Publications

Forthcoming

  1. Eriksson Zolnierski, D. Jonsson, F. & Lankoski, P. (2026). Christianity in Horror Videogames: A Qualitative Content Analysis. In the FDG 2026 Conference Proceedings. ACM.
  2. Lankoski, P. (2026). How do adult game developers deal with platform censorship? In the FDG 2026 Conference Proceedings. ACM.
  3. Lankoski, P. (2026). Emotions, Protective Frame, and Videogame Body Genres. In the FDG 2026 Conference Proceedings. ACM
  4. Lankoski, P. (2026). Monstrous Desires in Pornographic Videogames. In Proceedings of DiGRA 2026.
  5. Lankoski, P. & Björk. S. (eds., forthcoming). Game research methods. Extended ed. Play Story Press.

Books

  1. Lankoski, P. (2010). Character-Driven Game Design: A Design Approach and Its Foundations in Character Engagement. Doctoral dissertation, Aalto University, School of Art and Design. Available at https://aaltodoc.aalto.fi/handle/123456789/11446. 182 pages.
  2. Lankoski, P. (2003). Vallan jäljet: Lähtökohtia pelin ja draamallisen tv-sarjan yhdistämiseen. Tampere University Press. Available http://urn.fi/urn:isbn:951-44-5705-6. 55 pages.

Edited Books & Journal Issues

  1. Lankoski, P. & Holopainen, J. (eds.) (2017). Game Design Research: An introduction to theory & practice. ETC Press.
  2. Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press.
  3. Lankoski, P., Waern, A., Thorhaufe, A.M., & Verhagen, H. (eds.) (2011). Special Issue:  Experiencing games: games, play and players. Journal of Gaming and Virtual Worlds 3:3. DOI=10.1386/jgvw.3.3.175_7.
  4. Lankoski, P., & Kirvesmäki, L. (Eds.). (2002). Henkilökohtainen navigointi : Periaatteita käyttöliittymien ja käyttökokemuksen suunnitteluun. Tampere: Tampere University Press.
  5. Lankoski, P. (Ed.). (2001). Ihminen, paikka ja aika : Kohti henkilökohtaisen navigoinnin käyttöliittymän suunnitteluperiaatteita. Tampere: Tampereen yliopisto.

Articles (peer-reviewed)

  1. Lankoski, P., Lundmark, S. & Rodela. 2026. Engaging Youth in Urban Planning Discussions Using Minecraft: Challenges and Opportunities. International Journal of Serious Games.DOI=10.17083/v673dj03.
  2. Lankoski, P. Apperley, T., & Harviainen, J.T. (2023). Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon. Games and Culture. 18:1 DOI=10.1177/15554120221084453.
  3. Backe, H.-J. & Lankoski, P (2022). Theorizing the player-playable figure relationship. Narrative, 30(2). DOI=10.1353/nar.2022.0014.
  4. Cowley, B., Kosunen, I., Lankoski, P., Kivikangas J.M., Järvelä, S., Ekman, I., Kemppainen, J., & Ravaja, N. (2014). Experience Assessment and Design in the Analysis of Gameplay. Simulation and Gaming 45:1, pp. 41-69. DOI=10.1177/1046878113513936.
  5. Lankoski, P. & Järvelä, S. (2012). An Embodied Cognition Approach for Understanding Role-playing. International Journal of Role-Playing, 3. DOI=https://doi.org/10.33063/ijrp.vi3.222
  6. Lankoski, P., Waern, A., Thorhaufe, A.M., & Verhagen, H. (2011). Introduction to special issue: Experiencing games: games, play and players. Journal of Gaming and Virtual Worlds 3:3. Available: author’s version, DOI: 10.1386/jgvw.3.3.175_7.
  7. Lankoski, P. (2011). Player Character Engagement in Computer Games. Games and Culture, 6(4), pp. 291-311. DOI: 10.1177/1555412010391088.
  8. Ekman, I., & Lankoski, P. (2004). Integrating a game with a story – lessons from interactive television concept design. Computer & Graphics, 28(2), 167-177. DOI: 10.1016/j.cag.2003.12.002.

Conference Papers (peer-reviewed long papers)

  1. Lankoski, P. & Välisalo, T. 2025. Parties, Partying, and Party Games in Single-Player Videogames. In: DiGRA 2025 Conference Proceedings. DOI=10.26503/dl.v2025i2.2461
  2. Lankoski, P. & Välisalo, T. (2023). Pornographic Games on Steam: Genres, Modes, and Milieus. In DiGRA 2023 Conference Proceedings. DOI=10.26503/dl.v2020i1.1268.
  3. Lankoski, P. & Dymek, M. (2020). Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes. In DiGRA 2020 Conference Proceedings. DOI=10.26503/dl.v2020i1.1268.
  4. Lankoski, P. & P. Eladhari, M. (2019). Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme. Teaching Games: Pedagogical Approaches – DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019) August 6, 2019, Kyoto, Japan.
  5. Lankoski, P. (2016). Embodiment in Character-Based Videogames. Academic Mindtrek ’16. Oct. 17-18, 2016, Tampere, Finland. New York: ACM. DOI=10.1145/2994310.2994320.
  6. Lankoski, P. (2013). Models for Story Consistency and Interestingness in Single-Player RPGs. In Academic Mindtrek 2013. 8 pages. DOI=10.1145/2523429.2523480.
  7. Lankoski, P. & Björk., S. (2011). Theory Lenses: Deriving Gameplay Design Patterns from Theories. In MindTrek’01 (Tampere, 28–30 September). DOI=10.1145/2181037.2181041.
  8. Lankoski, P. & Björk, S. (2008). Character-Driven Game Design: Characters, Conflict, and Gameplay. In  GDTW 2008 Conference Proceedings, Liverpool, UK. Available at my blog.
  9. Lankoski, P. & Björk, S. (2007). Gameplay Design Patterns for Social Networks and Conflicts. In GDTW 2007 Conference Proceedings, Liverpool, UK. Available at my blog.
  10. Lankoski, P. & Björk, S. (2007). Gameplay design patterns for believable non-player characters. Proceedings of DiGRA 2007 Conference: Situated Play. University of Tokyo: Tokyo. DOI=10.26503/dl.v2007i1.262.
  11. Ekman, I., Ermi, L., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. (2005). Designing sound for a pervasive mobile game. ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005, Valencia, Spain. DOI=10.1145/1178477.1178492.
  12. Ekman, I., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. (2005). Designing sound for a mobile pervasive game. Changing Views: World in Play, Vancouver. DOI=10.26503/dl.v2005i1.163.
  13. Lankoski, P., & Ekman, I. (2003). Integrating a multi-user game with dramatic narrative for interactive television. European Conference on Interactive Television: From Viewers to Actors, Brighton. 77-82. Available http://www.brighton.ac.uk/interactive/euroitv/Papers/Paper9.pdf.
  14. Lankoski, P., & Heliö, S. (2002). Approaches to computer game design: Characters and conflict. CGDC Conference Proceedings, Tampere. 311-321. DOI=10.26503/dl.v2002i1.30.

Conference Papers (peer-reviewed  short papers and extended abstracts)

  1. Lankoski, P. & Dymek, M. (2023). Towards a History of Finnish and Swedish Game Industry Platforms. FDG’23. DOI=10.1145/3582437.3587214.
  2. Dymek. M. & Lankoski, P. (2023). Ecosystems of indie porn game development: co-dependent partial organisations. FDG’23. DOI=10.1145/3582437.3587176.
  3. Lankoski, P. (2013). Modelling Player-character Engagement in Single-player character-driven games. In ACE 2013 Netherlands, pp. 572-575. DOI=10.1007%2F978-3-319-03161-3_56.
  4. Lankoski, P. & Horttana, T. (2008). Lies and Seductions. In ICIDS08 (Erfurt, Germany 26–29 Nov), Berlin: Springer, pp. 44–47.
  5. Lankoski, P., Heliö, S., Nummela, J., Lahti, J., Mäyrä, F., & Ermi, L. (2004). A case study in pervasive game design: The Songs of North. NordiCHI ’04: Proceedings of the Third Nordic Conference on Human-Computer Interaction, Tampere. 413-416. Available http://doi.acm.org/10.1145/1028014.1028083.
  6. Ekman, I., & Lankoski, P. (2002). What should it do? Key issues in navigation interface design for small screen devices. CHI ’02: CHI ’02 Extended Abstracts on Human Factors in Computing Systems, Minneapolis, Minnesota, USA. 622-623. Available http://doi.acm.org/10.1145/506443.506514.

Conference Papers (abstract reviewed long papers)

  1. Lankoski, P. (2023). Monsters and Monstrosity in Porn Games. Paper presented in P0rn workshop (DiGRA 2023 conference).
  2. Lankoski. P. & Välisalo, T. (2023). Parties and Party Games in Videogames. Paper presented at Party!, Tampere, Finland.
  3. Lankoski, P. & Björk, S. (2010). Harvesting gameplay design patterns using theory lenses. Paper presented in Games Research Methods Seminar. Tampere, April 8-9 2010.
  4. Lankoski, P. (2007). Goals, affects, and empathy in games. Paper presented at Philosophy of Computer Games, Reggio Emilia, Italy. Available: http://game.unimore.it/papers/lankoski_paper.pdf.
  5. Lankoski, P. (2006). Playing a character: Role-playing and pretence play. Paper presented in Playing Roles, Tampere, Finland.
  6. Lankoski, P. (2005). Building and reconstructing character: A case study of Silent Hill 3. Paper presented in Changing Views: World in Play, Vancouver. DOI=https://doi.org/10.26503/dl.v2005i1.179.
  7. Lankoski, P., Heliö, S., & Ekman, I. (2003). Characters in computer games: Toward understanding interpretation and design. Paper presented at the Level Up: Digital Games Research Conference. Utrecht. DOI=https://doi.org/10.26503/dl.v2003i1.101.

Book Chapters

  1. Lankoski, P. & Romo Flores, A. (2021). Level design. In R.E. Ferdig, E. Gandolfi &  E. Baumgartner, eds, Teaching the Game: An interdisciplinary collection of game course syllabi, part 2. ETC Press.
  2. Lankoski, P. & Holopainen, J. 2017. Game design research: An overview. In: Lankoski, P. & Holopainen, J. (eds.) Game design research: An introduction to theory & practice. ETC Press, pp.1-24.
  3. Lankoski, P. & Björk S. (2015). Formal Analysis of Gameplay. In Lankoski, P. & Björk, S. (eds) Game Research Methods: An Overview. ETC Press, pp. 23-35.
  4. Lankoski, P. & Björk S. (2015). Introduction. In Lankoski, P. & Björk, S. (eds) Game Research Methods: An Overview. ETC Press, pp. 1-8.
  5. Lankoski, P. (2012). Computer Games and Emotions. In Sageng, Fossheim & Larsen (eds.) The Philosophy of Computer Games. Springer. DOI=10.1007/978-94-007-4249-9_4.
  6. Reunanen, M., Lankoski, P., &  Heinonen, M. (2011). Joystickit kuumina – varhaista erotiikkaa kotitietokoneilla. In Saarikoski, P., Heinonen,  L., &  Turtiainen, L. (eds.) Digirakkaus 2. Turun yliopisto. Available: http://www.kameli.net/~marq/joystickit_kuumina.pdf.
  7. Lankoski, P., Johansson, A., Karlsson, B., Björk, S., and Dell’Acqua, P. (2011). AI Design for Believable Characters via Gameplay Design Patterns. In Cruz-Cunha, Carvalho & Tavares (eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global.
  8. Ekman, I & Lankoski, P. (2009). Hair-Raising Entertainment:  Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame. In Perron, B. (ed.) Horror Video Games: Essays on the Fusion of Fear and Play. McFarland.
  9. Mäyrä, F. & Lankoski, P. (2009). Play in Hybrid Reality: Alternative Approaches to Game Design. In Souza e Silva, A. & Sutko, D. (eds.) Digital Cityscapes: Merging Digital and Urban Playspaces. Peter Lang Publishers.
  10. Lankoski, P. (2004). Character design fundamentals for role-playing games. In M. Montola, & J. Stenros (Eds.), Beyond role and play – tools, toys, and theory for harnessing the imagination (pp. 139-148). Helsinki: Ropecon ry. Available: http://www.ropecon.fi/brap/ch12.pdf.
  11. Lankoski, P. (2002). Elämysten suunnittelu ja paikkatietoiset palvelut. In P. Lankoski, & L. Kirvesmäki (Eds.), Henkilökohtainen navigointi: Periaatteita käyttöliittymien ja käyttökokemusten suunnitteluun (pp. 109-120). Tampere: Tampereen yliopisto.
  12. Lankoski, P., Ekman, I., Ermi, L., Jäppinen, A., Kirvesmäki, L., & Nummela, J. (2002). Suunitteluperusteita henkilökohtaiseen navigointiin. In P. Lankoski, & L. Kirvesmäki (Eds.), Henkilökohtainen navigointi: Periaatteita käyttöliittymien ja käyttökokemusten suunnitteluun (pp. 7-30). Tampere: Tampereen yliopisto.
  13. Lankoski, P., & Ermi, L. (2001). Sinne ja takaisin. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 90-103). Tampere: Tampereen yliopisto.
  14. Lankoski, P. & Patamaa, L. (2001). Kuinka käyttöliittymiä luetaan. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 62-75). Tampere: Tampereen yliopisto.
  15. Patamaa, L., Lankoski, P., & Ermi, L. (2001). Personointi Henkilökohtaisessa navigoinnissa. In P. Lankoski (Ed.), Ihminen, Aika ja Paikka (pp. 62-75). Tampere: Tampereen yliopisto.
  16. Ermi, L., & Lankoski, P. (2000). Emootiot digitaalisissa ympäristöissä. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 33-53). Tampere: Tampereen yliopisto.
  17. Kekki, J., & Lankoski, P. (2000). Turvallisuuden tunne ja aktiivinen käyttöliittymä. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 54-68). Tampere: Tampereen yliopisto.
  18. Lankoski, P. (2000). Sosiaalisuus peleissä ja digitaalissa tiloissa. In E. Pilke (Ed.), Aktiivinen käyttöliittymä 2000 (pp. 111-119). Tampere: Tampereen yliopisto.

Selected Reports

  1. Montola M., Jäppinen A., Lahti J., Lankoski P., Waern A., Holopainen J. (2007). Deliverable D5.4: Designing Pervasive Games. Integrated Project on Pervasive Gaming IPerG deliverable. Available http://iperg.sics.se/Deliverables/D5.4b.pdf.

Workshop Papers and Panels

  1. Koenitz, H., Mekler, E., Roth, C. Björk, S., Lankoski, P., Kultima, A., Eladhari, M.P.,  and Schmitz, C. (2018) Methods, History, and Impact – Directions in Game Design Research [Panel]. FDG 2018 Conference. Malmö.
  2. Koenitz, H., Mekler, E., Björk, S., Lankoski, P. Eladhari, M.P., Kultima, A., Roth, C. and Medler, B. (2018). Methods, History, and Impact – Directions in Game Design Research. [Workshop paper]. In: GER-18: New Research Perspectives on Game Design and Development Education. Melbourne.

Misc

  1. Heinonen, M., Reunanen, M., & Lankoski, P. (2013). Tikku-ukoista pikselitisseihin: digitaalisen erotiikan varhaisvuodet. Skrolli  3, pp. 44–46.
  2. Lankoski, P. (2009). Postmortem: Lies and Seductions. Games Career Guide, http://gamecareerguide.com/features/790/postmortem_lies_and_.php.
  3. Lankoski, P., Ekman, I. & Heliö, S. (2007). A Method for Designing Multifaceted Player Characters in Computer Games. 装饰 (Art & Design). December, 72–75.

Art & Serial Art

  1. Lankoski, P. (2001) [Exhibition]. CoLtd. Webgallerie, http://www.coltd.nl/.
  2. Lankoski P., & Kuvaja S. (1998) [Serial Art]. Vihollismaalla. Excaliburin vuosijulkaisu 1998.
  3. Lankoski P. (1989) [Serial Art] Raha ei haise. Kärki, 4/89.

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