13 research outputs found

    Seeing but not observing with Sherlock Holmes the Consulting Detective

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    It's quite exciting, said Sherlock Holmes, with a yawn. (A. Conan Doyle, A Study in Scarlet)</p

    Geek Cuisine: Extending the Narrative of a Junk Food Gamer

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    In this article, we argue that the pervading hegemonic narrative on gamers’ eating culture emphasizing hedonistic and fast foods is a one-sided storyline that highlights a potentially harmful gamer stereotype. To that end, we reveal the variety of gamers’ food consumption and broaden the narrative depicting the relationship between gamers and eating. Our literature review shows the dominance of the Junk Food Gamer narrative in extant research. However, by using a social constructionist narrative approach to analyze ethnographic observations and interviews, we show the emergence of an alternative, yet interrelated narrative: the Home Food Gamer. In addition, we utilize the idea of the Rubik's Cube to illustrate the actualization of multifaceted and contextually-bound gamer narratives that enable expanding the prevailing understanding of geek cuisine by shedding light on the variety of gamers’ food consumption. In this way, we participate in the ongoing discussion to unravel stereotypical assumptions about gamer culture.© The Author(s) 2023. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).fi=vertaisarvioitu|en=peerReviewed

    Pilot Study and Gamification Analysis of a Theory-based Exergame

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    A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration of its effectiveness. After technical improvements were made based on our findings, we reiterated the pilot study and analysed the gamification elements of the exergame by using Octalysis analysis. The overall findings suggest that a theory-based exergame can positively influence the self-efficacy of tweens towards physical activity. The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. This study provides valuable insights on future development and evaluation of gamified health interventions.</p

    Snacking Gamers

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    The digital games have become a major industry during last decades, and game-playing appears as an important leisure-time hobby for millions of consumers worldwide. In addition to playing at home, the serious gamers participate in LAN parties to join as a community of gamers for a weekend long event. While the popular culture connects gaming with the junk food and in many gaming events this seems to be true, we argue that this is just a half-truth. In this work-in-progress paper, we examine how the serious gamers eat during and outside the gaming events in relation to their mundane snacking practices. We introduce our research approach and the goals for a study that conducted in two LAN (Local Area Network) parties in Finland by observing and interviewing the participants (n=45). We aim to enrich existing discussions on the digital game-playing, eating practices, (un)healthy snacking and serious consumer communities.</p

    Foodscapeista gamescapeiksi : välipalat pelaamiskäytännöissä

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    Tutkimuksessa tarkastellaan pelaajien jokapäiväistä elämää etsimällä hetkiä, gamescapeja, joissa pelaamisen käytännöt yhdistyvät välipalojen kulutuskäytäntöihin. Näin pyritään vastaamaan näkemyksiin, joiden mukaan pelaamista tulisi tarkastella kokonaisvaltaisesti osana erilaisten ihmisten arkea moninaisissa tilanteissa ja ympäristöissä, osana kulttuurista kehystä. Työssä muodostetaan netnografisen metodologian avulla, arjen käytäntöihin ja tilallisuuteen perustuva gamescape-typologia: Tosissaan – Helposti energiaa, Yhdessä hauskaa – Herkuttelua tai kieltäytymistä, Liikkeellä – Eväät matkassa tai matkalta sekä Arjen välitilassa – Pelejä ja välipaloja. Työ rakentaa monipuolista kuvaa pelaajien arjesta ja siten rikkoo yksiulotteisia oletuksia pelaajien ruokakulttuurista. Tutkimus myös luo jatkotutkimusehdotuksia kulttuurisen pelitutkimuksen ja pelisuunnittelun kentälle.fi=vertaisarvioitu|en=peerReviewed

    Foodscapeista gamescapeiksi: Välipalat pelaamiskäytännöissä

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    Tutkimuksessa tarkastellaan pelaajien jokapäiväistä elämää etsimällä hetkiä, gamescapeja, joissa pelaamisen käytännöt yhdistyvät välipalojen kulutuskäytäntöihin. Näin pyritään vastaamaan näkemyksiin, joiden mukaan pelaamista tulisi tarkastella kokonaisvaltaisesti osana erilaisten ihmisten arkea moninaisissa tilanteissa ja ympäristöissä, osana kulttuurista kehystä. Työssä muodostetaan netnografisen metodologian avulla, arjen käytäntöihin ja tilallisuuteen perustuva gamescape-typologia: Tosissaan - Helposti energiaa, Yhdessä hauskaa - Herkuttelua tai kieltäytymistä, Liikkeellä - Eväät matkassa tai matkalta sekä Arjen välitilassa - Pelejä ja välipaloja. Työ rakentaa monipuolista kuvaa pelaajien arjesta ja siten rikkoo yksiulotteisia oletuksia pelaajien ruokakulttuurista. Tutkimus myös luo jatkotutkimusehdotuksia kulttuurisen pelitutkimuksen ja pelisuunnittelun kentälle. </p

    The Role of Prosumers in the Evolution of a Software Ecosystem: Case Steam

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    This paper examines two questions: what is the role of active users or prosumers—i.e. users who consume as well as produce—in the transformation of a software ecosystem during its lifespan, and how does a digital marketplace transform into an ecosystem. This approach departs from the extant literature where consumers of an ecosystem are often treated only as passive participants. In this study, the role of prosumers is studied by portraying the transformation of Steam, by Valve Corporation, and discussed how it fits in the current field of software ecosystem research as well as what has been the impact of prosumers in its transformation process. The results from this case highlight the importance of users’ active role in the evolution. Besides the discussion on the status of prosumers and the ecosystem evolution, the inner structure of this ecosystem is highlighted in the findings.proofPeer reviewe

    Proceedings of the International Workshop on Software-intensive Business: Start-ups, Ecosystems and Platforms (SiBW 2018)

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    This paper examines two questions: what is the role of active users or prosumers —i.e. users who consume as well as produce—in the transformation of a software ecosystem during its lifespan, and how does a digital marketplace transform into an ecosystem. This approach departs from the extant literature where consumers of an ecosystem are often treated only as passive participants. In this study, the role of prosumers is studied by portraying the transformation of Steam , by Valve Corporation, and discussed how it fits in the current field of software ecosystem research as well as what has been the impact of prosumers in its transformation process. The results from this case highlight the importance of users’ active role in the evolution. Besides the discussion on the status of prosumers and the ecosystem evolution, the inner structure of this ecosystem is highlighted in the findings.</p

    GAME-ON'2018: 19th International Conference on Intelligent Games and Simulation

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    Game User Experience And Player-Centered Design

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    For over a decade now game research has aimed at describing the game experience by attempting to see it from one perspective. In this paper, we collect, analyse, and merge together this work. As a result, we claim that a game experience is composed of three pairs of elements, none of which can be removed, or the systemin question is no longer a game. These elements are: (1) the game mechanics and action, (2) storyworld and narrative, and (3) aesthetics and sensory stimulus. This model can be illustrated in the formof a gem that encloses the fantasy and immersion of a game. Apart from games, this model is applicable to all kinds of storytelling, particularly interactive kinds. Beyond games, the different facets of the gem can be used by ignoring elements absent in the given narrative media.
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