computer games, design, englanninkieliset väitöskirjat, game design},
pubstate = {published},
tppubtype = {phdthesis}
}
Research implies that people react to human-like entities (e.g., game characters) as if they were people, including empathizing with characters. I argue that player characters can be used to guide the playing experience by limiting player choices. In addition, the system can make some things easier or more difficult to perform. This means that when the game system promotes or denotes some choices, the system can fix the personality traits of the character. These techniques support certain kinds of interpretation of the player character and of the game.
In this study, I argue that the relationship between the game system and the representation of characters should be taken into account. I use formal analysis in conjunction with theories of cognitive science to distinguish designable features and trace the possible implications of using these features within the design.
As the main results I introduce a character engagement model and a design approach (that is grounded to the character engagement model) for character-based games that integrate insights from dramatic writing for theatre. The proposed design approach focuses on character-driven conflicts.
2007
Hämäläinen, Perttu
Tietotekniikka, Teknillinen korkeakoulu, 2007, ISBN: 978-951-22-8705-5.
Abstract | Links | BibTeX | Avainsanat: animation, computer games, computer vision, englanninkieliset väitöskirjat, interaction design, mixed reality, music, signal processing, sports
@phdthesis{Hämäläinen2007,
title = {Novel applications of real-time audiovisual signal processing technology for art and sports education and entertainment},
author = {Perttu Hämäläinen},
url = {http://urn.fi/urn:nbn:fi:tkk-009128},
isbn = {978-951-22-8705-5},
year = {2007},
date = {2007-01-01},
urldate = {2007-01-01},
school = {Tietotekniikka, Teknillinen korkeakoulu},
abstract = {This thesis explores the possibilities of real-time audiovisual signal processing in the context of human-computer interfaces. Novel embodied interaction applications are presented, including two computer games controlled by body movements and voice, two computer games played by singing, software and an installation for creating clay animation, and interactive video "magic" mirrors for martial arts training. The common denominators for the case studies are 1) the use of cameras and microphones as the input devices, 2) processing and analyzing the audiovisual input to generate visual feedback that can make it easier for the users to detect and correct errors in their performance, and 3) a holistic approach to interaction design, including not only the user and a computer, but the context of interaction as well, e.g., the social setting and the differences between the real and the virtual environments.
In edutainment (education and entertainment) software, the interface sets the limits for the user's actions. The thesis demonstrates how embodied interaction can widen the scope of edutainment to encompass new skills, in this case martial arts, singing, and modelling and animating clay. The thesis also contributes to computer vision technology in the form of practical vision systems that interpret low-level image features according to the application context. For example, in Kick Ass Kung-Fu, an embodied martial arts game, several simultaneous users can fight against computer-generated virtual enemies. The players can wield weapons such as swords, and no specific clothing or markers are needed.},
keywords = {animation, computer games, computer vision, englanninkieliset väitöskirjat, interaction design, mixed reality, music, signal processing, sports},
pubstate = {published},
tppubtype = {phdthesis}
}
In edutainment (education and entertainment) software, the interface sets the limits for the user's actions. The thesis demonstrates how embodied interaction can widen the scope of edutainment to encompass new skills, in this case martial arts, singing, and modelling and animating clay. The thesis also contributes to computer vision technology in the form of practical vision systems that interpret low-level image features according to the application context. For example, in Kick Ass Kung-Fu, an embodied martial arts game, several simultaneous users can fight against computer-generated virtual enemies. The players can wield weapons such as swords, and no specific clothing or markers are needed.