Markus Montola's research while affiliated with Tampere University and other places

Publications (45)

Patent
An approach is provided for relaying media and creating new content from the media via a social network. Audio content is caused to be received from one of a plurality of devices. The one device is associated with a member of a first list of contacts. New audio content is generated based on the received audio content. The new audio content is cause...
Patent
An approach is provided for relaying media and creating new content from the media via a social network. Audio content is caused to be received from one of a plurality of devices. The one device is associated with a member of a first list of contacts. New audio content is generated based on the received audio content. The new audio content is cause...
Patent
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...
Patent
Full-text available
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...
Patent
An approach is provided for thematically modifying location and related information. A location modification platform determines location information of a device associated with a first user. The location modification platform then modifies the location information to indicate a location other than an actual location of the device according to a pr...
Patent
An approach is provided for thematically modifying location and related information. A location modification platform determines location information of a device associated with a first user. The location modification platform then modifies the location information to indicate a location other than an actual location of the device according to a pr...
Article
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game...
Article
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in previou...
Article
Full-text available
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...
Article
Full-text available
Research and documentation of live action role-playing games, or larps, must tackle problems of ephemerality, subjectivity, first person audience and co-creation, as well as the underlying question of what larps are. In this paper these challenges are outlined and solutions to handling them are proposed. This is done through the prism of producing...
Article
Fun is often seen as a necessary gratification for recreational games. However, like all other forms of art, games can also be created to convey painful experiences. This article studies two non-digital freeform role-playing games, The Journey and Gang Rape, that aim to create extreme experiences of tragedy, horror, disgust, powerlessness and self-...
Conference Paper
Full-text available
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...
Article
During the last 10 years, numerous mixed-reality game prototypes have been built and studied. This paper is a game studies attempt at understanding the findings of that research. First, this paper will look into the paradigm of pervasive mixed-reality game research, analyzing how these games have been produced and studied. Then, there is an overvie...
Article
Full-text available
In this paper we describe a high-end pervasive larp Momentum that sought to create a seamless merger of life and game for the game duration of five weeks. During the five weeks the players could be able to play an immersive game set in our ordinary reality augmented with game content, both through narrative content and through game artifacts. The c...
Article
Fun is often seen a necessary gratification for recreational games. This paper studies two freeform role-playing games aiming to create extremely intense experiences of tragedy, horror, disgust, powerlessness and self-loathing, in order to gratify the self-selected group of experienced role-players. Almost all of the 15 interviewed players apprecia...
Article
Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-t...
Conference Paper
Pervasive games are staged in reality and their main attractiveness is generated by using reality as a resource in the game. Yet, most pervasive games that use mobile and location-based technology use reality only in a weak sense, as the location for a computerized game. In this article we analyze two game practices, Nordic style live action role-p...
Article
Full-text available
Role-playing games form one of the major genres of games and exist across all hardware platforms as well outside of the technology domain in a huge variety of forms and formats. Role-playing oriented research has focused on culture, storytelling, game processes as well as e.g. user interaction, play experience and character design. Today role-playi...
Conference Paper
Full-text available
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian and non-utilitarian properties. The non-utilitarian properties can elicit generally pleasurable and particularly playful experiences in the product's users. Product design needs to improve the support of playful experiences in order to fit in with the...
Article
Full-text available
In this paper we chart how pervasive games emerge from the intersection of two long-standing cultural trends, the increasing blurring of fact and fiction in media culture, and the movements struggling over public space. During the past few decades a third trend has given a new meaning to media fabrication and street cultures: the rise of ludus in t...
Conference Paper
Live action role playing, Larp, is a play genre that so far has received little attention from the game studies community. However, the Live action role playing community is perhaps the most interesting role play community of all in its intense focus on role-taking, improvisation, and immersion. Furthermore, Larping has been extensively used for se...
Article
Full-text available
One common feature in pervasive games is the way they obfuscate the social boundary of play by involving non-players in the game in various ways. We discuss how several earlier pervasive games have invited bystanders into participation, map-ping design alternatives for future game development.
Conference Paper
The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge of persistent world industry: in addition to the regular gamer audience, the role-player audience is growing. Catering to role-players requires re-thinking in the design of...
Article
Pervasive gaming is a genre of gaming systematically blurring and breaking the traditional boundaries of game. The limits of the magic circle are explored in spatial, temporal and social dimensions. These ways of expanding the game are not new, since many intentional and unintentional examples of similar expansions can be found from earlier games,...
Article
The traditional forms of role-playing include tabletop role-playing, larp and online role-playing. In this paper I describe a fourth form, pervasive role-playing, which often follows many conventions of larp, but break out of the magic circle of gameplay in order to interact with surrounding society. The central pleasures of pervasive role-playing...

Citations

... This is called "pervasive gaming" being defined by Arango et al. [11] as "one that provides the player with an enriched game experience through the evolution of dynamics, expanding the game space 2 according to the context where it is played, which allows breaking the limits of the game world 3 , breaking into reality and making the elements present in it influence during the experience" . This definition has been strongly influenced by previous established definitions such as the one defined by Montola [12], [13] which defines that pervasive games are "those that extend the boundaries of traditional computer games with respect to spatial, social and time dimensions". In this definition, it is established that pervasive games differ from traditional games when the first break the limits of the "magic circle" established by Huizinga [14]. ...
... A dark pattern is defined as "a user interface that has been carefully crafted to trick users into doing things" [7]. Studies have reported dark pattern designs in various scenarios: e-shopping websites [60,62], mobile applications [30], gaming [29,83], robot [50], etc. ...
... The calculated SAR for Mx = 20 , My = 10 and Mz = 5 samples is about 1.93 W/ Kg. Compared to SAR safety limit (1.6 W/Kg [20]), this scenario of interaction is considered unsafe. Content courtesy of Springer Nature, terms of use apply. ...
... Para la clasificación de los videojuegos para dispositivos móviles se realizó una búsqueda de artículos en los cuales se encontraron los géneros de videojuegos, entre los cuales están las propuestas mencionadas en [1][2][3][4][5][6][7][8][9][10][11][12][13]. ...
... We propose that in addition to such real-world problem solving competitions and crowd-sourcing initiatives, mixed reality gaming provides an approach to study the outlined research aims including emotional issues of human-agent interaction in disaster settings. In particular, MRGs (or pervasive games) provide a setting under which people have been shown to suspend disbelief [8], and share some further key characteristics with disaster response scenarios, of which we highlight three by drawing on related work. ...
... In their overview of current uses of the term, Deterding et al. point to another industry use of gamification which refers to the "increasing adoption, institutionalization and ubiquity of (video) games in everyday life" (2011,(1)(2). This use of the term gamification can be seen as part of a larger process of "ludification" of culture, which can be traced back to the 1960s (Stenros et al. 2009; see also the introductory chapter of this book). With games and play increasingly pervading mainstream culture, the gamification phenomenon only adds to the articulation of the playful dimensions of our individual and cultural identity. ...
... Works combining performance theory and video games do exist, however they are still rare. Few examples: performance theory has been suggested as a structural tool for analyzing video games (Fernández-Vara 2009); avatars have been discussed as puppets(Westecott 2009); gameplay events have been experienced as site-specific performance(Westerside and Holopainen 2019); and roleplaying games have been discussed as performative(Hoover et al. 2018;Montola 2012;Stenros 2010). ...
... These games, which have their roots in Dungeons & Dragons in the 1970s (Mason, 2004), exhibit a vast diversity in terms of the number of participants, mode of play, and the formal and informal systems that govern them. An RPG is a type of game in which a group of players assumes the ability to de ne and rede ne the properties of an imaginary, real, or re-imagined world (Montola, 2008). The ability is achieved through the utilization of a game system as a framework for communal storytelling and identity alteration (Bowman, 2010), offering players the opportunity to create events that result from the collective efforts and actions of the participants. ...
... The cognitive theory of pretense does not seem to take into account the problem of affective states (see the concept of immersion in the role-playing studies, Bowman, 2018) of the real person and its relation to the pretend-world-box of the player-character, or the necessity to discuss the cognitiveaffective distribution of cognitive and affective resources for pretending. The porousness of the boundary of the play can be illustrated best through spillover effects of play into player, or vice versa, in so called "bleed-effects" (Montola, 2011;Leonard and Thurman, 2019) -an experience where cognitive qualities of the player may bleed-in to the player-character (such as a player's fear of spiders unintentionally influencing an player-character's action), or where the cognitive qualities of the player-character may bleed-out into the player (such as a player's sincere feelings of grief). Thus, even though these experiences are partially quarantined (i.e., the player still recognizes the source of the experience), they also blend experiences, which posits challenging examples of inadequacy of any pretense quarantine theory with strict boundaries. ...
... Even after the initial decisions were made, some points of data were difficult to fit into these categories. [17] The comparison is not a full fit, since game jams are not only community driven, since professionalization of game jams is further along than in Nordic larps (in 2011). However, the plurality and lack of standardization are similar. ...