Publications

Forthcoming

  1. Lankoski, P. & Holopainen, J. (eds.) (2017). Game Design Research: An introduction to theory & practice. ETC Press.
  2. Lankoski, P. & Holopainen, J. 2017. Game design research: An overview. In: Lankoski, P. & Holopainen, J. (eds.) Game design research: An introduction to theory & practice. ETC Press, pp.1-24.

Books

  1. Lankoski, P. (2010). Character-Driven Game Design: A Design Approach and Its Foundations in Character Engagement. Doctoral dissertation, Aalto Universty, School of Art and Design. Available at https://www.taik.fi/kirjakauppa/product_info.php?cPath=23&products_id=168. 182 pages.
  2. Lankoski, P. (2003). Vallan jäljet: Lähtökohtia pelin ja draamallisen tv-sarjan yhdistämiseen. Tampere University Press. Available http://urn.fi/urn:isbn:951-44-5705-6. 55 pages.

Edited Books & Journal Issues

  1. Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press. Available at http://press.etc.cmu.edu/content/game-research-methods-overview.
  2. Lankoski, P., Waern, A., Thorhaufe, A.M., & Verhagen, H. (eds.) (2011). Special Issue:  Experiencing games: games, play and players. Journal of Gaming and Virtual Worlds 3:3. DOI=10.1386/jgvw.3.3.175_7.
  3. Lankoski, P., & Kirvesmäki, L. (Eds.). (2002). Henkilökohtainen navigointi : Periaatteita käyttöliittymien ja käyttökokemuksen suunnitteluun. Tampere: Tampere University Press.
  4. Lankoski, P. (Ed.). (2001). Ihminen, paikka ja aika : Kohti henkilökohtaisen navigoinnin käyttöliittymän suunnitteluperiaatteita. Tampere: Tampereen yliopisto.

Articles

  1. Cowley, B., Kosunen, I., Lankoski, P., Kivikangas J.M., Järvelä, S., Ekman, I., Kemppainen, J., & Ravaja, N. (2014). Experience Assessment and Design in the Analysis of Gameplay. Simulation and Gaming 45:1, pp. 41-69. DOI=10.1177/1046878113513936.
  2. Lankoski, P. & Järvelä, S. (2012). An Embodied Cognition Approach for Understanding Role-playing. International Journal of Role-Playing, 3. URL=www.ijrp.subcultures.nl/wp-content/issue3/IJRPissue3lankoskijarvella.pdf
  3. Lankoski, P., Waern, A., Thorhaufe, A.M., & Verhagen, H. (2011). Introduction to special issue: Experiencing games: games, play and players. Journal of Gaming and Virtual Worlds 3:3. Available: author’s version, DOI: 10.1386/jgvw.3.3.175_7.
  4. Lankoski, P. (2011). Player Character Engagement in Computer Games. Games and Culture, 6(4), pp. 291-311. DOI: 10.1177/1555412010391088.
  5. Ekman, I., & Lankoski, P. (2004). Intergrating a game with a story – lessons from interactive television concept design. Computer & Graphics, 28(2), 167-177. DOI: 10.1016/j.cag.2003.12.002.

Conference Papers (peer reviewed long papers)

  1. Lankoski, P. (2016). Embodiment in Character-Based Videogames. Academic Mindtrek ’16. Oct. 17-18, 2016, Tampere, Finland. New York: ACM. DOI=10.1145/2994310.2994320.
  2. Lankoski, P. (2013). Models for Story Consistency and Interestingness in Single-Player RPGs. In Academic Mindtrek 2013. 8 pages. DOI=10.1145/2523429.2523480.
  3. Lankoski, P. & Björk., S. (2011). Theory Lenses: Deriving Gameplay Design Patterns from Theories. In MindTrek’01 (Tampere, 28–30 September). DOI=10.1145/2181037.2181041.
  4. Lankoski, P. & Björk, S. (2008). Character-Driven Game Design: Characters, Conflict, and Gameplay. In  GDTW 2008 Conference Proceedings, Liverpool, UK. Available at http://mlab.taik.fi/~plankosk/blog/?p=241.
  5. Lankoski, P. & Björk, S. (2007). Gameplay Design Patterns for Social Networks and Conflicts. In GDTW 2007 Conference Proceedings, Liverpool, UK. Available http://www.mlab.uiah.fi/~plankosk/blog/?p=105.
  6. Lankoski, P. & Björk, S. (2007). Gameplay design patterns for believable non-player characters. Proceedings of DiGRA 2007 Conference: Situated Play. Univeristy of Tokyo: Tokyo. Available http://www.digra.org/dl/display_html?chid=07315.46085.pdf.
  7. Ekman, I., Ermi, L., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. (2005). Designing sound for a pervasive mobile game. ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005, Valencia, Spain. Available http://doi.acm.org/10.1145/1178477.1178492.
  8. Ekman, I., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. (2005). Designing sound for a mobile pervasive game. Changing Views: World in Play, Vancouver. Available http://www.digra.org/dl/db/06278.11008.pdf.
  9. Lankoski, P., & Ekman, I. (2003). Integrating a multi-user game with dramatic narrative for interactive television. European Conference on Interactive Television: From Viewers to Actors, Brighton. 77-82. Available http://www.brighton.ac.uk/interactive/euroitv/Papers/Paper9.pdf.
  10. Lankoski, P., & Heliö, S. (2002). Approaches to computer game design: Characters and conflict. CGDC Conference Proceedings, Tampere. 311-321. Available http://www.digra.org/dl/db/05097.01201.pdf.

Conference Papers (peer reviewed  short papers and extended abstracts)

  1. Lankoski, P. (2013). Modeling Player-character Engagement in Single-player character-driven games. In ACE 2013 Netherlands, pp. 572-575. DOI=10.1007%2F978-3-319-03161-3_56.
  2. Lankoski, P. & Horttana, T. (2008). Lies and Seductions. In ICIDS08 (Erfurt, Germany 26–29 Nov), Berlin: Springer, pp. 44–47.
  3. Lankoski, P., Heliö, S., Nummela, J., Lahti, J., Mäyrä, F., & Ermi, L. (2004). A case study in pervasive game design: The songs of north. NordiCHI ’04: Proceedings of the Third Nordic Conference on Human-Computer Interaction, Tampere. 413-416. Available http://doi.acm.org/10.1145/1028014.1028083.
  4. Ekman, I., & Lankoski, P. (2002). What should it do?: Key isssues in navigation interface design for small screen devices. CHI ’02: CHI ’02 Extended Abstracts on Human Factors in Computing Systems, Minneapolis, Minnesota, USA. 622-623. Available http://doi.acm.org/10.1145/506443.506514.

Conference Papers (abstract reviewed long papers)

  1. Lankoski, P. & Björk, S. (2010). Harvesting gameplay design patterns using theory lenses. Paper presented at Games Research Methods seminar. Tampere, April 8-9 2010.
  2. Lankoski, P. (2007). Goals, affects, and empathy in games. Paper presented at Philosophy of Computer Games, Reggio Emilia, Italy. Available: http://game.unimore.it/papers/lankoski_paper.pdf.
  3. Lankoski, P. (2006). Playing a character: Role-playing and pretence play. Paper presented at Playing Roles, Tampere, Finland.
  4. Lankoski, P. (2005). Building and reconstructing character: A case study of silent hill 3. Paper presented at Changing Views: World in Play, Vancouver. Available http://www.digra.org/dl/db/06278.03293.pdf.
  5. Lankoski, P., Heliö, S., & Ekman, I. (2003). Characters in computer games: Toward understanding interpretation and design. Paper presented at the Level Up: Digital Games Research Conference. Utrecht. Available http://www.digra.org/dl/display_html?chid=05087.10012.

Book Chapters

  1. Lankoski, P. & Björk S. (2015). Formal Analysis of Gameplay. In Lankoski, P. & Björk, S. (eds) Game Research Methods: An Overview. ETC Press, pp. 23-35.
  2. Lankoski, P. & Björk S. (2015). Introduction. In Lankoski, P. & Björk, S. (eds) Game Research Methods: An Overview. ETC Press, pp. 1-8.
  3. Lankoski, P. (2012). Computer Games and Emotions. In Sageng, Fossheim & Larsen (eds.) The Philosophy of Computer Games. Springer. DOI=10.1007/978-94-007-4249-9_4.
  4. Reunanen, M., Lankoski, P., &  Heinonen, M. (2011). Joystickit kuumina – varhaista erotiikkaa kotitietokoneilla. In Saarikoski, P., Heinonen,  L., &  Turtiainen, L. (eds.) Digirakkaus 2. Turun yliopisto. Available: http://www.kameli.net/~marq/joystickit_kuumina.pdf.
  5. Lankoski, P., Johansson, A., Karlsson, B., Björk, S., and Dell’Acqua, P. (2011). AI Design for Believable Characters via Gameplay Design Patterns. In Cruz-Cunha, Carvalho & Tavares (eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global.
  6. Ekman, I & Lankoski, P. (2009). Hair-Raising Entertainment:  Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame. In Perron, B. (ed.) Horror Video Games: Essays on the Fusion of Fear and Play. McFarland.
  7. Mäyrä, F. & Lankoski, P. (2009). Play in Hybrid Reality: Alternative Approaches to Game Design. In Souza e Silva, A. & Sutko, D. (eds.) Digital Cityscapes: Merging Digital and Urban Playspaces. Peter Lang Publishers.
  8. Lankoski, P. (2004). Character design fundamentals for role-playing games. In M. Montola, & J. Stenros (Eds.), Beyond role and play – tools, toys, and theory for harnessing the imagination (pp. 139-148). Helsinki: Ropecon ry. Available: http://www.ropecon.fi/brap/ch12.pdf.
  9. Lankoski, P. (2002). Elämysten suunnittelu ja paikkatietoiset palvelut. In P. Lankoski, & L. Kirvesmäki (Eds.), Henkilökohtainen navigointi: Periaatteita käyttöliittymien ja käyttökokemusten suunnitteluun (pp. 109-120). Tampere: Tampereen yliopisto.
  10. Lankoski, P., Ekman, I., Ermi, L., Jäppinen, A., Kirvesmäki, L., & Nummela, J. (2002). Suunitteluperusteita henkilökohtaiseen navigointiin. In P. Lankoski, & L. Kirvesmäki (Eds.), Henkilökohtainen navigointi: Periaatteita käyttöliittymien ja käyttökokemusten suunnitteluun (pp. 7-30). Tampere: Tampereen yliopisto.
  11. Lankoski, P., & Ermi, L. (2001). Sinne ja takaisin. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 90-103). Tampere: Tampereen yliopisto.
  12. Lankoski, P. & Patamaa, L. (2001). Kuinka käyttöliittymiä luetaan. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 62-75). Tampere: Tampereen yliopisto.
  13. Patamaa, L., Lankoski, P., & Ermi, L. (2001). Personointi Henkilökohtaisessa navigoinnissa. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 62-75). Tampere: Tampereen yliopisto.
  14. Ermi, L., & Lankoski, P. (2000). Emootiot digitaalisissa ympäristöissä. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 33-53). Tampere: Tampereen yliopisto.
  15. Kekki, J., & Lankoski, P. (2000). Turvallisuuden tunne ja aktiivinen käyttöliittymä. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 54-68). Tampere: Tampereen yliopisto.
  16. Lankoski, P. (2000). Sosiaalisuus peleissä ja digitaalissa tiloissa. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 111-119). Tampere: Tampereen yliopisto.

Selected Reports

  1. Montola M., Jäppinen A., Lahti J., Lankoski P., Waern A., Holopainen J. (2007). Deliverable D5.4: Designing Pervasive Games. Integrated Project on Pervasive Gaming IPerG deliverable. Available http://iperg.sics.se/Deliverables/D5.4b.pdf.

Misc

  1. Heinonen, M., Reunanen, M., & Lankoski, P. (2013). Tikku-ukoista pikselitisseihin: digitaalisen erotiikan varhaisvuodet. Skrolli  3, pp. 44–46.
  2. Lankoski, P. (2009). Postmortem: Lies and Seductions. Games Career Guide, http://gamecareerguide.com/features/790/postmortem_lies_and_.php.
  3. Lankoski, P., Ekman, I. & Heliö, S. (2007). A Method for Designing Multifaceted Player Characters in Computer Games. 装饰 (Art & Design). December, 72–75.

Art & Serial Art

  1. Lankoski, P. (2001) [Exhibition]. CoLtd. Webgallerie, http://www.coltd.nl/.
  2. Lankoski P., & Kuvaja S. (1998) [Serial Art]. Vihollismaalla. Excaliburin vuosijulkaisu 1998.
  3. Lankoski P. (1989) [Serial Art] Raha ei haise. Kärki, 4/89.
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One thought on “Publications

  1. Pingback: Selected publications – Petri Lankoski

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