Publications

Game Research Lab selected publications 2002 – 2015.

This is a selected publication list of the Gamelab research team. You can find individual researcher’s full publication lists from the Researchers page. See also the list of Gamelab PhD and Master’s theses.

2015

Hamari, J., Keronen, L., & Alha, K. (2015). Why do people play games? – A review of empirical studies on game adoption and use. In Proceedings of the 48th Hawaii International Conference on System Sciences, Hawaii, USA, January 5-8, 2015.

Hamari, J., & Nousiainen, T. (2015). Why Do Teachers Use Game-Based Learning Technologies? – The Role of Individual and Institutional ICT Readiness. In Proceedings of the 48th Hawaii International Conference on System Sciences, Hawaii, USA, January 5-8, 2015.

2014

Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-Play Games: Professionals’ Perspectives. In Proceedings of Nordic Digra 2014, Gotland, Sweden, May 29, 2014.

Hamari, J., Huotari, K., & Tolvanen, J. (2014). Gamification and economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press.

Hamari, J., & Koivisto, J. (2014). Measuring Flow in Gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, 133-143.  DOI: 10.1016/j.chb.2014.07.048

Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do Persuasive Technologies Persuade? – A Review of Empirical Studies. In: Spagnolli, A. et al. (Eds.), Persuasive Technology, LNCS 8462 (pp. 118-136). Springer International Publishing Switzerland. DOI: 10.1007/978-3-319-07127-5_11

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014. DOI: 10.1109/HICSS.2014.377

Hamari, J., & Tuunanen, J. (2014). Player Types: A Meta-synthesis. Transactions of the Digital Games Research Association, 1 (2), 29-53.

Harviainen, J. T., Lainema, T. & Saarinen, E. (2014). Player-reported impediments to game-based learning. Transactions of the Digital Games Research Association, 1 (2), 55-83.

Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. DOI: 10.1016/j.chb.2014.03.007

Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., & Karvonen, K. (2014). Transparency of Intentions Decreases Privacy Concerns in Ubiquitous Surveillance. Cyberpsychology, Behavior, and Social Networking, 17 (10), 633-638.

Paavilainen, J., Korhonen, H., & Alha, K. (2014). Common Playability Problems in Social Network Games. In Proceedings of CHI ’14 Extended Abstracts on Human Factors in Computing Systems. DOI: http://dl.acm.org/citation.cfm?doid=2559206.2581336

Paavilainen, J., Alha, K. & Korhonen, H. (2014). Domain-Specific Playability Problems in Social Network Games. International Journal of Arts & Technology special issue on Advances on Computer Entertainment (in print).

Shernoff, D. J., Hamari, J., & Rowe, E. (2014). Measuring Flow in Educational Games & Gamified Learning Environments. In Proceedings of EDMedia World Conference on Educational Media and Technology, Tampere, Finland, June 23-26, 2014.

Tyni, H. & Sotamaa, O. (2014). Assembling a game development scene? Uncovering Finland’s largest demo party. Game: The Italian Journal of Game Studies 1 (3), 109-119. URL: http://www.gamejournal.it/issues/game-n-32014/#.U-nuImOTK8F

Tyni H. & Sotamaa O. (2014). Material Culture and Angry Birds. In Proceedings of DiGRA Nordic 2014, Visby, Sweden, May 29-30, 2014.

Stenros, J. (2014).In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play. Transactions of Digital Games Research Association, 1(2), 147-185. URL: http://todigra.org/index.php/todigra/article/view/10/27

2013

Hamari, J. (2013). Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research and Applications, 12 (4), 236-245.

Hamari, J. (2013). Pelillistäminen. In J. T. Harviainen, M. Meriläinen & T. Tossavainen (Eds.) Pelikasvattajan käsikirja. Helsinki: Mediakasvatus- ja kuvaohjelmakeskus.

Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands, June 5–8, 2013. DOI: http://aisel.aisnet.org/ecis2013_cr/105

Harviainen, J. T., Lainema, T., Suominen, J. & Soinila, E. (2013). Editorial: Development of a Finnish community of game scholars. Simulation & Gaming, 44(6), 762-766.

Harviainen, J. T., Meriläinen, M. & Tossavainen, T. (Eds.) (2013). Pelikasvattajan käsikirja. Helsinki: Mediakasvatus- ja kuvaohjelmakeskus.

Harviainen, J. T. & Savonsaari, R. (2013). Larps in high schools. In A. Moseley & N. Whitton (Eds.), New traditional games for learning (pp 134-145). London: Routledge.

Mäyrä, F., van Looy, J., & Quandt, T. (2013). Disciplinary Identity of Game Scholars: An Outline. In Proceedings of DiGRA 2013 – DeFragging Game Studies. Atlanta, GA, USA: DiGRA. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/paper_146.pdf

Paavilainen, J., Hamari, J., Stenros, J. & Kinnunen, J. (2013). Social Network Games: Players’ Perspectives. Simulation & Gaming 44 (6), 794-820. URL: http://sag.sagepub.com/content/early/2013/12/24/1046878113514808

Stenros, J. (2013). Between Game Facilitation and Performance: Interactive Actors and Non-Player Characters in Larps. International Journal of Role-Playing, No. 4, 78-95.

Tyni, H., Kultima, A. & Mäyrä, F. (2013). Dimensions of Hybrid in Playful Products. Proceedings of 17th International Academic MindTrek Conference (October 3, 2013). ACM, New York.

2012

Harviainen, J. T. (2012). Ritualistic games, boundary control and information uncertainty. Simulation & Gaming, 43(3), 506-527.

Harviainen, J. T., Gough, R. D. & Sköld, O. (2012) Information phenomena in multiplayer game related social media. In G. Widén & K. Holmberg (Eds.), Social information research (pp. 149-171). Bradford: Emerald.

Huotari, K., & Hamari, J. (2012). Defining Gamification – A Service Marketing Perspective. In Proceedings of The 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, 2012.

Kinnunen, J., Rautio, E., Alha, K. & Paavilainen, J. (2010). Gambling in Social Networks: Gaming Experiences of Finnish Online Gamblers. In Proceedings of 2012 DiGRA Nordic. URL: http://www.digra.org/digital-library/publications/gambling-in-social-networks-gaming-experiences-of-finnish-online-gamblers/

Stenros, J., Waern, A. & Montola, M. (2012). Studying the Elusive Experience in Pervasive Games. Simulation and Gaming, 34(3), 339-355. Sage.

Mäyrä, F. (2012). Playful mobile communication: Services supporting the culture of play. Interactions: Studies in Communication & Culture, 3(1), 55–70. doi:10.1386/iscc.3.1.55_1

Karppi, T. & Sotamaa, O. (2012). Rethinking Playing Research: DJ HERO and Methodological Observations in the Mix. Simulation and Gaming, 43(3), 413-429.

Tuunanen, J., & Hamari, J. (2012). Meta-synthesis of Player Typologies. Proceedings of Nordic Digra 2012 Conference: Local and Global – Games in Culture and Society, Tampere, Finland, June 6-8, 2012.

2011

Harviainen, J. T. (2011). Sadomasochist role-playing as live-action role-playing: a trait-descriptive analysis. International Journal of Role-Playing 2, 59-70.

Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At Least Nine Ways to Play: Approaching Gamer Mentalities. Games and Culture, 6(4), 327 –353. doi:10.1177/1555412010391089

Kirman, B., Björk, S., Deterding, S., Paavilainen, J. & Rao, V. (2011) Social Game Studies in CHI 2011. In Proceedings of CHI’11 Extended Abstracts on Human Factors in Computing Systems, 17-20. DOI: http://dl.acm.org/citation.cfm?doid=1979742.1979590

Paavilainen, J., Korhonen, H. & Saarenpää, H. (2011). Comparing Two Playability Heuristic Sets with Expert Review Method: A Case Study of Mobile Game Evaluation. In Lugmayer et al. (Eds.). Media in the Ubiquitous Era: Ambient, Social and Gaming Media. IGI Global, 29-52.

Tyni, H., Sotamaa, O., & Toivonen, S. (2011). Howdy pardner! On free-to-play, sociability and rhythm design in FrontierVille. In A. Lugmayr (ed.) Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York: ACM, 22-29. URL: http://dl.acm.org/citation.cfm?doid=2181037.2181042

Stenros, J., Paavilainen, J. & Mäyrä, F. (2011). Social Interaction in Games. International Journal of Arts and Technology, 4(3), 342-358. URL: http://www.inderscience.com/search/index.php?action=record&rec_id=41486&prevQuery=&ps=10&m=or

Stenros, J. & Montola, M. (2011). The Making of Nordic Larp: Documenting a Tradition of Ephemeral Co-Creative Play. Proceedings of Think Design Play, Digra 2011 Conference. Digra Digital Library. URL: http://www.digra.org/dl/db/11301.57224.pdf

Stenros, J., Holopainen, J., Waern, A., Montola, M. & Ollila, E. (2011).Narrative Friction in ARGs: Design Insights from Conspiracy For Good. Proceedings of Think Design Play, Digra 2011 Conference. Digra Digital Library. URL: http://www.digra.org/dl/db/11301.54362.pdf

Stenros, J. & Montola, M. (2011).Parasocial Interaction in Pervasive Role-Play: The Case of Sanningen om Marika. Henriksen, Thomas Duus, Bierlich, Christian, Hansen, Kasper Friis & Kølle, Valdemar (eds): Think Larp. Academic Writings from KP2011. Copenhagen: Rollespielsakademiet. URL: http://rollespilsakademiet.dk/kpbooks/think_larp_web.pdf

Toivonen, S. & Sotamaa, O. (2011). Of discs, boxes and cartridges: the material life of digital games. In Proceedings of Think Design Play: The fifth international conference of the Digital Research Association (DIGRA). Hilversum: Utrecht University.

2010

Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5 (1), 14-29.

Paavilainen, J. (2010). Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. In the Proceedings of 2010 Conference on Future Play. DOI: http://dl.acm.org/citation.cfm?doid=1920778.1920787

Paavilainen, J., Saarenpää, H., Syvänen, A., Seisto, A. & Federley, M. (2010). Creating a Design Framework for Educational Language Games: A Hybrid Media Scenario Study. International Journal of Intelligent Games and Simulation 6(1), 3.

Stenros, J. & Montola, M. (eds.) (2010). Nordic Larp. Stockholm: Fëa Livia. URL: http://urn.fi/URN:ISBN:978-91-633-7857-7

Sotamaa, O. (2010). When The Game is Not Enough: Motivations and Practices Among Computer Game Modding Culture. Games and Culture 5 (3), 239-255.

Sotamaa, O. (2010). Play, Create, Share? Console Gaming, Player Production and Agency. Fibreculture Journal 16, FCJ-109.

Sotamaa O. (2010). Game Achievements, Collecting and Gaming Capital. In K. Mitgutsch, C. Klimmt, H. Rosenstingl (eds.) Exploring the Edges of Gaming. Wien: Braumüller, 239-250.

2009

Montola, M., Stenros, J. & Waern, A. (2009). Pervasive Games. Theory and  Design. Morgan Kaufmann.

Nummenmaa, T., Kuittinen, J., & Holopainen, J. (2009). Simulation as a game design tool. In Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE ’09). ACM, New York, NY, USA, 232-239.  URL: http://doi.acm.org/10.1145/1690388.1690427

Waern, A., Montola, M. & Stenros, J. (2009). The Three-Sixty Illusion: Designing for Immersion in Pervasive Games. Proceedings of  CHI 2009. Boston, USA.

2008

Harviainen, J. T. (2008). A hermeneutical approach to role-playing analysis. International Journal of Role-Playing 1, 66-78.

Mäyrä, F. (2008). An Introduction to Game Studies: Games in Culture. London & New York: Sage Publications.

Montola, M. & Stenros, J.(eds.) (2008). Playground Worlds. Creating and Evaluating Experiences of Role-Playing Games. Jyväskylä, Ropecon. The book for Solmukohta 2008. URL: http://www.ropecon.fi/pw/

2007

Kuittinen, J., Kultima, A., Niemelä, J. & Paavilainen, J. (2007). Casual Games Discussion. In Proceedings of the 2007 Conference on Future Play. DOI: http://dl.acm.org/citation.cfm?doid=1328202.1328221

Mäyrä, F. (2007). The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play. In: Proceedings of DiGRA 2007 – Situated Play. Tokyo: DiGRA Japan. Retrieved from http://www.digra.org/dl/db/07311.12595.pdf

Sotamaa, O. (2007). Let Me Take You to The Movies: Productive Players, Commodification, and Transformative Play. Convergence, 13:4 (October 2007), 383-401.

Sotamaa, O. (2007). On modder labour, commodification of play, and mod competitions, First Monday, 12:9 (September 2007).

Stenros, J., Montola, M., Waern, A. & Jonsson, S. (2007). Play it for Real: Sustained Seamless Life/Game Merger in Momentum. In Baba, Akira (ed.): Proceedings of DiGRA 2007 Situated Play conference. 121-129. September 24.-28. The University of Tokyo. URL: http://www.digra.org/dl/db/07313.58398.pdf

2005

Ermi, L., & Mäyrä, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. In Proceedings of DiGRA 2005. Vancouver: DiGRA & University of Vancouver. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/06276.41516.pdf

Ermi, L., & Mäyrä, F. (2005). Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design. Game Studies, 5(1). Retrieved from http://www.gamestudies.org/0501/ermi_mayra/

Sotamaa, O., Ermi, L., Jäppinen, A., Laukkanen, T., Mäyrä, F., Nummela, J. (2005). The Role of Players in Game Design: A Methodological Perspective. In Proceedings of the 6th DAC Conference. Copenhagen: IT University of Copenhagen, 34-42.

2002

Järvinen, A., Heliö, S., & Mäyrä, F. (2002). Communication and Community in Digital Entertainment Services: Prestudy Research Report. Tampere: Tampere University Press. Retrieved from http://tampub.uta.fi/haekokoversio.php?id=30

Sotamaa, O. (2002). All The World’s A Botfighter Stage: Notes on Location-based Multi-player Gaming. In F. Mäyrä (ed.) Computer Games and Digital Cultures: Conference Proceedings. Tampere: Studies in Information Sciences, University of Tampere, 35-44.

Mäyrä (ed.) (2002). Computer Games and Digital Cultures: Conference Proceedings. Tampere: Studies in Information Sciences, University of Tampere.