How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
I'm interested in player experience and game user research, and have experience in analyzing qualitative data in particular. I have done game analysis on free-to-play games and studied their player experience from different angles, for example through heuristic evaluation. At the moment I’m working on my PhD about memorable player experiences in Pokémon GO.
February 2018 - December 2018
Next Games oyj
- Freelance Game User Research specialist
March 2017 - November 2017
University of Tampere
- Research Assistant
February 2015 - March 2015
University of Tampere
- Research Assistant
Global Game Jam was organized fully online for the first time in 2021. This event report presents a walkthrough of the Global Game Jam weekend for the FGJ Tampere Online site, and proposes guidelines for online game jams based on what was learned from organizing the event.
Pokémon GO, a very popular location-based augmented reality game, has appealed to a wide range of age groups and encouraged entire families to play. This chapter examines family social interactions in the context of digital gaming through an exploratory qualitative survey study (n = 263) of Pokémon GO players’ memorable experiences. We studied sibl...
Location-based games have become mainstream and have been increasingly emphasized in the academic community. However, so far, to our knowledge, no bibliometric analysis of location-based games research literature has been undertaken. We carry out an analysis of 606 publications using bibliometric analysis and text mining. The results reveal promine...
This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an ill...
As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this article, we present the findings of a qualitative survey study (n=349) focusing on the middle-aged (40–65-year-old) Pok...
Pokémon GO was the first location-based augmented reality game to reach mainstream popularity. We present a qualitative survey study (n = 2611) focusing on the Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and the experiences were fresh in players’ minds. We analyzed the open-ended written respon...
This paper investigates the free-to-play revenue model from the perspective of paying players, focusing on high-spenders. As the free-to-play model has proven successful, game developers have increasingly adopted it as their revenue model. At the same time, worrying concerns over the revenue model have been voiced, calling it exploitative, unethica...
The fierce competition in the video games market and new revenue models such as freeto- play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation are suitable for identifying playability problems in different phases of the game developm...
Pokémon GO is a location-based augmented reality mobile game based on the Pokémon franchise. After the game was launched globally in July 2016, it quickly became the most successful mobile game in both popularity and revenue generation at the time, and the first location-based augmented reality game to reach a mainstream status. We explore the game...
Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this st...
Social network games are popular pastime for millions of players on Facebook. Despite their popularity, qualitative research on experiences in these games has been scarce. In our study, 110 informants played 23 games on Facebook and reported their experiences using the Playful Experiences (PLEX) framework. We analyzed 110 reports containing 330 PLE...
This paper investigates the free-to-play revenue model from the perspective of game professionals. To court larger player audiences and to address their wide willingness-to-pay spectrum, game developers have increasingly adopted the free-to-play revenue model. However, at the same, worrying concerns over the revenue model have been voiced. For exam...
Funded by Tekes and a consortium of collaborating companies, the Hybrid Social Play project aims to identify best practices and principles for hybrid social playability and develop tools and concepts for future, social physical-digital products and services. 1. What are the key digital and physical aspects that define successful social playability in physical, digital, and in hybrid use contexts? 2. What are the principles and best practices for the design and evaluation of hybrid entertainment products? 3. How successful hybrid social playability can be implemented within emerging, near future forms of game and media? Project ends in 31st December 2017.