Author Archive for Petri Lankoski

19
Jun
14

Research on game characters

Schröter & Thon, Video Game Characters: Theory and Analysis, Diegesis 3, 2014, https://diegesis.uni-wuppertal.de/index.php/diegesis/article/view/151/194

Abstract: This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012), the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011), and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014).

Vella, Player and Figure: An Analysis of a Scene in Kentucky Route Zero in Nordic Digra 2014, http://www.digra.org/wp-content/uploads/digital-library/nordicdigra2014_submission_2.pdf

Abstract: Discussions of the relation between the player and the figure under her control have identified a duality between the figure as ‘avatar’ and ‘character’. This paper argues that two separate dualities are being conflated: an ontological duality in the figure, by which it is both self and other for the player, and a duality in the player’s relation to it, which can be both subjective and objective. This insight is used as the basis for developing a two-axis model that identifies four aspects to the player-figure relation. This model is then put to work on a close analysis of a scene in Kentucky Route Zero (Cardboard Computer 2013), which will serve to demonstrate the dimensions of the player-figure relation.

Johansson, Strååt, Warpefelt & Verhagen, Analyzing the Social Dynamics of Non-Player Characters, Frontiers in Gaming Simulation, http://link.springer.com/chapter/10.1007/978-3-319-04954-0_21

Abstract: Much of the current research into artificial intelligence (AI) for computer games has been focused on simple actions performed by the characters in games (such as moving between points or shooting at a target, and other simple strategic actions), or on the overarching structure of the game story. However, we claim that these two separate approaches need to be bridged in order to fully realize the potential of enjoyment in computer games. As such, we have explored the middle ground between the individual action and the story – the type of behavior that occurs in a “scene” within the game. To this end we have established a new model for that can be used to discover in what ways a non-player character acts in ways that break the player’s feeling of immersion in the world.

05
Jun
14

The First Graduates…

The first students in bachelors programs Computer Game Programme: Game Design and Production and Computer Game Programme: Game Graphics. A group of graduating students also just got their first game A Story About My Uncle released on Steam.

In addition, the first students are graduating from the  Game design and production masters program at Aalto University (was establishing that program and teaching there during the first year of the program). The first students get their masters degree this spring.

A Story About My Uncle Launch trailer by the Gone North Games.

12
Mar
14

An Experiment in Teaching Level Design

I wanted to introduce some unconventional design approaching while teaching level design. I have had an idea to do a game with using a surrealist  approach. For that I designed a game stub and coded the base functionality on the top of Unity. The student are tasked to do level design using that design, code, created prefabs.

My slides for the course intro (http://www.slideshare.net/lankoski/level-designintro)

03
Mar
14

Game System Design Lecture Slides

(http://www.slideshare.net/lankoski/game-system-design)

25
Feb
14

Both Parts of the Finland Symposium Special in Simulation and Gaming is Out

Symposium: Development of a Finnish Community of Game Scholars (in December 2013, 44:6 and February 3014, 45:1 issues)

  • J. Tuomas Harviainen,  Timo Lainema,  Jaakko Suominen, and Erno Soinila. Development of a Finnish Community of Game Scholars (available free, DOI=10.1177/1046878113513533)
  • Kimmo Oksanen. Subjective Experience and Sociability in a Collaborative Serious Game
  • Janne Paavilainen, Juho Hamari, Jaakko Stenros, and Jani Kinnunen. Social Network Games: Players’ Perspectives
  •  Carolina Islas Sedano, Verona Leendertz, Mikko Vinni, Erkki Sutinen,  and Suria Ellis. Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality
  • Lauri-Matti Palmunen, Elina Pelto, Anni Paalumäki, and Timo Lainema.
    Formation of Novice Business Students’ Mental Models Through Simulation Gaming
  • Simo Järvelä, J. Matias Kivikangas, Jari Kätsyri, and Niklas Ravaja. Physiological Linkage of Dyadic Gaming Experience
  • Benjamin Cowley, Ilkka Kosunen, Petri Lankoski, J. Matias Kivikangas, Simo Järvelä, Inger Ekman, Jaakko Kemppainen, and Niklas Ravaja. Experience Assessment and Design in the Analysis of Gameplay
  • Hanna Wirman. Gender and Identity in Game-Modifying Communities
24
Jan
14

My Global Game Jam Stockholm Presentation

(Slideshare: http://www.slideshare.net/lankoski/game-jampresentation)

There are some extra slides and bullets that I removed to fit the presentation to 20 minutes slot.

The Settlers of Catan simulator code: http://www.mediafire.com/view/bqag3hbz262gpac/catan.py

22
Jan
14

CFP: Nordic Digra 2014

Games are becoming more and more pervasive in our everyday life. Gamification and game-based learning are research topics that are blooming. Games are also used in electioneering.

We invite submission for full papers and for workshops. Topics of interest include, but are not limited to:

- gamification
- games in society
- games and learning
- games as propaganda
- persuasive games
- games in teaching
- critical stances to gamification and game-based learning

IMPORTANT DATES
- Full paper submission and workshop proposals March 30, 2014
- Notification of acceptance: April 25, 2014
- Camera ready May 18, 2014
- Conference: May 29-30, 2014

SUBMISSIONS

Papers submitted are subject to peer review.

Long papers should be 8 to 12 pages in Digra format (http://todigra.org/public/journals/1/DiGRAJournalPublicationFormat.dotx) . For detailed information see Submission page. Selected papers will be published in conference site as well as at Digital Library of Digital Game Research Association DiGRA. Papers can submitted on your https://www.easychair.org/conferences/?conf=nordicdigra2014

CONFERENCE LOCATION

The conference will be held at Uppsala University campus Gotland parallel with the Gotland Game Conference (http://gotlandgameconference.com/2014/about/)

ORGANIZING COMMITTEE

Ulf Benjaminsson
Petri Lankoski
Harko Verhagen

CONFERENCE WEB SITE

http://www.nordic-digra.org/

24
Dec
13

Experience Assessment and Design in the Analysis of Gameplay by Cowley et al

Experience Assessment and Design in the Analysis of Gameplay is available in Simulation and Gaming (online first version).

Abstract:

We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.

Keywords: game design, gameplay patterns, psychophysiology, personality profiles, PPAX framework.

The word cloud of the article's frequently used words.

The word cloud of the article’s frequently used words.

 

Full reference:

  • Cowley, Kosunen, Lankoski, Kivikangas, Järvelä, Ekman, Kemppainen, Ravaja, forthcoming. Experience Assessment and Design in the Analysis of Gameplay. Simulation and Gaming. DOI=10.1177/1046878113513936
16
Nov
13

Modeling Player-character Engagement Poster

The figures from the poster Modeling Player-character Engagement in Single-player Character-Driven Games in ACE Netherlands (2013):

(The paper: /2013/11/15/modeling-player-character-engagement-in-single-player-character-driven-games/)

Continue reading ‘Modeling Player-character Engagement Poster’

15
Nov
13

Data and R code of two papers

Below is link to the data file and R code used to in the final models in “Models for Story Consistency and Interestingness in Single-Player RPGs” (in Mindtrek 2013) and “Modeling Player-character engagement in Single-player character-driven games” (in ACE 2013 Netherlands).  The models q4 and q7 are used in the first paper and and the model q8 is used in the second paper.

Continue reading ‘Data and R code of two papers’




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