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University of Tampere / SIS / TRIM Game Research Lab - games and player research group

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University of Tampere / SIS / TRIM Game Research Lab - games and player research group Frans M yr , frans.mayra_at_uta.fi PhD, Professor of Hypermedia, – PowerPoint PPT presentation

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Title: University of Tampere / SIS / TRIM Game Research Lab - games and player research group


1
University of Tampere / SIS / TRIMGame Research
Lab- games and player research group
  • Frans Mäyrä, frans.mayra_at_uta.fi
  • PhD, Professor of Hypermedia, esp. Digital
    Culture and Game Studies

2
Background
  • Game research is currently an expanding,
    interdisciplinary field
  • Particularly the tradition of cultural studies
    into the uses, value and significance of digital
    games is strong in the Nordic countries (Game
    Studies)
  • In contrast to e.g. educational research, these
    lines of inquiry are interested in understanding
    the operation of games as an interactive art form
  • The creative potentials of games lie both in
    their design (game mechanics, game world) and in
    the play practices of game players, and player
    communities

3
Evolution of digital games, 1971-2012
4
The role of digital games in a society
  • Traditionally puzzles, riddles, poetry, ritual
    and play have mixed in the lives of adults and
    children alike
  • Modern society created sharper divisions between
    work and leisure, demoted play more into a
    childrens activity
  • Creation of computer and video games has meant
    powerful growth of new play forms, birth of
    extensive virtual worlds
  • Today, it is easier to find people who play
    digital games rather than those who do not
  • More active among those under 40 years of age,
    but even 70-75 year olds have reported increasing
    gameplay

5
Example frequency of game play (Finland, 2011)
Source Player Barometer 2011 (Karvinen Mäyrä)
6
Distribution of digital play in age groups
(Finland, averages of 2009-2011, n3335)
Source Player Barometer 2011 (Karvinen Mäyrä)
7
Research questions
  • How much the Finnish people play, and what kind
    of games they play, and how?
  • What do different games mean to different people,
    and how they use games in their everyday life?
  • What kind of changes are taking place in digital
    gaming?
  • What kind of practices and tools for idea
    generation and idea management game developers
    have?
  • How social media and games mix together?
  • How games and playfulness can be used in other
    areas, such as learning or communication?
  • What is characteristic of Finnish game cultures,
    and the cultures of Finnish game development?
  • And many more basic and applied research
    questions

8
GameLab history and background
  • Culturally and socially oriented research of new
    media, its use, design and significance
  • History in research work done during 1980s and
    1990s in the Department of Arts Literature,
    then in the Hypermedia Laboratory, INFIM - now
    SIS/TRIM
  • Since early 2000s, games research has been a
    strong focus area within interactive
    media/hypermedia, along with rapid international
    development of the research field
  • During 2002-2011, the number of externally funded
    research development projects in games and
    digital culture 33
  • Over 100 publications, several original game
    prototypes as well as international and domestic
    conferences and seminars
  • The international Digital Games Research
    Association - DiGRA was established on
    UTA/GameLab initiative (www.digra.org)

9
GameLab research areas
  • Work is based on a multidisciplinary team,
    combining approaches from several mutually
    complementary academic disciplines
  • Special focus on socio-cultural research in 1)
    Player research (2) Game research analysis, 3)
    Game design
  • Interests overlap in key areas player experience
    research and in game culture studies
  • Research has also been applied into education (of
    games literacy, learning games) and within
    future-oriented research into the design of
    services, applications and technologies
  • Currently 1 professor, 2 post-docs, 7 PhD
    researchers, 11 project researchers/research
    assistants, 1 visiting researcher

10
Research infrastructure
  • Games (board, card, dice games, video and
    computer games, handheld mobile games)
  • Gaming devices (PS2, GameCube, Xbox, Xbox360,
    Nintendo DS, Wii, PS3, gaming phones etc.)
  • Research equipment and special software (e.g.
    Noldus Video Observer Pro mobile lab setup,
    Noldus Theme, Biopac MP100 based solution for
    psycho-physiological data gathering and analysis,
    focused on ECG GSR)
  • Research library, with the key books, reports and
    conference proceedings volumes published in game
    studies
  • An dedicated publication and research service
    online (under gamelab.uta.fi domain)

11
Some key findings
  • Components of game experiences found to be
    complex and multi-layered
  • Motivations of gameplay vary from
    immersion-driven to social motivations and
    everyday needs of relaxation
  • Multiple new methods created for data gathering
    as well as experimental game design ideation
    purposes
  • Transformations of digital play currently related
    to digital distribution, social network services
    (e.g. Facebook) and ubiquitous/pervasive
    technologies

12
Kultima, Paavilainen et al GameSpace game idea
toolset
Ermi Mäyrä SCI-model (sensory-challenge-imagina
tive immersion in player experience)
13
Ongoing recent research projects
  • IPerG Integrated Project on Pervasive Gaming,
    2004-2008 European Commission and the
    consortium, 454 545 euros
  • Pelit palveluiksi Games as Services, 2008-2010
    Tekes companies, 353 728 euros
  • Verkkorahapelaamisen muodonmuutos, 2008-2009
    STM, 67 000 euros
  • Transformation of Digital Play, 2008-2011 Tekes
    consortium of companies, 575 978 euros (GaIn
    SoPlay)
  • GIIP, Games Industry Innovation Processes,
    2009-2011, Tekes consortium of companies, 97
    000 euros
  • Creation of Game Cultures The Case of Finland,
    2009-2012 Academy of Finland, 291 000 euros
    (includes e.g. the national Pelaajabarometri
    survey, published annually)
  • YouSat, 2009-2011 Nordic Innovation Centre NICe,
    38 423 euros
  • Triangle The Challenges of Social Media to the
    Design of Game Services, 2011-2012 Tekes
    consortium of companies, 175 000 euros
  • Play Society Next Media SHOK Tekes consortium
    of companies, 35 800 euros
  • RYM - Built Environment Innovations Tekes
    consortium of companies, 75 433 euros
  • Active Learning Spaces Tekes consortium of
    companies, 108 915 euros
  • The User Experience in the Future Playful Hybrid
    Services (Hybridex) Tekes strategic research
    opening, 210 000 euros
  • (Current competetive research funding, total of
    4 893 462 euros)

14
More information
  • Contact details
  • TRIM, Research Center, www.trim.fi
  • Game Research Lab web site gamelab.uta.fi
    http//www.facebook.com/UTAgamelab
  • Professor Frans Mäyrä, frans.mayra_at_uta.fi, gsm
    050 336 7650, www.uta.fi/frans.mayra/
    www.fransmayra.fi (blog)
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