SlideShare uma empresa Scribd logo
1 de 23
Baixar para ler offline
From Mobile Games to
Playful Communication:
Play in Everyday Life
F r a n s Mä yr ä , Ph D
P r o fes s or, In fo r mat ion S t udi e s & I n t e r a c t iv e Me di a
S c h o o l o f In fo r mat io n S c i e n c e s, T R I M, G a me Re s e a r c h L a b
Uni ver s it y o f Ta mp er e
Games’ increasing contextual and
  demographic reach




• Opportunities for solitary play, and social interaction
• Game play motivations can be contradictory (e.g. casual vs.
  immersive/hardcore)
• Expanding software ecosystems are increasingly reaching both active and non-
  active game players
• Need to recognize the tensions that characterize the evolving mobile games and
  user cultures as well as related service design
Increasing range of games and play
• The MobyGames.com database lists now c. 72 000 different games
• New ones appearing daily
• There are 138 different platforms listed
• App Stores for mobile games & applications are showing strongest growth
• In Finland, 98 % of people are game players, 89 % are active players
• 73 % play digital games, 54 % are active digital game players
• Average digital game player age is 37 years
• Particularly mobile game playing is on the rise
• (Source: Karvinen & Mäyrä, Player Barometer 2011)
The immersive future?
The sense of games and play
• Play and playfulness is a wider phenomenon than games
• Johan Huizinga: the play impulse is the foundation of culture and
  creativity (Homo Ludens, 1938)
• Play thrives at the outside of instrumental utility, where an
  endogenous system of meaning can be established
• Also in our everyday life we orient according to social frames, or the
  rules of situational contexts
• Play can emerge as initiated by the situation, place, practices or the
  actor herself
Playful person
• In the personality psychology some of the characteristics of
  playfulness have been identified:
• Playfulness is the predisposition to frame (or reframe) a situation in such
  a way as to provide oneself (and possibly others) with amusement,
  humor, and/or entertainment. Individuals who have such a heightened
  predisposition are typically funny, humorous, spontaneous,
  unpredictable, impulsive, active, energetic, adventurous, sociable,
  outgoing, cheerful, and happy, and are likely to manifest playful
  behavior by joking, teasing, clowning, and acting silly.

 (Barnett 2007, 955.)
Are you playful in your work?
Playfulness in games
• All games and all game players are not particularly playful
• Highly competitive, tightly rule-regulated games do not provide as
  much room for playfulness as more free-form play
• True play should always have some leeway, free movement within a
  more rigid structure (Salen & Zimmerman 2004)
• The range of game-like phenomena is great, from free sandbox
  games (paidia play) to tightly controlled competitive games (ludus
  play; Caillois 1958; Frasca 2003)
Playfulness in communication
• Playful communication takes place “for its own sake”, and fulfils poetic or
  phatic function (R. Jakobsson 1960)
• E.g. play with words can be motivated by artistic curiosity or by the need to
  entertain others
• In humour, a person releases supressed energy (Freud 1989) or creates new
  meanings by joining different phenomena or viewpoints in surprising ways
• “Joking is a game that players only play successfully when they both
  understand and follow the rules” (Critchley 2002)
• Jokes and playful communication can be nurturing and caring, but also
  teasing and ridiculing use of power
Game as communication
• Playfulness and games rely on meta-communication, the hints that
  help e.g. a puppy to differentiate a ‘nip’ from a real ‘bite’ (Bateson
  1976)
• The means of games can be used to make complex phenomena more
  easily understandable (Duke 1974: games are the “language of the
  future”)
• Games utilize the rhetoric of persuasion and can convey a stance,
  make a point (Bogost 2007; Bogost et al. 2010)
• In games, two forms of communication come together: semiosis and
  ludosis (Mäyrä 2008)
Characteristics of playful communication
• Playfulness of communication can be evaluated from three key dimensions:
1. Does it encourage spontaneous, free acts of play? (free play)
2. Does it encourage creating and sharing creative, surprising contents and
   combinations? (creative play)
3. Does it encourage engagement in free, self-purposeful manner? (freedom
   from utilitarian though)


(Source: Mäyrä, Frans (2012) “Playful Mobile Communication – Services
Supporting the Culture of Play”. Interactions: Studies in Communication &
Culture, 3:1 (October 2012), 55-70.)
Rapidly increasing mobile communications
• Particularly young people appear to have increased their mobile
  communications and data usage
App usage on the rise




• 4,125 Android smartphone users tracked, “users spent 59.23 minutes per day on their devices. However, the
  average application session – from opening an app to closing it – lasted only 71.56 seconds”
• Source: Böhmer et al. (2011) “Falling Asleep with Angry Birds, Facebook and Kindle – A Large Scale Study on
  Mobile Application Usage”. MobileHCI 2011.
Games and playful mobile communications
• Two directions of game development:
1. Small video games
2. True mobile games
• The latter make use of the distinctive strengths of mobile technology,
  such as touch screens, location information, different sensors, and
  social networks
• The mixed reality and augmented reality games have made
  significant progress in a decade
• Playful communication even more prevalent than mobile game play?
Examples
Gaming with (mobile) images
• Social media has increased the incentive for sharing photos and mobile media further
  lowers the threshold for sharing and self-expression
• Flickr (2004) is an early example of a playful and game-like environment for
  communicating with images
• Originally emerged as a side project in developing web-based MMO titled “Game
  Neverending”
• Smartphones feed the growing role of visual information in Flickr (as in Facebook and
  many other social services)
• The “interestingness” algorithm detects the most interesting photos shared in the
  service, and has led into “gaming the Flickr”
• Users are developing their own playful photo culture, e.g. playful message forum
  threads where the rule is to use only one colour, or a particular shape
• More: Mäyrä, Frans (2011) “Games in the Mobile Internet: Towards Contextual Play”. In:
  Garry Crawford & Victoria Gosling & Ben Light (eds.), Online Gaming in Context: The
  social and cultural significance of online games. New York: Routledge. p. 108-129.
Facebook and playful communication
• There are estimated 200-300 million active game players in Facebook
  (which has over 1 billion users)
• Earlier the game messages filled the ‘news streams’ or Facebook, but
  this has been changed
• Phatic communication, joking and silly links and photos, ironic and
  playful comments to daily news
• A building and management simulation game such as Farmville
  (2009) has immediately also been used for playful self-expression
• Games that allow creative play are games or emergence rather than
  of progression (Juul 2002; Kirman 2010)
Source: http://reface.me/applications/21-farmville-art-masterpieces/
Expanding games literacy
• Case Rovio:
• Angry Birds: physics puzzles
• Angry Birds Space: physics puzzles in an environment
  with more complex gravitational opportunities
• Bad Piggies: increasingly complex toolbox for creating
  different solutions to physics based puzzle levels
• Education of a casual gaming audience in games
  literacy and playful creativity
MOGAME case study
 • University of Tampere Game Research Lab
   designed and implemented a location-based,
   multiplayer mobile game prototype in 2003-
   2004
 • Featured an audio-focused user interface
   (shaman’s drum), which carried clues about the
   mixed reality game events
 • Let players write “scrolls” that could be dropped
   into various locations
 • Enabled player-created treasure hunts, trails of
   hints available in mixed reality
 • (More: see Digital Cityscapes: Merging Digital
   and Urban Playspaces, 2009 & Theory and Design
   of Pervasive Games, 2009.)
Playful, user-created
content in locative media
    • Foursquare and services that have
      followed its ‘check-in’ game mechanic
      are changing our relationships to
      physical and social space
    • Users have utilized the service for
      (rule-breaking) playful communication
    • Quantity of mobile social media apps
      is increasing, but are they really
      empowering the users/players?
    • (800,000+ apps available both in iOS
      App Store and Google Play)
Directions of development
• We need to teach and learn gaming literacy, media literacy and life
  management as integrated with each other
• Need for balancing the flow of stimuli with selective attention and memory
  skills as well as social skills, supported by smart design decisions
• We are continuously adapting into new information ecosystems, our
  thinking and cultures are in constant state of flux
• The new culture of learning is created and shaped within the context of
  increasingly playful and games-saturated society
• The most positive future directions are linked with creative, playful activity,
  and collaboration that is empowered by individual and cultural differences
Selected References
•   Barnett, L.A., 2007, The Nature of Playfulness in Young Adults,        •   Frasca, G., 2003, Simulation versus Narrative: Introduction to
    Personality and Individual Differences, 43(4), pp. 949–958.                Ludology, in M. J. P. Wolf and B. Perron, (eds.) The Video Game
                                                                               Theory Reader. London: Routledge, pp. 221-235.
•   Bogost, I., 2007, Persuasive Games: The Expressive Power of
    Videogames, Cambridge, MA: MIT Press.                                  •   Goffman, E., 1961, Encounters; Two Studies in the Sociology of
                                                                               Interaction, Indianapolis: Bobbs-Merrill.
•   Bogost, I., Ferrari, S. & Schweizer, B., 2010, Newsgames: Journalism
    at Play, Cambridge, MA: MIT Press.                                     •   Huizinga, J., 1955, Homo Ludens: A Study of the Play-element in
                                                                               Culture, Boston: Beacon.
•   Critchley, S., 2002, On Humour, London & New York: Routledge.
                                                                           •   Karvinen, J, & Mäyrä, F. 2011. Pelaajabarometri 2011: Pelaamisen
•   Caillois, R., 1958/2001, Man, Play and Games, Urbana (IL):                 Muutos. TRIM Research Reports. Tampere: University of Tampere.
    University of Illinois Press.                                              http://tampub.uta.fi/tulos.php?tiedot=484.

•   Duke, R.D., 1974, Gaming: The Future’s Language, New York: Sage        •   Kirman, B., 2010, Emergence and Playfulness in Social Games, in
    Publications.                                                              Proceedings of MindTrek 2010. New York: ACM, pp. 71-77.

•   Jakobsson, R., 1960, Closing statements: Linguistics and Poetics, in   •   Mäyrä, F., 2008, An Introduction to Game Studies: Games in Culture,
    T. A. Sebeok, (ed.) Style in Language. Cambridge (MA): Technology          London & New York: Sage Publications.
    Press of Massachusetts Institute of Technology, pp. 350-377.
                                                                           •   Mäyrä, Frans, 2012, “Playful Mobile Communication – Services
•   Juul, J. 2002. “The Open and the Closed: Games of Emergence and            Supporting the Culture of Play”. Interactions: Studies in
    Games of Progression.” In Digital Cultures Conference Proceedings,         Communication & Culture, 3:1 (October 2012), 55-70
    323–329. Tampere, Finland: Tampere University Press.

Mais conteúdo relacionado

Mais procurados

This Drama Is Pwned
This Drama Is PwnedThis Drama Is Pwned
This Drama Is PwnedKim Flintoff
 
Pervasive Game Workshop
Pervasive Game WorkshopPervasive Game Workshop
Pervasive Game Workshopfonograph
 
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr..."The Gamer Identity and Representations of Gender and Race in Games" by Sherr...
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
 
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
 
Manifesto for a ludic century
Manifesto for a ludic centuryManifesto for a ludic century
Manifesto for a ludic centuryOmar Vite
 
Transmedia lc3 dan 05_a final 144
Transmedia lc3 dan 05_a final 144Transmedia lc3 dan 05_a final 144
Transmedia lc3 dan 05_a final 144amandafo
 
Immersive Learning: Tying Virtual to Real
Immersive Learning: Tying Virtual to RealImmersive Learning: Tying Virtual to Real
Immersive Learning: Tying Virtual to RealJosephine Dorado
 
G4C13: ESA's State of the Industry
G4C13: ESA's State of the IndustryG4C13: ESA's State of the Industry
G4C13: ESA's State of the IndustryGames for Change
 
A game designer's perspective on the future of collaboration - and 10 ways to...
A game designer's perspective on the future of collaboration - and 10 ways to...A game designer's perspective on the future of collaboration - and 10 ways to...
A game designer's perspective on the future of collaboration - and 10 ways to...Jane McGonigal
 
Social wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldSocial wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldPraz Hari
 
A game design workshop to support the elaboration of game ideas
A game design workshop to support the elaboration of game ideasA game design workshop to support the elaboration of game ideas
A game design workshop to support the elaboration of game ideasNikolaos Avouris
 
Gaming presentation
Gaming presentationGaming presentation
Gaming presentationkczarnec
 
Visual Literacy Gaming 1
Visual Literacy Gaming 1Visual Literacy Gaming 1
Visual Literacy Gaming 1djw66047
 
A13-Traditional games-Turkey
A13-Traditional games-TurkeyA13-Traditional games-Turkey
A13-Traditional games-TurkeyVasilica Gazdac
 
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)Sherry Jones
 
Rebeccaand conor presentation 2
Rebeccaand conor presentation 2 Rebeccaand conor presentation 2
Rebeccaand conor presentation 2 rebecca mcallister
 
Pino phd computers_autism-1.3.play
Pino phd computers_autism-1.3.playPino phd computers_autism-1.3.play
Pino phd computers_autism-1.3.playBegoña Pino
 

Mais procurados (20)

This Drama Is Pwned
This Drama Is PwnedThis Drama Is Pwned
This Drama Is Pwned
 
Pervasive Game Workshop
Pervasive Game WorkshopPervasive Game Workshop
Pervasive Game Workshop
 
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr..."The Gamer Identity and Representations of Gender and Race in Games" by Sherr...
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...
 
Chapter 3
Chapter 3Chapter 3
Chapter 3
 
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
 
Manifesto for a ludic century
Manifesto for a ludic centuryManifesto for a ludic century
Manifesto for a ludic century
 
Transmedia lc3 dan 05_a final 144
Transmedia lc3 dan 05_a final 144Transmedia lc3 dan 05_a final 144
Transmedia lc3 dan 05_a final 144
 
Immersive Learning: Tying Virtual to Real
Immersive Learning: Tying Virtual to RealImmersive Learning: Tying Virtual to Real
Immersive Learning: Tying Virtual to Real
 
G4C13: ESA's State of the Industry
G4C13: ESA's State of the IndustryG4C13: ESA's State of the Industry
G4C13: ESA's State of the Industry
 
A game designer's perspective on the future of collaboration - and 10 ways to...
A game designer's perspective on the future of collaboration - and 10 ways to...A game designer's perspective on the future of collaboration - and 10 ways to...
A game designer's perspective on the future of collaboration - and 10 ways to...
 
CLAPosterFinal-GrownUps
CLAPosterFinal-GrownUpsCLAPosterFinal-GrownUps
CLAPosterFinal-GrownUps
 
Social wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldSocial wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfield
 
A game design workshop to support the elaboration of game ideas
A game design workshop to support the elaboration of game ideasA game design workshop to support the elaboration of game ideas
A game design workshop to support the elaboration of game ideas
 
Gaming presentation
Gaming presentationGaming presentation
Gaming presentation
 
Visual Literacy Gaming 1
Visual Literacy Gaming 1Visual Literacy Gaming 1
Visual Literacy Gaming 1
 
A13-Traditional games-Turkey
A13-Traditional games-TurkeyA13-Traditional games-Turkey
A13-Traditional games-Turkey
 
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)
 
Rebeccaand conor presentation 2
Rebeccaand conor presentation 2 Rebeccaand conor presentation 2
Rebeccaand conor presentation 2
 
Games for Change Overview
Games for Change OverviewGames for Change Overview
Games for Change Overview
 
Pino phd computers_autism-1.3.play
Pino phd computers_autism-1.3.playPino phd computers_autism-1.3.play
Pino phd computers_autism-1.3.play
 

Destaque (7)

How to Plan for Successful App Launch
How to Plan for Successful App LaunchHow to Plan for Successful App Launch
How to Plan for Successful App Launch
 
Mobile Game Go-to-Market case study
Mobile Game Go-to-Market case studyMobile Game Go-to-Market case study
Mobile Game Go-to-Market case study
 
Stefano Sandri, Marketing Manager, Wooga
Stefano Sandri, Marketing Manager, WoogaStefano Sandri, Marketing Manager, Wooga
Stefano Sandri, Marketing Manager, Wooga
 
Mobile App Marketing: The Ultimate Guide to Success
Mobile App Marketing: The Ultimate Guide to SuccessMobile App Marketing: The Ultimate Guide to Success
Mobile App Marketing: The Ultimate Guide to Success
 
Mobile Growth: Best Strategies, Tools and Tactics
Mobile Growth: Best Strategies, Tools and TacticsMobile Growth: Best Strategies, Tools and Tactics
Mobile Growth: Best Strategies, Tools and Tactics
 
Viral Strategies Buzz Marketing
Viral Strategies Buzz MarketingViral Strategies Buzz Marketing
Viral Strategies Buzz Marketing
 
26 Product Launch Strategies
26 Product Launch Strategies 26 Product Launch Strategies
26 Product Launch Strategies
 

Semelhante a From Mobile Games to Playful Communication: Play in Everyday Life

Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...
Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...
Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...EDEN Digital Learning Europe
 
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...Saxion University of Applied Sciences
 
Ludoliteracy presentación cet_2016
Ludoliteracy presentación cet_2016Ludoliteracy presentación cet_2016
Ludoliteracy presentación cet_2016Daniel Aranda
 
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds""From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"Frans Mäyrä
 
Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Luiz Henrique Magnani
 
Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Luiz Henrique Magnani
 
Casual social games for serious Social purposes
Casual social games for serious Social purposes Casual social games for serious Social purposes
Casual social games for serious Social purposes Valentina Rao
 
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...Frans Mäyrä
 
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Steve Vosloo
 
Game based learning
Game based learningGame based learning
Game based learningEnzo Silva
 
Games as Logic Machines: Learning the Humanities through the Logic and Parate...
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Games as Logic Machines: Learning the Humanities through the Logic and Parate...
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
 
Social Media & Social Game - How They Works Mutually
Social Media & Social Game - How They Works MutuallySocial Media & Social Game - How They Works Mutually
Social Media & Social Game - How They Works MutuallyAbang Edwin Syarif Agustin
 
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
 
Games for inclusive play
Games for inclusive playGames for inclusive play
Games for inclusive playRui Prada
 

Semelhante a From Mobile Games to Playful Communication: Play in Everyday Life (20)

Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...
Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...
Multidimensional Ludic Literacy: Diversity in Game Cultures - Frans Mäyrä #ed...
 
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal ...
 
Haifa 2013
Haifa 2013Haifa 2013
Haifa 2013
 
Ludoliteracy presentación cet_2016
Ludoliteracy presentación cet_2016Ludoliteracy presentación cet_2016
Ludoliteracy presentación cet_2016
 
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds""From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"
"From Narrative to Gameplay (And Back) - Studying Transmedial Storyworlds"
 
Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)
 
Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)Digital games, discourses and literacy (leve)
Digital games, discourses and literacy (leve)
 
Casual social games for serious Social purposes
Casual social games for serious Social purposes Casual social games for serious Social purposes
Casual social games for serious Social purposes
 
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...
Frans Mäyrä: "Finnish Fantasies: From Consumer to Pirate to Producer in Finni...
 
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
 
Final Weeks Mtech Game Design
Final Weeks Mtech Game DesignFinal Weeks Mtech Game Design
Final Weeks Mtech Game Design
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008
 
Game based learning
Game based learningGame based learning
Game based learning
 
Games as Logic Machines: Learning the Humanities through the Logic and Parate...
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Games as Logic Machines: Learning the Humanities through the Logic and Parate...
Games as Logic Machines: Learning the Humanities through the Logic and Parate...
 
Rosenblum gaming workshop_v2
Rosenblum gaming workshop_v2Rosenblum gaming workshop_v2
Rosenblum gaming workshop_v2
 
Social Media & Social Game - How They Works Mutually
Social Media & Social Game - How They Works MutuallySocial Media & Social Game - How They Works Mutually
Social Media & Social Game - How They Works Mutually
 
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
 
Gaming the Energy Crisis
Gaming the Energy CrisisGaming the Energy Crisis
Gaming the Energy Crisis
 
Games for inclusive play
Games for inclusive playGames for inclusive play
Games for inclusive play
 
PIFinalEssay
PIFinalEssayPIFinalEssay
PIFinalEssay
 

Mais de Frans Mäyrä

Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välillä
Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välilläFrans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välillä
Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välilläFrans Mäyrä
 
Frans Mäyrä: Oma pelihistoriani
Frans Mäyrä: Oma pelihistorianiFrans Mäyrä: Oma pelihistoriani
Frans Mäyrä: Oma pelihistorianiFrans Mäyrä
 
Frans Mäyrä, Vaasa Game Day keynote-luento
Frans Mäyrä, Vaasa Game Day keynote-luentoFrans Mäyrä, Vaasa Game Day keynote-luento
Frans Mäyrä, Vaasa Game Day keynote-luentoFrans Mäyrä
 
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...From Interdisciplinarity to Identity and Back: The Dual Character of Academic...
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...Frans Mäyrä
 
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulma
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulmaKaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulma
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulmaFrans Mäyrä
 
Pelit, pelimaailmat ja fantasian kautta voimaantuminen
Pelit, pelimaailmat ja fantasian kautta voimaantuminenPelit, pelimaailmat ja fantasian kautta voimaantuminen
Pelit, pelimaailmat ja fantasian kautta voimaantuminenFrans Mäyrä
 
INFOH1, syys-09, luento 3
INFOH1, syys-09, luento 3INFOH1, syys-09, luento 3
INFOH1, syys-09, luento 3Frans Mäyrä
 
INFOH1, syys-09, Luento 2
INFOH1, syys-09, Luento 2INFOH1, syys-09, Luento 2
INFOH1, syys-09, Luento 2Frans Mäyrä
 
INFOH1-luento, syys-09
INFOH1-luento, syys-09INFOH1-luento, syys-09
INFOH1-luento, syys-09Frans Mäyrä
 
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiä
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiäPelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiä
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiäFrans Mäyrä
 
Case Digitaaliset Pelit
Case Digitaaliset PelitCase Digitaaliset Pelit
Case Digitaaliset PelitFrans Mäyrä
 
Case Digitaaliset Pelit
Case Digitaaliset PelitCase Digitaaliset Pelit
Case Digitaaliset PelitFrans Mäyrä
 
INFOH1-kurssi: Luento 3
INFOH1-kurssi: Luento 3INFOH1-kurssi: Luento 3
INFOH1-kurssi: Luento 3Frans Mäyrä
 
INFOH1-kurssi: Luento 2
INFOH1-kurssi: Luento 2INFOH1-kurssi: Luento 2
INFOH1-kurssi: Luento 2Frans Mäyrä
 
Tervetuloa Hyperiin S08
Tervetuloa Hyperiin S08Tervetuloa Hyperiin S08
Tervetuloa Hyperiin S08Frans Mäyrä
 

Mais de Frans Mäyrä (20)

Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välillä
Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välilläFrans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välillä
Frans Mäyrä: Tosi ja virtuaalinen - liikettä maailmojen välillä
 
Frans Mäyrä: Oma pelihistoriani
Frans Mäyrä: Oma pelihistorianiFrans Mäyrä: Oma pelihistoriani
Frans Mäyrä: Oma pelihistoriani
 
Frans Mäyrä, Vaasa Game Day keynote-luento
Frans Mäyrä, Vaasa Game Day keynote-luentoFrans Mäyrä, Vaasa Game Day keynote-luento
Frans Mäyrä, Vaasa Game Day keynote-luento
 
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...From Interdisciplinarity to Identity and Back: The Dual Character of Academic...
From Interdisciplinarity to Identity and Back: The Dual Character of Academic...
 
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulma
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulmaKaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulma
Kaikkialle levittäytyvä pelillisyys ja Facebook: pelitutkimuksen näkökulma
 
Pelit, pelimaailmat ja fantasian kautta voimaantuminen
Pelit, pelimaailmat ja fantasian kautta voimaantuminenPelit, pelimaailmat ja fantasian kautta voimaantuminen
Pelit, pelimaailmat ja fantasian kautta voimaantuminen
 
ITIMS51: Luento 3
ITIMS51: Luento 3ITIMS51: Luento 3
ITIMS51: Luento 3
 
Luento 2
Luento 2Luento 2
Luento 2
 
ITIMS51: Luento 2
ITIMS51: Luento 2ITIMS51: Luento 2
ITIMS51: Luento 2
 
ITIMS51, Luento 1
ITIMS51, Luento 1ITIMS51, Luento 1
ITIMS51, Luento 1
 
INFOH1, syys-09, luento 3
INFOH1, syys-09, luento 3INFOH1, syys-09, luento 3
INFOH1, syys-09, luento 3
 
INFOH1, syys-09, Luento 2
INFOH1, syys-09, Luento 2INFOH1, syys-09, Luento 2
INFOH1, syys-09, Luento 2
 
INFOH1-luento, syys-09
INFOH1-luento, syys-09INFOH1-luento, syys-09
INFOH1-luento, syys-09
 
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiä
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiäPelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiä
Pelien hyvyydestä ja pahuudesta - pelikulttuurin ja mediakasvatuksen kysymyksiä
 
Case Digitaaliset Pelit
Case Digitaaliset PelitCase Digitaaliset Pelit
Case Digitaaliset Pelit
 
Case Digitaaliset Pelit
Case Digitaaliset PelitCase Digitaaliset Pelit
Case Digitaaliset Pelit
 
INFOH1-kurssi: Luento 3
INFOH1-kurssi: Luento 3INFOH1-kurssi: Luento 3
INFOH1-kurssi: Luento 3
 
INFOH1-kurssi: Luento 2
INFOH1-kurssi: Luento 2INFOH1-kurssi: Luento 2
INFOH1-kurssi: Luento 2
 
INFOH1 - Luento 1
INFOH1 - Luento 1INFOH1 - Luento 1
INFOH1 - Luento 1
 
Tervetuloa Hyperiin S08
Tervetuloa Hyperiin S08Tervetuloa Hyperiin S08
Tervetuloa Hyperiin S08
 

Último

Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdfSoniaTolstoy
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsTechSoup
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpinRaunakKeshri1
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room servicediscovermytutordmt
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...christianmathematics
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactdawncurless
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...PsychoTech Services
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhikauryashika82
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024Janet Corral
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxVishalSingh1417
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformChameera Dedduwage
 
social pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajansocial pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajanpragatimahajan3
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13Steve Thomason
 

Último (20)

Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room service
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy Reform
 
social pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajansocial pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajan
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13
 

From Mobile Games to Playful Communication: Play in Everyday Life

  • 1. From Mobile Games to Playful Communication: Play in Everyday Life F r a n s Mä yr ä , Ph D P r o fes s or, In fo r mat ion S t udi e s & I n t e r a c t iv e Me di a S c h o o l o f In fo r mat io n S c i e n c e s, T R I M, G a me Re s e a r c h L a b Uni ver s it y o f Ta mp er e
  • 2. Games’ increasing contextual and demographic reach • Opportunities for solitary play, and social interaction • Game play motivations can be contradictory (e.g. casual vs. immersive/hardcore) • Expanding software ecosystems are increasingly reaching both active and non- active game players • Need to recognize the tensions that characterize the evolving mobile games and user cultures as well as related service design
  • 3. Increasing range of games and play • The MobyGames.com database lists now c. 72 000 different games • New ones appearing daily • There are 138 different platforms listed • App Stores for mobile games & applications are showing strongest growth • In Finland, 98 % of people are game players, 89 % are active players • 73 % play digital games, 54 % are active digital game players • Average digital game player age is 37 years • Particularly mobile game playing is on the rise • (Source: Karvinen & Mäyrä, Player Barometer 2011)
  • 5. The sense of games and play • Play and playfulness is a wider phenomenon than games • Johan Huizinga: the play impulse is the foundation of culture and creativity (Homo Ludens, 1938) • Play thrives at the outside of instrumental utility, where an endogenous system of meaning can be established • Also in our everyday life we orient according to social frames, or the rules of situational contexts • Play can emerge as initiated by the situation, place, practices or the actor herself
  • 6. Playful person • In the personality psychology some of the characteristics of playfulness have been identified: • Playfulness is the predisposition to frame (or reframe) a situation in such a way as to provide oneself (and possibly others) with amusement, humor, and/or entertainment. Individuals who have such a heightened predisposition are typically funny, humorous, spontaneous, unpredictable, impulsive, active, energetic, adventurous, sociable, outgoing, cheerful, and happy, and are likely to manifest playful behavior by joking, teasing, clowning, and acting silly. (Barnett 2007, 955.)
  • 7. Are you playful in your work?
  • 8. Playfulness in games • All games and all game players are not particularly playful • Highly competitive, tightly rule-regulated games do not provide as much room for playfulness as more free-form play • True play should always have some leeway, free movement within a more rigid structure (Salen & Zimmerman 2004) • The range of game-like phenomena is great, from free sandbox games (paidia play) to tightly controlled competitive games (ludus play; Caillois 1958; Frasca 2003)
  • 9. Playfulness in communication • Playful communication takes place “for its own sake”, and fulfils poetic or phatic function (R. Jakobsson 1960) • E.g. play with words can be motivated by artistic curiosity or by the need to entertain others • In humour, a person releases supressed energy (Freud 1989) or creates new meanings by joining different phenomena or viewpoints in surprising ways • “Joking is a game that players only play successfully when they both understand and follow the rules” (Critchley 2002) • Jokes and playful communication can be nurturing and caring, but also teasing and ridiculing use of power
  • 10. Game as communication • Playfulness and games rely on meta-communication, the hints that help e.g. a puppy to differentiate a ‘nip’ from a real ‘bite’ (Bateson 1976) • The means of games can be used to make complex phenomena more easily understandable (Duke 1974: games are the “language of the future”) • Games utilize the rhetoric of persuasion and can convey a stance, make a point (Bogost 2007; Bogost et al. 2010) • In games, two forms of communication come together: semiosis and ludosis (Mäyrä 2008)
  • 11. Characteristics of playful communication • Playfulness of communication can be evaluated from three key dimensions: 1. Does it encourage spontaneous, free acts of play? (free play) 2. Does it encourage creating and sharing creative, surprising contents and combinations? (creative play) 3. Does it encourage engagement in free, self-purposeful manner? (freedom from utilitarian though) (Source: Mäyrä, Frans (2012) “Playful Mobile Communication – Services Supporting the Culture of Play”. Interactions: Studies in Communication & Culture, 3:1 (October 2012), 55-70.)
  • 12. Rapidly increasing mobile communications • Particularly young people appear to have increased their mobile communications and data usage
  • 13. App usage on the rise • 4,125 Android smartphone users tracked, “users spent 59.23 minutes per day on their devices. However, the average application session – from opening an app to closing it – lasted only 71.56 seconds” • Source: Böhmer et al. (2011) “Falling Asleep with Angry Birds, Facebook and Kindle – A Large Scale Study on Mobile Application Usage”. MobileHCI 2011.
  • 14. Games and playful mobile communications • Two directions of game development: 1. Small video games 2. True mobile games • The latter make use of the distinctive strengths of mobile technology, such as touch screens, location information, different sensors, and social networks • The mixed reality and augmented reality games have made significant progress in a decade • Playful communication even more prevalent than mobile game play?
  • 16. Gaming with (mobile) images • Social media has increased the incentive for sharing photos and mobile media further lowers the threshold for sharing and self-expression • Flickr (2004) is an early example of a playful and game-like environment for communicating with images • Originally emerged as a side project in developing web-based MMO titled “Game Neverending” • Smartphones feed the growing role of visual information in Flickr (as in Facebook and many other social services) • The “interestingness” algorithm detects the most interesting photos shared in the service, and has led into “gaming the Flickr” • Users are developing their own playful photo culture, e.g. playful message forum threads where the rule is to use only one colour, or a particular shape • More: Mäyrä, Frans (2011) “Games in the Mobile Internet: Towards Contextual Play”. In: Garry Crawford & Victoria Gosling & Ben Light (eds.), Online Gaming in Context: The social and cultural significance of online games. New York: Routledge. p. 108-129.
  • 17. Facebook and playful communication • There are estimated 200-300 million active game players in Facebook (which has over 1 billion users) • Earlier the game messages filled the ‘news streams’ or Facebook, but this has been changed • Phatic communication, joking and silly links and photos, ironic and playful comments to daily news • A building and management simulation game such as Farmville (2009) has immediately also been used for playful self-expression • Games that allow creative play are games or emergence rather than of progression (Juul 2002; Kirman 2010)
  • 19. Expanding games literacy • Case Rovio: • Angry Birds: physics puzzles • Angry Birds Space: physics puzzles in an environment with more complex gravitational opportunities • Bad Piggies: increasingly complex toolbox for creating different solutions to physics based puzzle levels • Education of a casual gaming audience in games literacy and playful creativity
  • 20. MOGAME case study • University of Tampere Game Research Lab designed and implemented a location-based, multiplayer mobile game prototype in 2003- 2004 • Featured an audio-focused user interface (shaman’s drum), which carried clues about the mixed reality game events • Let players write “scrolls” that could be dropped into various locations • Enabled player-created treasure hunts, trails of hints available in mixed reality • (More: see Digital Cityscapes: Merging Digital and Urban Playspaces, 2009 & Theory and Design of Pervasive Games, 2009.)
  • 21. Playful, user-created content in locative media • Foursquare and services that have followed its ‘check-in’ game mechanic are changing our relationships to physical and social space • Users have utilized the service for (rule-breaking) playful communication • Quantity of mobile social media apps is increasing, but are they really empowering the users/players? • (800,000+ apps available both in iOS App Store and Google Play)
  • 22. Directions of development • We need to teach and learn gaming literacy, media literacy and life management as integrated with each other • Need for balancing the flow of stimuli with selective attention and memory skills as well as social skills, supported by smart design decisions • We are continuously adapting into new information ecosystems, our thinking and cultures are in constant state of flux • The new culture of learning is created and shaped within the context of increasingly playful and games-saturated society • The most positive future directions are linked with creative, playful activity, and collaboration that is empowered by individual and cultural differences
  • 23. Selected References • Barnett, L.A., 2007, The Nature of Playfulness in Young Adults, • Frasca, G., 2003, Simulation versus Narrative: Introduction to Personality and Individual Differences, 43(4), pp. 949–958. Ludology, in M. J. P. Wolf and B. Perron, (eds.) The Video Game Theory Reader. London: Routledge, pp. 221-235. • Bogost, I., 2007, Persuasive Games: The Expressive Power of Videogames, Cambridge, MA: MIT Press. • Goffman, E., 1961, Encounters; Two Studies in the Sociology of Interaction, Indianapolis: Bobbs-Merrill. • Bogost, I., Ferrari, S. & Schweizer, B., 2010, Newsgames: Journalism at Play, Cambridge, MA: MIT Press. • Huizinga, J., 1955, Homo Ludens: A Study of the Play-element in Culture, Boston: Beacon. • Critchley, S., 2002, On Humour, London & New York: Routledge. • Karvinen, J, & Mäyrä, F. 2011. Pelaajabarometri 2011: Pelaamisen • Caillois, R., 1958/2001, Man, Play and Games, Urbana (IL): Muutos. TRIM Research Reports. Tampere: University of Tampere. University of Illinois Press. http://tampub.uta.fi/tulos.php?tiedot=484. • Duke, R.D., 1974, Gaming: The Future’s Language, New York: Sage • Kirman, B., 2010, Emergence and Playfulness in Social Games, in Publications. Proceedings of MindTrek 2010. New York: ACM, pp. 71-77. • Jakobsson, R., 1960, Closing statements: Linguistics and Poetics, in • Mäyrä, F., 2008, An Introduction to Game Studies: Games in Culture, T. A. Sebeok, (ed.) Style in Language. Cambridge (MA): Technology London & New York: Sage Publications. Press of Massachusetts Institute of Technology, pp. 350-377. • Mäyrä, Frans, 2012, “Playful Mobile Communication – Services • Juul, J. 2002. “The Open and the Closed: Games of Emergence and Supporting the Culture of Play”. Interactions: Studies in Games of Progression.” In Digital Cultures Conference Proceedings, Communication & Culture, 3:1 (October 2012), 55-70 323–329. Tampere, Finland: Tampere University Press.