- Digital Games and Media
- Educational Games and Gamification
- Artificial Intelligence in Games
- Impact of Technology on Adolescents
- Social and Educational Sciences
- Species Distribution and Climate Change
- Teaching and Learning Programming
- Innovative Human-Technology Interaction
- Child Development and Digital Technology
- Education and Technology Integration
- Wikis in Education and Collaboration
- Hungarian Social, Economic and Educational Studies
- Digital Platforms and Economics
- Innovative Teaching and Learning Methods
- Fire effects on ecosystems
- Sexuality, Behavior, and Technology
- Research in Social Sciences
- Multimedia Communication and Technology
- Mathematics Education and Teaching Techniques
- Ecology and Vegetation Dynamics Studies
- Animal and Plant Science Education
- Conservation, Ecology, Wildlife Education
- Education, Sociology, Communication Studies
- Rangeland and Wildlife Management
- Gender, Feminism, and Media
University of Turku
2024
Tour du Valat
2024
University of Gothenburg
2002-2019
University of Skövde
2019
This article explores the argument that video games by their nature are good learning environments. By applying ecological approach to perception and gameplay, describes gaming as a perception–action cycle, i.e., an interplay between seeing using affordances. notion of how gameplay functions is then used in order discuss different design features games, it claimed can be designed so players able discover utilize affordances without always having develop skills knowledge. Compared many other...
This paper outlines a framework for understanding gameplay from the perspective of ecological psychology. According to this perspective, can be described in terms perceiving, acting on and transforming affordances that are related game system or other players game. Challenges games have an emphasis perceiving suitable actions and/or performing actions, often with one aspect. For example, many board games, strategy puzzle challenge is perceive appropriate while sports, multiplayer shooter...
Abstract On the basis of ten months fieldwork studying a role‐playing guild in game World Warcraft , this article shows that contrary to idea virtual worlds are seductive illusions, technology does not necessarily support players' feelings being immersed fictional worlds. Applying Goffman's frame theory, author explains how role‐players actively upkey elements from primary frameworks order create and uphold world. This kind narrative immersion is rather hindered than facilitated by technology.
Background and aim. Previous literature has discussed tensions between the field of game design education. It been emphasized that it is important to address this tension when developing based learning (GBL). In order find potential ways approaching problem, we investigate development GBL performed by those who have both pedagogical content knowledge (PCK) experience in development. Method. Two case studies about serious games production were conducted, a section at national defense college...
There can be no doubt that computer games are artefacts with an increasing importance for our culture. Game design is one of the prime movers development information technology and leading way other sectors. Computer have brought us cultural activities were technically impossible before. We now possibility to manipulate interact people from all over world in a virtual game space constituted realistic photographic images. These new created some uneasiness among educators, researchers,...
Abstract Computer and video gaming are social activities, where people with different backgrounds, nationalities ages meet. Research dating back to the early years of online proposed that individual backgrounds were especially irrelevant that, consequently, games could be arenas for exploring new identities, gender relations sexualities. Taking this as a starting point, we report in article from an interview study. The results confirm is activity participants’ might largely ignored. This...
In this article we report an autoethnographic study of pickup groups (PUGs) in the game Left 4 Dead 2 (L4D2). The focuses on how PUGs as social arenas are constituted by their participants and role design plays structuring interaction. We use Goffman’s idea that activities surrounded a metaphorical frame together with understanding gameplay patterns order to analyze inclusion exclusion, positions relation between context players’ “wider worlds.” case L4D2 pattern Symbiotic Player...
A common argument about computer games and learning is that the commitment gamers have might be transformed used in educational practices. In order to unpack gamers' commitment, present study investigates collaboration a Multiplayer Online Role-Playing Game (MMORPG). It practices expose their everyday gaming activities knowledge domains. Drawing on detailed descriptions of team practices, paper highlights MMORPGs are hands-on experts handling game interface. Their expertise skilled stances...
This study was done as a part of larger research project where the interest on exploring if and how gameplay design could give informative principles to educational activities. The researchers conducted series studies trying map game mechanics that had special quality being inclusive, i.e., playable by diverse group players. specific focused designing cooperative board with goal implementing anonymity mechanic. Inspired patterns methodology (Bjork & Holopainen 2005a; 2005b; Bjork 2008), from...
Abstract Storytelling in games the early years of game studies was seen as being conflict with gameplay. Departing from that debate, I argue it is productive to see video a composite form supporting different frames for involvement. Against this backdrop article reports an interview study developers, asking what means author stories form. The main results show developers do not storytelling defining trait games, but component whole product. display specific gaze how players shift their...
In this paper we report an ethnographic study of Pick Up Groups (PUGs) in the game Left 4 Dead 2. Our aim with is to contribute a deeper understanding how these new social arenas are constituted by its’ participants and role design plays structuring encounters. As deliberate attempt go beyond discussion studies field about formalism versus play studies, use both concepts from micro-sociology as well our analytical framework. results shows that dynamics PUG can be understood relation players...
Games, whether they are digital games, tabletop games or sports, basically challenge two aspects of human nature: our ability to choose appropriate actions and perform actions. Expressed in theoretical terms constituted by exploratory performatory challenges. I will claim that this distinction is the key understanding experience playing a specific game what kind skills knowledge demands its player. In talk build upon order discuss following themes: