Title: University of Tampere / SIS / TRIM Game Research Lab - games and player research group
1University 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
2Background
- 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
3Evolution of digital games, 1971-2012
4The 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
5Example frequency of game play (Finland, 2011)
Source Player Barometer 2011 (Karvinen Mäyrä)
6Distribution of digital play in age groups
(Finland, averages of 2009-2011, n3335)
Source Player Barometer 2011 (Karvinen Mäyrä)
7Research 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
8GameLab 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)
9GameLab 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
10Research 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)
11Some 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
12Kultima, Paavilainen et al GameSpace game idea
toolset
Ermi Mäyrä SCI-model (sensory-challenge-imagina
tive immersion in player experience)
13Ongoing 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)
14More 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)