Frans
Mäyrä has studied the relationship of culture and technology from the
early nineties. He has specialised in the cultural analysis of
technology, particularly on the ambiguous, conflicting and
heterogeneous elements in this relationship, and has published on
topics that range from information technologies, science fiction and
fantasy to the demonic tradition, the concept of identity and
role-playing games. He is currently teaching, researching and heading
numerous research projects in the study and development of games, new
media and digital culture. He has also served as the founding President
of Digital Games Research Association, DiGRA. Publications: Koneihminen
(Man-Machine; ed., 1997), Demonic Texts and Textual Demons (1999),
Johdatus digitaaliseen kulttuuriin (Introduction to Digital Culture;
ed., 1999), CGDC Conference Proceedings (ed., 2002), Lapsuus
mediamaailmassa (Childhood in the World of Media, ed. 2005), The
Metamorphosis of Home (ed. 2005), An Introduction to Game Studies
(2008).
"SoPlay - Social Play with Media"
Play is an essential element in human social interaction. Latest development trends prove this true both in online social media and in digital gaming. Game consoles and mobile phones have followed personal computers in providing players access to online services with enhanced social interaction capabilities. Simultaneously many social media services have grown into explicitly or implicitly game-like directions: e.g. photo sharing service Flickr is famous for originating as a game project, and Facebook is rich in multiple forms of social play, media sharing and casual gaming applications. In his talk professor Mäyrä will introduce new research that looks into the underlying mechanisms behind the integration of social media and games.-------------------------------------------------------------------------------------------
STAFFAN BJÖRK Gothenburg University
Staffan
Björk is a game researcher that works as an associate professor at
Gothenburg University where he heads the Interaction Design unit at the
department of Computer Science and Engineering. He also works at the
Interactive Institute where he did his PhD studies, headed the PLAY
studio, and current works as a senior researcher at the GAME studio.
His
research areas include gameplay design, pervasive games, ubiquitous
computing, information visualization, and interaction design. A common
theme in his research is to develop a design language for gameplay
design, of which one result is gameplay design patterns, which has been
resulted in a book “Patterns in Game Design” co-written by Jussi
Holopainen and published by Charles River Media. Other results from his
research have been published as book chapters in “The Game Design
Reader: A Rules of Play Anthology”, “Space Time Play. On the Synergy
Between Computer Games, Architecture, and Urbanism”, “Concepts and
Technologies for Pervasive Games A Reader for Pervasive Gaming
Research”, and “Virtuella lekar och digitala berättelser - Perspektiv
på datorspel”. His research results have also been published at
conference such as UIST, ACE, DiGRA, TIDSE, and INTERACT.
He has
been active in promoting game research as a research discipline, being
on of the founders of the Digital Games Research Association,
co-organizing events such as Spelforum 2003, PerGames 2006, Pergames
2007, and reviewing for conferences such as CHI, ACE, and DiGRA. He is
currently involved in the EU-funded project TA2 on future family
entertainment forms and teaches courses in gameplay design and
supervises various student game projects.
"Games, Gaming, and Gamers - Understanding Game Research "
Game research has during recent years grown into a distinct interdisciplinary research field. Building upon theories and methods from a variety of approaches this has provided a source for rapid grown of knowledge about the field but also disagreements about concepts and research practice. Based upon the view that game research needs input from many fields, a unifying model is introduced with the intention of helping to explain how different research position and contributions can co-exist fruitfully.
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VALENTINA RAO Factory Girl Games
Facebook Applications and Playful Mood: the Construction of Facebook as a “Third Place”
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PETER LJUNGSTRAND Interactive InstituteNurturing Group-to-Group Relationships in Disparate Home Environments with Computer-augmented Games
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