Data and R code of two papers

Below is link to the data file and R code used to in the final models in “Models for Story Consistency and Interestingness in Single-Player RPGs” (in Mindtrek 2013) and “Modeling Player-character engagement in Single-player character-driven games” (in ACE 2013 Netherlands).  The models q4 and q7 are used in the first paper and and the modelContinue reading “Data and R code of two papers”

Modeling Player-character Engagement in Single-player Character-driven Games

Petri Lankoski In ACE 2013 Netherlands, pp. 572-575.  Copyright Springer 2013. This is author’s version. The definitive version DOI: 10.1007/978-3-319-03161-3_56. Abstract This pilot study looks at how the formal features of character-driven games can be used to explain player-character engagement. Questionnaire data (N=206), formal game features (in 11 games), and ordinal regression were used in theContinue reading “Modeling Player-character Engagement in Single-player Character-driven Games”

Models for Story Consistency and Interestingness in Single-Player RPGs

Petri Lankoski Published in Academic MindTrek 2013 (c) Petri Lankoski 2013. This is the author’s version of the work. It is posted here for your own personal use. Not for redistribution. The definitive version was published in Academic MindTrek 2013. http://dx.doi.org/ [LINK TO BE ADDED] ABSTRACT What are the elements that aect story interestingness or consistency inContinue reading “Models for Story Consistency and Interestingness in Single-Player RPGs”

My MindTrek2013 presentation on game story

My MindTrek 2013 presentation: http://www.slideshare.net/slideshow/embed_code/26820610 The presentation relates to my paper Lankoski, 2013. Models for story consistency and interestingness in single-player rpgs. MindTrek 2013. The authors version is available on my blog: /2013/10/03/models-for-story-consistency-and-interestingness-in-single-player-rpgs/

CFP: Game Research Methods

CALL FOR CHAPTER PROPOSALS During the last few years, several textbooks for game students have become available. While these cover many areas well, the objective of this book is to provide a collection of research methods for undergraduate and graduate level students. The aim of the book is to provide a comprehensive overview of thatContinue reading “CFP: Game Research Methods”

An Embodied Cognition Approach for Understanding Role-playing

Article by  Simo Järvelä & me about embodied cognition and role-playing is out. Abstract The article proposes that the theories of grounded cognition and embodiment can be utilized in explaining the role-playing experience. Embodied cognition theories assume that cognition is not only a feature of the brain, but the body as a whole and it is interactionContinue reading “An Embodied Cognition Approach for Understanding Role-playing”

Computer Games and Emotions

Petri Lankoski Authoritative version is published in Sageng, Fossheim & Larsen (eds.), The Philosophy of Computer Games, Springer, pp. 39–55,  DOI=10.1007/978-94-007-4249-9_4. Introduction An intriguing question in the philosophy of fiction is on how can we be moved by the fates of the fictional characters or how we fear a fictional monster? This question, in the context of literature andContinue reading “Computer Games and Emotions”

Computer Games and Emotions

Update 2012/08/30:  the full text is available on my blog. I have a chapter about emotions in computer games in The Philosophy of Computer Games book. Here the abstract of the chapter: How players experience games emotionally is the central question in this essay. The answer varies and depends on the game. Yet, most of the actionsContinue reading “Computer Games and Emotions”

Theory Lenses: Deriving Gameplay Design Patterns from Theories

Petri Lankoski, Staffan Björk ACM, (2011). This is authors version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in MindTrek’11 (Tampere ) http://dx.doi.org/10.1145/2181037.2181041. ABSTRACT Gameplay design patterns are semiformal interconnected descriptions features of gameplay. While most previous patterns have beenContinue reading “Theory Lenses: Deriving Gameplay Design Patterns from Theories”

Joystickit kuumina PDF

Markku Reunanen has made our (Reunanen, Lankoski, Heinonen) chapter in Digirakkaus 2 available as PDF. The chapter can downloaded at http://www.kameli.net/~marq/joystickit_kuumina.pdf (in Finnish). Figure shows how our informants remembered certain titles from 1980 to 1995. When we posted questionnaire we missed some notorious  games in US, such as Swedish Erotica series, that would have beenContinue reading “Joystickit kuumina PDF”