
Jussi Holopainen- Doctor of Philosophy
- City University of Hong Kong
Jussi Holopainen
- Doctor of Philosophy
- City University of Hong Kong
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83
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Introduction
Current institution
Publications
Publications (83)
Blockchain video games, specifically video games using blockchain technology, are a trending topic in the media, technology community and business world. While blockchain video games are expected to transform the industry, little is known about how they are played and the players accordingly. The paper presents a 3-stage literature overview study o...
Recent advancements in Generative Artificial Intelligence (GenAI) and its promising impact on shaping human-computer co-creativity relationships have attracted speculation on this issue. Despite a call for more design-oriented research and many works using critical and speculative design to understand the socio-technical implications of GenAI, few...
This introduction opens a Special Issue devoted to Cyberpunk 2077 (2020), an open-world, action‐adventure roleplaying video game whose release has polarized players and critics alike for a number of reasons ranging from its technically problematic launch to the depth of the in-game world and its politics. The seven contributions to the issue illumi...
In this paper, guidelines are presented for creating video-based guided tours that employ 360° video content and produce the feeling of augmented reality. The benefit of the approach presented in this paper is that it does not rely on heavy technological requirements but can be implemented by anyone with a consumer level camera capable of making 36...
Modern mobile phones are equipped with many sensors, which can increasingly be used to sense various environmental phenomena. In particular, mobile sensing has enabled crowdsourced data collection at an unprecedented scale. However, as laypersons are involved in this, concerns regarding the data quality arise. This work explores the gamification of...
Juicy design refers to the idea that large amounts of audiovisual feedback contribute to a positive player experience. While the concept is popular in the game design community, definitions of the concept remain vague, and it is difficult to analyze which elements contribute to whether a game is perceived as juicy. In this paper, we address this is...
Book available for download at https://press.etc.cmu.edu/books/game-design-research
In-car exercises are a promising way to keep the inactive driver of future autonomous cars in good shape and alert of the situation around them. To explore how to implement exercises into the car context, we designed AutoGym, an in-car fitness program that translates frustrating traffic into a fun exertion game. To progress in the game, the players...
Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars’ lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were use...
AutoJam is an interactive music listening experience played on an inactive steering wheel of an autonomous car. By designing AutoJam, our aim was to make in-car music interactive and align music creation with the progression of the traffic situation. Besides being a fun and creative activity for frustrating stop-and-go traffic, AutoJam helps to und...
Background:
Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at...
The AutoPlay prototypes have been designed to explore the implementation of non-driving activities into the context of a future autonomous driving situation. The conceptual design goal was to maintain a pleasurable situational awareness of the inactive driver by integrating the driving context as a meaningful input into the interaction system. In t...
Participatory Sensing, i.e. collaboratively taking sensor measurements with mobile devices in a Citizen Science fashion, has become increasingly popular. Because such scenarios often require a critical mass of users, applying gamification to different areas in order to increase user engagement has been proposed. However, existing attempts often def...
Dome and display technology have evolved to the point that designing interactive dome experiences no longer requires expertise with dome technology. In particular, the DomeLab provides an interface for designers to work with popular game development technology, such as Unity. Without the technologic concerns of developing the domes themselves, rese...
In this article, a playful intervention called “There Are No
Rules” (TANR) is analyzed on three levels: interactions, play
and staff of University of Tampere engaged with an art installation
placed in OASIS, a group work area that also functions as a living
lab. The experiment per...
The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of First-Person Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences af...
An approach is provided for sharing media in a multi-device environment. A group of devices for sharing one or more media files is determined. A shared media manager causes joining of one or more displays of the devices. The shared media manager then determines to generate a common user interface for presenting the one or more media files on the jo...
An approach is provided for creating a virtual workspace among devices based, at least in part, on location information. The virtual workspace corresponds to an application or a service common to the devices. Monitoring of the movement of one or more of the devices causes manipulation of the virtual workspace, the application, the service, or a com...
In this article we present findings from a design experiment of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our two prototypes, and our experiences exposing the concept to audiences at science fairs and an office env...
A control system basing on the use of gestures and functioning especially in mobile terminals. The gesture control system is provided with a general purpose interface (320) with its commands for applications (310) to be controlled. The processing software (330) of the gesture signals includes a training program (331), the trained free-form gestures...
Playfulness is an important, but often neglected, design quality for interactive products. This paper presents a first step towards a validated questionnaire called PLEXQ, which measures 17 different facets of playful user experiences. We describe the development and validation of the questionnaire, from the generation of 231 items, to the current...
Even though teaching game design has been discussed in numerous scientific and commercial publications there has been surprisingly little work discussing the merits and drawbacks of interactive learning tools that make game design theory an experience as part of an educational strategy. A common challenge while teaching game design is to help stude...
Wherever the rapid evolution of interactive technologies disrupts standing situational norms, creates new, often unclear situational audiences, or crosses cultural boundaries, embarrassment is likely. This makes embarrassment a fundamental adoption and engagement hurdle, but also a creative design space for human-computer interaction. However, rese...
What if every part of our everyday life was turned into a game? The implications of “gamification.”
What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from game...
In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research. First, we provide an overview of our preliminary work on a catalog of design items for gameful...
An approach is provided for creating a virtual workspace among devices based, at least in part, on location information. The virtual workspace corresponds to an application or a service common to the devices. Monitoring of the movement of one or more of the devices causes manipulation of the virtual workspace, the application, the service, or a com...
An approach is provided for creating a virtual workspace among devices based, at least in part, on location information. The virtual workspace corresponds to an application or a service common to the devices. Monitoring of the movement of one or more of the devices causes manipulation of the virtual workspace, the application, the service, or a com...
In this paper, we portray ongoing work aiming to define a design space for enjoyable, playful interactions in the context of a piloted driving situation. Towards this purpose, we identify constraints in the general context of piloted driving, the car's interior and controls as well as the car manufacturer's safety recommendations. Furthermore, we a...
A method includes receiving first media data from a plurality of persons; identifying first media data generated within a window of time at a certain location and associating the identified first media data with an occurrence of a first event; determining which persons of the plurality of persons were present at the occurrence of the first event; a...
A method includes receiving first media data from a plurality of persons; identifying first media data generated within a window of time at a certain location and associating the identified first media data with an occurrence of a first event; determining which persons of the plurality of persons were present at the occurrence of the first event; a...
The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet...
We explore shared collocated interactions with mobile phones and public displays in an indoor public place. We introduce MobiComics, an application that allows a group of collocated persons to flexibly create and edit comic strip panels using their mobile phones. The prototype supports ad hoc sharing of comic strip panels between people and onto tw...
Digital games have evolved into diverse forms, and they touch many different areas of life in contemporary society. When approached together with the associated playful and serious behaviors, they profit from several research methodologies. This collection of articles introduces a range of research methodologies and aims to promote interdisciplinar...
Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong sto...
In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a p...
This paper uses two models of design, Stolterman's and Löw-gren's three abstraction levels and Lawson's model of design-ing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a rese...
This workshop, following one with the same name held at Mobile HCI 2010, aims at further exploring different approaches and challenges in studying playfulness as a mode of interacting with mobile technology.
In addition to functionality and usability, interactive products are increasingly expected to provide pleasurable experiences to their users. Playfulness is a part of these experiences. However, playfulness can manifest in many different ways as humans are inherently playful by nature. This poses challenges for designing for playfulness. To tackle...
In this paper we explore shared collocated interactions with mobile phones. We introduce a phone-based application that allows a small group of collocated people to share photos using the metaphor of passing paper photos around. The prototype encourages people to share their devices and use them interchangeably while discussing photos face-to-face....
The idea of design patterns originated in the field of architecture (Alexander et al. 1977). Aimed at making the design process more visible and thereby allowing nonspecialists to be involved in decisions, these
patterns describe common design choices and how they relate to one another. Although the approach was not widely adopted by
professional a...
Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong sto...
People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people. At the same time game design has developed into a profession of its own. There are several practical game design guidelines and text books but they rarely manage to connect their findings into relevant areas of resea...
This paper uses two models of design, Stolterman’s and Löw- gren’s three abstraction levels and Lawson’s model of design- ing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a res...
In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations,...
Pervasive games combine real world and virtual game elements in game design. A player might need to find WiFi hot spots, move to different locations based on mobile network cell IDs, or to do certain tasks at different times of the day. These are just few examples how the real world elements can be utilized in game design. The possibilities for usi...
The focus of this paper is to have a critical look at the current game design literature through the analytic al lenses of the current state of the art in design research. The aim is not to create yet another prescriptive framework fo r game design but rather an attempt to connect the game de sign studies to general design studies in a stimulating...
In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for validating or developing further design ideas. In this article we give guidelines that help the sel...
The authors examined phasic psychophysiological responses indexing emotional valence and arousal to different game events during the video game Monkey Bowling 2. Event-related changes in skin conductance, cardiac interbeat intervals, and facial EMG activity over corrugator supercilii, zygomaticus major, and orbicularis oculi were recorded. Game eve...
We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses....
We present a structural framework to describe games in terms of components.
Introduction Computer games have grown during recent years into a popular entertainment form with a wide variety of game types and a large consumer group spread across the world. An increasing number of people are playing electronic games, placing them among other favorite leisure activities. When surveyed on the most fun entertainment activities i...
We present a structural framework to describe games in terms of components. The components are divided into four major areas: meta-structure, bounding, narrative and objective. The framework is developed to be used in conjunction with game design patterns, descriptions of patterns of interaction relevant to game play. We describe the development of...
We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play. The model consists of a structural framework to describe the components of games, and patterns of interaction that describes how components are used by players (or a comp...
We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete - though very different - game ideas. The background and motivation for the Atelier is de...
This pap r is about a r s arch proj ct known as r Gossip. r Gossip is a n twork gam about gossip and social status. Th multi-modal n twork includ s mobil phon s, p rsonal digital assistants, and d sktop computing syst ms. Th pap r d scrib s th int raction mod l, th gam d sign and syst m d sign of r Gossip, pr liminary r sults and n xt st ps. Th pri...
A new dynamic software architecture for wearable computers is proposed. Key properties of this MEX architecture are examined and compared to some other existing software architecture. One application utilizing MEX, called WalkMap, is presented. The aim of the applications currently under development is to enhance the communication and cooperation o...
We examined the relationship of self-reported Spatial Presence with emotion-related psychophysiological responses to success (reaching the goal) in a video game among 36 young adults. Event-related changes in facial electromyographic (EMG) activity (an index of emotional valence), electrodermal activity (EDA; an index of arousal), and cardiac inter...