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- research-articleOctober 2024
Gamification of walking in nature: A field experiment with Pokémon GO Routes
- Samuli Laato,
- Sampsa Rauti,
- Bastian Kordyaka,
- Konstantinos Papangelis,
- Sangwon Jung,
- Timo Nummenmaa,
- Juho Hamari
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 310, Pages 1–25https://doi.org/10.1145/3677075There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people to do so. Past research has showed that gamified map-based apps and location-based games (LBGs) have the capability to ...
- demonstrationOctober 2024
Space Probe Retrieval: A LiDAR-Based Augmented Reality Game for Forest Data Collection
CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in PlayPages 340–345https://doi.org/10.1145/3665463.3678835The addition of LiDAR sensors to consumer smartphones and tablets, such as iPhone 12 and later models, has enabled users to generate and collect point cloud data of their physical environment. This development has opened up opportunities for a playful ...
- posterOctober 2024
Gamification to Motivate the Crowdsourcing of Dynamic Nature Data: A Field Experiment in Northern Europe
Mindtrek '24: Proceedings of the 27th International Academic Mindtrek ConferencePages 230–234https://doi.org/10.1145/3681716.3689440Contemporary map services such as Google Maps and OpenStreetMaps contain static representations of the world. In addition, these services may contain dynamic data, such as information of traffic jams and sudden changes in opening hours of businesses. ...
- research-articleJuly 2023
Fair neighbor embedding
ICML'23: Proceedings of the 40th International Conference on Machine LearningArticle No.: 1147, Pages 27564–27584We consider fairness in dimensionality reduction (DR). Nonlinear DR yields low dimensional representations that let users visualize and explore high-dimensional data. However, traditional DR may yield biased visualizations overemphasizing relationships of ...
- research-articleMay 2021
Towards the Next Generation of Gaming Wearables
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 444, Pages 1–15https://doi.org/10.1145/3411764.3445785Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bolstering performativity, facilitating social interaction, and accommodating distinct interaction modalities. Still, these studies focused on contexts ...
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- research-articleAugust 2019
Social features in hybrid board game marketing material
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital GamesArticle No.: 67, Pages 1–8https://doi.org/10.1145/3337722.3341864This paper identifies 7 key social features which appear in the marketing and promotional material of hybrid board games. The features are identified by exploring sources such as game websites and game boxes of 13 hybrid board game products. The ...
- research-articleAugust 2019
Game postmortems vs. developer Reddit AMAs: computational analysis of developer communication
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital GamesArticle No.: 22, Pages 1–7https://doi.org/10.1145/3337722.3337727Postmortems and Reddit Ask Me Anything (AMA) threads represent communications of game developers through two different channels about their game development experiences, culture, processes, and practices. We carry out a quantitative text mining based ...
- ArticleDecember 2018
A Player Behavior Model for Predicting Win-Loss Outcome in MOBA Games
AbstractMultiplayer Online Battle Arena (MOBA) game is currently one of the most popular genres of online games. In a MOBA game, players in a team compete against an opposing team. Typically, each MOBA game is a larger battle composed of a series of ...
- research-articleNovember 2016
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 26, Pages 1–6https://doi.org/10.1145/3001773.3001798The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in ...
- research-articleOctober 2016
Building finnish game jam community through positive social facilitation
AcademicMindtrek '16: Proceedings of the 20th International Academic Mindtrek ConferencePages 433–440https://doi.org/10.1145/2994310.2994363In this paper we present the findings of a case study of Finnish Game Jam. Finnish Game Jam is a game creation event organized as a Global Game Jam event in Finland. The development of the Finnish jamming scene has been strong for the past six years ...
- research-articleMarch 2016
Design Constraints in Game Design Case: Survival Mode Game Jam 2016
GJH&GC '16: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation EventsPages 22–29https://doi.org/10.1145/2897167.2897174In this paper, we present the findings of an interview study of game developers participating to a constrained game development event, Survival Mode 2016 game jam. Survival Mode 2016 was organized in Finnish Lapland as the northernmost jamming site of ...
- research-articleNovember 2015
Need to touch, wonder of discovery, and social capital: experiences with interactive playful seats
ACE '15: Proceedings of the 12th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 10, Pages 1–12https://doi.org/10.1145/2832932.2832959In this article we present findings from a design experiment of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our two ...
- research-articleSeptember 2015
OASIS deck of cards: house of colleagues: a playful experiment on community building
- Timo Nummenmaa,
- Annakaisa Kultima,
- Ville Kankainen,
- Sampo Savolainen,
- Antti Syvänen,
- Kati Alha,
- Frans Mäyrä
AcademicMindTrek '15: Proceedings of the 19th International Academic Mindtrek ConferencePages 2–9https://doi.org/10.1145/2818187.2818296A research experiment to facilitate playful interaction and community learning within an academic organization of about 170 employees was conducted. A 2-player card game including 61 'staff character cards' and 39 question cards was implemented to be ...
- research-articleNovember 2014
Goofy Mus, Grumpy Mur and Dirty Muf: Talking Playful Seats with Personalities
ACE '14 Workshops: Proceedings of the 2014 Workshops on Advances in Computer Entertainment ConferenceArticle No.: 9, Pages 1–4https://doi.org/10.1145/2693787.2693790The article discusses the concept of MurMur Moderators, talking playful seats designed to facilitate playful atmosphere and creativity at office environments. The concept of MurMur Moderators consists of five different personalities, grumpy Mur, goofy ...
- research-articleNovember 2014
MurMur moderators, the talking playful seats
AcademicMindTrek '14: Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & ServicesPages 231–237https://doi.org/10.1145/2676467.2676505In this article we present the concept of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our first prototype, and our ...
- ArticleAugust 2013
Applying lehman's laws to game evolution
IWPSE 2013: Proceedings of the 2013 International Workshop on Principles of Software EvolutionPages 11–17https://doi.org/10.1145/2501543.2501546Computer games are a genre of software systems that in many ways differs from more traditional applications. In particular, when designing games, the end result of game development resembles work of art rather than that of engineering, emphasizing the ...
- research-articleNovember 2011
Social and privacy aspects of a system for collaborative public expression
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 23, Pages 1–8https://doi.org/10.1145/2071423.2071452In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows ...
- research-articleAugust 2011
Supporting agile development by facilitating natural user interaction with executable formal specifications
ACM SIGSOFT Software Engineering Notes (SIGSOFT), Volume 36, Issue 4Pages 1–10https://doi.org/10.1145/1988997.2003643Agile development benefits from fast feedback from various stakeholders. If implemented in a suitable way, formal methods can enhance the agile development process. With an executable formal specification, it is possible to analyse and simulate the ...
- ArticleDecember 2009
Exploring Games as Formal Models
SEEFM '09: Proceedings of the 2009 Fourth South-East European Workshop on Formal MethodsPages 60–65https://doi.org/10.1109/SEEFM.2009.15Computer games have become increasingly complex. Modern game specifications need to accommodate many detailed design documents, which results in increasing complexity. Complex games are difficult to understand, maintain and update, but their software ...
- research-articleOctober 2009
Simulation as a game design tool
ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment TechnologyPages 232–239https://doi.org/10.1145/1690388.1690427In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly ...