Games as Services

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University of Tampere / SIS /
TRIM
Game Research Lab
- games and player
research group
Frans Mäyrä, frans.mayra@uta.fi
PhD, Professor of Hypermedia,
esp. Digital Culture and Game Studies
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
Evolution of digital games,
1971-2012
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 children’s
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
Example: frequency of game
play (Finland, 2011)
Source:
Player
Barometer
2011
(Karvinen &
Mäyrä)
Distribution of digital play in
age groups (Finland,
averages of 2009-2011,
n=3335)
Source:
Player
Barometer
2011
(Karvinen &
Mäyrä)
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…
GameLab history and
background
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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)
GameLab research areas
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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
Research infrastructure
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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 psychophysiological 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)
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
Kultima, Paavilainen et al: GameSpace
game idea toolset
Ermi & Mäyrä: SCI-model (sensorychallenge-imaginative immersion in
player experience)
Ongoing
& recent
research
projects
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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)
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@uta.fi, gsm
050 336 7650, www.uta.fi/~frans.mayra/
www.fransmayra.fi (blog)
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