Critical acclaim is considered to be one of the main predictors of profitability of game products... more Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.
Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek '11, 2011
ABSTRACT Facebook use is a ubiquitous part of contemporary life. Based on user interviews this pa... more ABSTRACT Facebook use is a ubiquitous part of contemporary life. Based on user interviews this paper probes the performative actions presenting self on Facebook. Instead of a medium or a place Facebook usage is approached as a collection of social situation. The findings support earlier small scale studies of Facebook use and find that Facebook is mostly a playful context where (semi)public utterances are consumed privately, 'friends' are managed as a an audience and a public 'face' is performed.
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among... more ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among children and adolescents, we investigated the possibilities of interactive lighting technology in encouraging children to participate in physical exercise in schools. We have created a story-driven physical exercise game based on light and sound utilizing a reasonably priced technological setup. The game has been evaluated with several groups of schoolchildren during physical education classes. The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes. In subjective evaluations, participants still found the story of the game interesting after three playtimes, and were eager to exercise this way again.
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Abstract The expert review method is a widely adopted usability inspection method for evaluating ... more Abstract The expert review method is a widely adopted usability inspection method for evaluating productivity software. Recently, there has been increasing interest to apply this method for the evaluation of video games, as well. In order to use the method effectively, there need to be playability heuristics that take into account the characteristics of video games.
Abstract Printed and digital learning materials are usually developed separately. Therefore, litt... more Abstract Printed and digital learning materials are usually developed separately. Therefore, little notice has been given to the possibilities of combining the two. This study introduces a new concept that combines printed and digital materials. A user-centric approach was chosen to develop a “hybrid book”, a combination of a traditional schoolbook and a mobile phone. Learning materials were combined into one entity by enabling access to the digital material through images in the book.
Abstract Facebook use is a ubiquitous part of contemporary life. Based on user interviews this pa... more Abstract Facebook use is a ubiquitous part of contemporary life. Based on user interviews this paper probes the performative actions presenting self on Facebook. Instead of a medium or a place Facebook usage is approached as a collection of social situation. The findings support earlier small scale studies of Facebook use and find that Facebook is mostly a playful context where (semi) public utterances are consumed privately,'friends' are managed as a an audience and a public'face'is performed.
Due to the popularity of social media networks and the games played on those platforms interest i... more Due to the popularity of social media networks and the games played on those platforms interest in the so-called social games has piqued. This article looks at those games in the context of general social aspects of game play. By approaching game play as an activity, it is possible to distinguish between different kinds of social interaction: the sociability players engage in around the game and the social play contained and mediated by the game.
Abstract Recent years have seen growing interest in educational games. At the same time, there ha... more Abstract Recent years have seen growing interest in educational games. At the same time, there has been interest in the research of hybrid media. Hybrid media is a combination of print and electronic media. In this paper, we present a study on the design of educational language games for a hybrid media platform. Based on supportive studies and scenario research, we present a design framework with ten design guidelines which can be used to aid in the development of educational language games.
Abstract" Social games", defined as games played and distributed on Social Networks, have become ... more Abstract" Social games", defined as games played and distributed on Social Networks, have become a digital gaming phenomenon. The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academic questions about game design, interface design, psychology and the social power of online networks.
Social network games in Facebook are played by millions of players on daily basis. Due to their d... more Social network games in Facebook are played by millions of players on daily basis. Due to their design characteristics, new challenges for game design and playability evaluations arise. We present a study where 18 novice inspectors evaluated a social game using playability heuristics. The objective is to explore possible domain-specific playability problems and to examine how the established heuristics suit for evaluating social games.
Abstract This paper introduces idea generation games designed for the use of game designers. Thre... more Abstract This paper introduces idea generation games designed for the use of game designers. Three games designed especially for generating new game ideas were developed in the GameSpace project that studies methods for design and evaluation of casual mobile multiplayer games. GameSpace idea generation games have been developed through an iterative process and in close cooperation with the end users, game industry professionals.
ABSTRACT Online gambling is often regarded as asocial activity. Previously players could not inte... more ABSTRACT Online gambling is often regarded as asocial activity. Previously players could not interact with each other in online environments. The situation has changed as internet, in general, has evolved towards a more social environment. First Finnish online gambling games, eBingo and online poker, which enabled in-game social interaction were opened in the year 2010. This article reports findings from the study which focused on the social interaction connected with these games.
Games in social networks have gained huge popularity in recent years. Based on the free-to-play r... more Games in social networks have gained huge popularity in recent years. Based on the free-to-play revenue model, these “social games” challenge the traditional game design and evaluation paradigms. Rather than stand alone products, social games have become services which are constantly updated, tweaked and developed further. The free-to-play model has a direct impact on the game design, and therefore to the player experience.
Page 1. Can you make money with free services? Janne Paavilainen Project Manager Game Research La... more Page 1. Can you make money with free services? Janne Paavilainen Project Manager Game Research Lab Page 2. Yes, yes you can. A lot, actually. Page 3. Who am I to say that? ▪ Janne Paavilainen, MsEcon, PhD student ▪ Project manager, games researcher, consultant ▪ Research on gaming trends since 2006 ▪ Mobile, social, free-to-play ▪ Tekes and game industry funded applied research projects ▪ Focus on qualitative research ▪ Game usability, playability, game experiences ▪ Heuristics for design & evaluation Page 4.
ABSTRACT Pervasive games combine real world and virtual game elements in game design. A player mi... more ABSTRACT 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 using this kind of context information seem versatile, but there is very little knowledge about how players perceive these features.
ABSTRACT Educational games have seen grown interest in recent years. At the same time, there has ... more ABSTRACT Educational games have seen grown interest in recent years. At the same time, there has been interest in the research of hybrid media. Hybrid media is a combination of print and electronic media. In this paper we present a first study on the design of educational language games for hybrid media platform. Based on scenario interviews and supportive research, we present a design framework which can be used to aid the design of educational language games.
International Referee Publications
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen J... more International Referee Publications
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen Janne, Rao Valentina. (2011). Social Game Studies at CHI 2011. In CHI EA '11 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systemd, 17-20.
Seisto Anu, Federley Maija, Kuula Timo, Paavilainen Janne, Vihavainen Sami. (2011). Involving the End-Users in the Development of Language Learning Material. International Journal of Mobile and Blended Learning (IJMBL) 3 (2), 43-56.
Stenros Jaakko, Paavilainen Janne, Mäyrä Frans. (2011). Social Interaction in Games. International Journal of Arts and Technology (IJART) 4 (3), 342-358.
Paavilainen J. (2010). Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. In Proceedings of the 2010 Conference on Future Play, 80-89.
Paavilainen Janne, Saarenpää Hannamari, Syvänen Antti, Seisto Anu, Federley Maija. (2010). Creating A Design Framework For Educational Language Games: A Hybrid Media Scenario Study. International Journal of Intelligent Games and Simulation 5 (1), 3.
Korhonen H, Paavilainen J, Saarenpää H. (2009). Expert review method in game evaluations: comparison of two playability heuristic sets. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 74-81.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2009). Designing “Game Idea Generation” Games. Loading 3 (5), 1-15.
Paavilainen J, Korhonen H, Saarenpää H, Holopainen J. (2009). Player Perception of Context Information Utilization in Pervasive Mobile Games. In The Proceedings of the 2009 DiGRA Conference, 1-8.
Paavilainen J, Saarenpää H, Seisto A, Federley M. (2009). Creating a Design Framework for Educational Language Games Utilizing Hybrid Media. In Qasim Mehdi et al (Ed.) Proceedings of 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games. Wolverhampton: University of Wolverhampton, 81-89.
Saarenpää H, Korhonen H, Paavilainen J. (2009). Asynchronous Gameplay in Pervasive Multiplayer Mobile Games. In Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, 4213-4218.
Stenros J, Paavilainen J, Mäyrä F. (2009). The many faces of sociability and social play in games. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 82-89.
Korhonen H, Saarenpää H, Paavilainen J. (2008). Pervasive Mobile Games - a New Mindset for Players and Developers. Teoksessa Panos Markopoulos et al. (Ed.) Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings. Berlin / Heidelberg: Springer, 21-32. (5294/2008).
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). Designing Game Idea Generation Games. In Proceedings of the 2008 conference on Future Play. Toronto, Kanada: ACM Digital Library, 137-144.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). User Experiences of Game Idea Generation Games. In Proceedings of Meaningful Play 2008, 1-26.
Kuittinen J, Kultima A, Niemelä J, Paavilainen J. (2007). Casual Games Discussion. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, 105-112.
Kultima A, Paavilainen J. (2007). Creativity Techniques in Game Design. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, N/A.
National Referee Publications
Paavilainen J, Korhonen H, Saarenpää H. (2009). Pelaaminen matkapuhelimella nyt ja tulevaisuudessa. Teoksessa Jaakko Suominen et al. (toim.) Pelitutkimuksen vuosikirja 2009, 67-81.
National Non-Referee Publications
Paavilainen Janne. (2011). Some Notes on Player Experiences in Social Games. Teoksessa Sotamaa Olli et al. (Ed.) New Paradigms for Digital Games: The Finnish Perspective, 102-105. (TRIM Research Reports 3).
Paavilainen J. (2010). Tähtien sotaa savuisissa sokkeloissa - Kilpalaserpelaaminen harrastuksena. Teoksessa Jaakko Suominen et al (Ed.) Pelitutkimuksen vuosikirja 2010. Tampere: Tampereen yliopisto, 139-152.
Paavilainen J, Kultima A, Kuittinen J, Mäyrä F, Saarenpää H, Niemelä J. (2009). GameSpace: Methods for Design and Evaluation for Casual Mobile Multiplayer Games. Tampere: University of Tampere, Department of information studies and interactive media. (Reseach of interactive media 1).
Saariluoma P, Paavilainen J, Vepsäläinen J. (2004). Mobiilipelaamisen käyttäjäpsykologian haasteita. Teoksessa Marja Kankaanranta, Pekka Neittaanmäki, Päivi Häkkinen (toim.) Digitaalisten pelien maailmoja. Jyväskylä: Koulutuksen tutkimuslaitos ja Agora Center, Game Lab, 97-114.
Learning Materials
Mäyrä F, Sihvonen T, Paavilainen J, Saarenpää H, Kultima A, Nummenmaa T, Kuittinen J, Stenros J, Montola M, Kinnunen J, Syvänen A. (2010). Monialainen pelitutkimus. Teoksessa Sami Serola (toim.) Ote informaatiosta. Helsinki: BTJ Kustannus, 306-349.
Critical acclaim is considered to be one of the main predictors of profitability of game products... more Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.
Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek '11, 2011
ABSTRACT Facebook use is a ubiquitous part of contemporary life. Based on user interviews this pa... more ABSTRACT Facebook use is a ubiquitous part of contemporary life. Based on user interviews this paper probes the performative actions presenting self on Facebook. Instead of a medium or a place Facebook usage is approached as a collection of social situation. The findings support earlier small scale studies of Facebook use and find that Facebook is mostly a playful context where (semi)public utterances are consumed privately, 'friends' are managed as a an audience and a public 'face' is performed.
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among... more ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among children and adolescents, we investigated the possibilities of interactive lighting technology in encouraging children to participate in physical exercise in schools. We have created a story-driven physical exercise game based on light and sound utilizing a reasonably priced technological setup. The game has been evaluated with several groups of schoolchildren during physical education classes. The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes. In subjective evaluations, participants still found the story of the game interesting after three playtimes, and were eager to exercise this way again.
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Abstract The expert review method is a widely adopted usability inspection method for evaluating ... more Abstract The expert review method is a widely adopted usability inspection method for evaluating productivity software. Recently, there has been increasing interest to apply this method for the evaluation of video games, as well. In order to use the method effectively, there need to be playability heuristics that take into account the characteristics of video games.
Abstract Printed and digital learning materials are usually developed separately. Therefore, litt... more Abstract Printed and digital learning materials are usually developed separately. Therefore, little notice has been given to the possibilities of combining the two. This study introduces a new concept that combines printed and digital materials. A user-centric approach was chosen to develop a “hybrid book”, a combination of a traditional schoolbook and a mobile phone. Learning materials were combined into one entity by enabling access to the digital material through images in the book.
Abstract Facebook use is a ubiquitous part of contemporary life. Based on user interviews this pa... more Abstract Facebook use is a ubiquitous part of contemporary life. Based on user interviews this paper probes the performative actions presenting self on Facebook. Instead of a medium or a place Facebook usage is approached as a collection of social situation. The findings support earlier small scale studies of Facebook use and find that Facebook is mostly a playful context where (semi) public utterances are consumed privately,'friends' are managed as a an audience and a public'face'is performed.
Due to the popularity of social media networks and the games played on those platforms interest i... more Due to the popularity of social media networks and the games played on those platforms interest in the so-called social games has piqued. This article looks at those games in the context of general social aspects of game play. By approaching game play as an activity, it is possible to distinguish between different kinds of social interaction: the sociability players engage in around the game and the social play contained and mediated by the game.
Abstract Recent years have seen growing interest in educational games. At the same time, there ha... more Abstract Recent years have seen growing interest in educational games. At the same time, there has been interest in the research of hybrid media. Hybrid media is a combination of print and electronic media. In this paper, we present a study on the design of educational language games for a hybrid media platform. Based on supportive studies and scenario research, we present a design framework with ten design guidelines which can be used to aid in the development of educational language games.
Abstract" Social games", defined as games played and distributed on Social Networks, have become ... more Abstract" Social games", defined as games played and distributed on Social Networks, have become a digital gaming phenomenon. The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academic questions about game design, interface design, psychology and the social power of online networks.
Social network games in Facebook are played by millions of players on daily basis. Due to their d... more Social network games in Facebook are played by millions of players on daily basis. Due to their design characteristics, new challenges for game design and playability evaluations arise. We present a study where 18 novice inspectors evaluated a social game using playability heuristics. The objective is to explore possible domain-specific playability problems and to examine how the established heuristics suit for evaluating social games.
Abstract This paper introduces idea generation games designed for the use of game designers. Thre... more Abstract This paper introduces idea generation games designed for the use of game designers. Three games designed especially for generating new game ideas were developed in the GameSpace project that studies methods for design and evaluation of casual mobile multiplayer games. GameSpace idea generation games have been developed through an iterative process and in close cooperation with the end users, game industry professionals.
ABSTRACT Online gambling is often regarded as asocial activity. Previously players could not inte... more ABSTRACT Online gambling is often regarded as asocial activity. Previously players could not interact with each other in online environments. The situation has changed as internet, in general, has evolved towards a more social environment. First Finnish online gambling games, eBingo and online poker, which enabled in-game social interaction were opened in the year 2010. This article reports findings from the study which focused on the social interaction connected with these games.
Games in social networks have gained huge popularity in recent years. Based on the free-to-play r... more Games in social networks have gained huge popularity in recent years. Based on the free-to-play revenue model, these “social games” challenge the traditional game design and evaluation paradigms. Rather than stand alone products, social games have become services which are constantly updated, tweaked and developed further. The free-to-play model has a direct impact on the game design, and therefore to the player experience.
Page 1. Can you make money with free services? Janne Paavilainen Project Manager Game Research La... more Page 1. Can you make money with free services? Janne Paavilainen Project Manager Game Research Lab Page 2. Yes, yes you can. A lot, actually. Page 3. Who am I to say that? ▪ Janne Paavilainen, MsEcon, PhD student ▪ Project manager, games researcher, consultant ▪ Research on gaming trends since 2006 ▪ Mobile, social, free-to-play ▪ Tekes and game industry funded applied research projects ▪ Focus on qualitative research ▪ Game usability, playability, game experiences ▪ Heuristics for design & evaluation Page 4.
ABSTRACT Pervasive games combine real world and virtual game elements in game design. A player mi... more ABSTRACT 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 using this kind of context information seem versatile, but there is very little knowledge about how players perceive these features.
ABSTRACT Educational games have seen grown interest in recent years. At the same time, there has ... more ABSTRACT Educational games have seen grown interest in recent years. At the same time, there has been interest in the research of hybrid media. Hybrid media is a combination of print and electronic media. In this paper we present a first study on the design of educational language games for hybrid media platform. Based on scenario interviews and supportive research, we present a design framework which can be used to aid the design of educational language games.
International Referee Publications
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen J... more International Referee Publications
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen Janne, Rao Valentina. (2011). Social Game Studies at CHI 2011. In CHI EA '11 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systemd, 17-20.
Seisto Anu, Federley Maija, Kuula Timo, Paavilainen Janne, Vihavainen Sami. (2011). Involving the End-Users in the Development of Language Learning Material. International Journal of Mobile and Blended Learning (IJMBL) 3 (2), 43-56.
Stenros Jaakko, Paavilainen Janne, Mäyrä Frans. (2011). Social Interaction in Games. International Journal of Arts and Technology (IJART) 4 (3), 342-358.
Paavilainen J. (2010). Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. In Proceedings of the 2010 Conference on Future Play, 80-89.
Paavilainen Janne, Saarenpää Hannamari, Syvänen Antti, Seisto Anu, Federley Maija. (2010). Creating A Design Framework For Educational Language Games: A Hybrid Media Scenario Study. International Journal of Intelligent Games and Simulation 5 (1), 3.
Korhonen H, Paavilainen J, Saarenpää H. (2009). Expert review method in game evaluations: comparison of two playability heuristic sets. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 74-81.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2009). Designing “Game Idea Generation” Games. Loading 3 (5), 1-15.
Paavilainen J, Korhonen H, Saarenpää H, Holopainen J. (2009). Player Perception of Context Information Utilization in Pervasive Mobile Games. In The Proceedings of the 2009 DiGRA Conference, 1-8.
Paavilainen J, Saarenpää H, Seisto A, Federley M. (2009). Creating a Design Framework for Educational Language Games Utilizing Hybrid Media. In Qasim Mehdi et al (Ed.) Proceedings of 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games. Wolverhampton: University of Wolverhampton, 81-89.
Saarenpää H, Korhonen H, Paavilainen J. (2009). Asynchronous Gameplay in Pervasive Multiplayer Mobile Games. In Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, 4213-4218.
Stenros J, Paavilainen J, Mäyrä F. (2009). The many faces of sociability and social play in games. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 82-89.
Korhonen H, Saarenpää H, Paavilainen J. (2008). Pervasive Mobile Games - a New Mindset for Players and Developers. Teoksessa Panos Markopoulos et al. (Ed.) Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings. Berlin / Heidelberg: Springer, 21-32. (5294/2008).
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). Designing Game Idea Generation Games. In Proceedings of the 2008 conference on Future Play. Toronto, Kanada: ACM Digital Library, 137-144.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). User Experiences of Game Idea Generation Games. In Proceedings of Meaningful Play 2008, 1-26.
Kuittinen J, Kultima A, Niemelä J, Paavilainen J. (2007). Casual Games Discussion. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, 105-112.
Kultima A, Paavilainen J. (2007). Creativity Techniques in Game Design. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, N/A.
National Referee Publications
Paavilainen J, Korhonen H, Saarenpää H. (2009). Pelaaminen matkapuhelimella nyt ja tulevaisuudessa. Teoksessa Jaakko Suominen et al. (toim.) Pelitutkimuksen vuosikirja 2009, 67-81.
National Non-Referee Publications
Paavilainen Janne. (2011). Some Notes on Player Experiences in Social Games. Teoksessa Sotamaa Olli et al. (Ed.) New Paradigms for Digital Games: The Finnish Perspective, 102-105. (TRIM Research Reports 3).
Paavilainen J. (2010). Tähtien sotaa savuisissa sokkeloissa - Kilpalaserpelaaminen harrastuksena. Teoksessa Jaakko Suominen et al (Ed.) Pelitutkimuksen vuosikirja 2010. Tampere: Tampereen yliopisto, 139-152.
Paavilainen J, Kultima A, Kuittinen J, Mäyrä F, Saarenpää H, Niemelä J. (2009). GameSpace: Methods for Design and Evaluation for Casual Mobile Multiplayer Games. Tampere: University of Tampere, Department of information studies and interactive media. (Reseach of interactive media 1).
Saariluoma P, Paavilainen J, Vepsäläinen J. (2004). Mobiilipelaamisen käyttäjäpsykologian haasteita. Teoksessa Marja Kankaanranta, Pekka Neittaanmäki, Päivi Häkkinen (toim.) Digitaalisten pelien maailmoja. Jyväskylä: Koulutuksen tutkimuslaitos ja Agora Center, Game Lab, 97-114.
Learning Materials
Mäyrä F, Sihvonen T, Paavilainen J, Saarenpää H, Kultima A, Nummenmaa T, Kuittinen J, Stenros J, Montola M, Kinnunen J, Syvänen A. (2010). Monialainen pelitutkimus. Teoksessa Sami Serola (toim.) Ote informaatiosta. Helsinki: BTJ Kustannus, 306-349.
I present a critical comparative review on four different heuristic evaluation models for video g... more I present a critical comparative review on four different heuristic evaluation models for video games. These models are reviewed based on the method of development, validation and content. After reviewing these models, the focus turns on social games which emerge from the domain of social media. Based on two social game design frameworks and the review of earlier video game heuristics, this paper provides a discussion for new heuristics focusing on social games.
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Papers by Janne Paavilainen
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen Janne, Rao Valentina. (2011). Social Game Studies at CHI 2011. In CHI EA '11 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systemd, 17-20.
Seisto Anu, Federley Maija, Kuula Timo, Paavilainen Janne, Vihavainen Sami. (2011). Involving the End-Users in the Development of Language Learning Material. International Journal of Mobile and Blended Learning (IJMBL) 3 (2), 43-56.
Stenros Jaakko, Paavilainen Janne, Mäyrä Frans. (2011). Social Interaction in Games. International Journal of Arts and Technology (IJART) 4 (3), 342-358.
Paavilainen J. (2010). Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. In Proceedings of the 2010 Conference on Future Play, 80-89.
Paavilainen Janne, Saarenpää Hannamari, Syvänen Antti, Seisto Anu, Federley Maija. (2010). Creating A Design Framework For Educational Language Games: A Hybrid Media Scenario Study. International Journal of Intelligent Games and Simulation 5 (1), 3.
Korhonen H, Paavilainen J, Saarenpää H. (2009). Expert review method in game evaluations: comparison of two playability heuristic sets. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 74-81.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2009). Designing “Game Idea Generation” Games. Loading 3 (5), 1-15.
Paavilainen J, Korhonen H, Saarenpää H, Holopainen J. (2009). Player Perception of Context Information Utilization in Pervasive Mobile Games. In The Proceedings of the 2009 DiGRA Conference, 1-8.
Paavilainen J, Saarenpää H, Seisto A, Federley M. (2009). Creating a Design Framework for Educational Language Games Utilizing Hybrid Media. In Qasim Mehdi et al (Ed.) Proceedings of 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games. Wolverhampton: University of Wolverhampton, 81-89.
Saarenpää H, Korhonen H, Paavilainen J. (2009). Asynchronous Gameplay in Pervasive Multiplayer Mobile Games. In Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, 4213-4218.
Stenros J, Paavilainen J, Mäyrä F. (2009). The many faces of sociability and social play in games. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 82-89.
Korhonen H, Saarenpää H, Paavilainen J. (2008). Pervasive Mobile Games - a New Mindset for Players and Developers. Teoksessa Panos Markopoulos et al. (Ed.) Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings. Berlin / Heidelberg: Springer, 21-32. (5294/2008).
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). Designing Game Idea Generation Games. In Proceedings of the 2008 conference on Future Play. Toronto, Kanada: ACM Digital Library, 137-144.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). User Experiences of Game Idea Generation Games. In Proceedings of Meaningful Play 2008, 1-26.
Kuittinen J, Kultima A, Niemelä J, Paavilainen J. (2007). Casual Games Discussion. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, 105-112.
Kultima A, Paavilainen J. (2007). Creativity Techniques in Game Design. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, N/A.
National Referee Publications
Paavilainen J, Korhonen H, Saarenpää H. (2009). Pelaaminen matkapuhelimella nyt ja tulevaisuudessa. Teoksessa Jaakko Suominen et al. (toim.) Pelitutkimuksen vuosikirja 2009, 67-81.
National Non-Referee Publications
Paavilainen Janne. (2011). Some Notes on Player Experiences in Social Games. Teoksessa Sotamaa Olli et al. (Ed.) New Paradigms for Digital Games: The Finnish Perspective, 102-105. (TRIM Research Reports 3).
Paavilainen J. (2010). Tähtien sotaa savuisissa sokkeloissa - Kilpalaserpelaaminen harrastuksena. Teoksessa Jaakko Suominen et al (Ed.) Pelitutkimuksen vuosikirja 2010. Tampere: Tampereen yliopisto, 139-152.
Paavilainen J, Saarenpää H. (2009). Videopelit: käytettävyydestä pelattavuuteen. Tietoasiantuntija 24 (5), 11-13.
Paavilainen J, Kultima A, Kuittinen J, Mäyrä F, Saarenpää H, Niemelä J. (2009). GameSpace: Methods for Design and Evaluation for Casual Mobile Multiplayer Games. Tampere: University of Tampere, Department of information studies and interactive media. (Reseach of interactive media 1).
Saariluoma P, Paavilainen J, Vepsäläinen J. (2004). Mobiilipelaamisen käyttäjäpsykologian haasteita. Teoksessa Marja Kankaanranta, Pekka Neittaanmäki, Päivi Häkkinen (toim.) Digitaalisten pelien maailmoja. Jyväskylä: Koulutuksen tutkimuslaitos ja Agora Center, Game Lab, 97-114.
Learning Materials
Mäyrä F, Sihvonen T, Paavilainen J, Saarenpää H, Kultima A, Nummenmaa T, Kuittinen J, Stenros J, Montola M, Kinnunen J, Syvänen A. (2010). Monialainen pelitutkimus. Teoksessa Sami Serola (toim.) Ote informaatiosta. Helsinki: BTJ Kustannus, 306-349.
Other Publications
Paavilainen, J. (2009). Mobiilipelaaminen. Pelitieto.net (http://pelitieto.net/case-mobiilipelaaminen/).
Paavilainen, J. (2009). Räiskintäpelit - Toimintaa ja jännitystä. Pelitieto.net (http://pelitieto.net/toimintaa-ja-jannitysta/)
Kirman Ben, Björk Staffan, Deterding Sebastian, Paavilainen Janne, Rao Valentina. (2011). Social Game Studies at CHI 2011. In CHI EA '11 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systemd, 17-20.
Seisto Anu, Federley Maija, Kuula Timo, Paavilainen Janne, Vihavainen Sami. (2011). Involving the End-Users in the Development of Language Learning Material. International Journal of Mobile and Blended Learning (IJMBL) 3 (2), 43-56.
Stenros Jaakko, Paavilainen Janne, Mäyrä Frans. (2011). Social Interaction in Games. International Journal of Arts and Technology (IJART) 4 (3), 342-358.
Paavilainen J. (2010). Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. In Proceedings of the 2010 Conference on Future Play, 80-89.
Paavilainen Janne, Saarenpää Hannamari, Syvänen Antti, Seisto Anu, Federley Maija. (2010). Creating A Design Framework For Educational Language Games: A Hybrid Media Scenario Study. International Journal of Intelligent Games and Simulation 5 (1), 3.
Korhonen H, Paavilainen J, Saarenpää H. (2009). Expert review method in game evaluations: comparison of two playability heuristic sets. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 74-81.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2009). Designing “Game Idea Generation” Games. Loading 3 (5), 1-15.
Paavilainen J, Korhonen H, Saarenpää H, Holopainen J. (2009). Player Perception of Context Information Utilization in Pervasive Mobile Games. In The Proceedings of the 2009 DiGRA Conference, 1-8.
Paavilainen J, Saarenpää H, Seisto A, Federley M. (2009). Creating a Design Framework for Educational Language Games Utilizing Hybrid Media. In Qasim Mehdi et al (Ed.) Proceedings of 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games. Wolverhampton: University of Wolverhampton, 81-89.
Saarenpää H, Korhonen H, Paavilainen J. (2009). Asynchronous Gameplay in Pervasive Multiplayer Mobile Games. In Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, 4213-4218.
Stenros J, Paavilainen J, Mäyrä F. (2009). The many faces of sociability and social play in games. In Artur Lugmayer el al. (Ed.) Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. New York: ACM, 82-89.
Korhonen H, Saarenpää H, Paavilainen J. (2008). Pervasive Mobile Games - a New Mindset for Players and Developers. Teoksessa Panos Markopoulos et al. (Ed.) Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings. Berlin / Heidelberg: Springer, 21-32. (5294/2008).
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). Designing Game Idea Generation Games. In Proceedings of the 2008 conference on Future Play. Toronto, Kanada: ACM Digital Library, 137-144.
Kultima A, Niemelä J, Paavilainen J, Saarenpää H. (2008). User Experiences of Game Idea Generation Games. In Proceedings of Meaningful Play 2008, 1-26.
Kuittinen J, Kultima A, Niemelä J, Paavilainen J. (2007). Casual Games Discussion. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, 105-112.
Kultima A, Paavilainen J. (2007). Creativity Techniques in Game Design. In Bill Kapralos, Mike Katchabaw, Jay Rajnovich (Ed.) Proceedings of the 2007 conference on Future Play: The ACM Digital Library, N/A.
National Referee Publications
Paavilainen J, Korhonen H, Saarenpää H. (2009). Pelaaminen matkapuhelimella nyt ja tulevaisuudessa. Teoksessa Jaakko Suominen et al. (toim.) Pelitutkimuksen vuosikirja 2009, 67-81.
National Non-Referee Publications
Paavilainen Janne. (2011). Some Notes on Player Experiences in Social Games. Teoksessa Sotamaa Olli et al. (Ed.) New Paradigms for Digital Games: The Finnish Perspective, 102-105. (TRIM Research Reports 3).
Paavilainen J. (2010). Tähtien sotaa savuisissa sokkeloissa - Kilpalaserpelaaminen harrastuksena. Teoksessa Jaakko Suominen et al (Ed.) Pelitutkimuksen vuosikirja 2010. Tampere: Tampereen yliopisto, 139-152.
Paavilainen J, Saarenpää H. (2009). Videopelit: käytettävyydestä pelattavuuteen. Tietoasiantuntija 24 (5), 11-13.
Paavilainen J, Kultima A, Kuittinen J, Mäyrä F, Saarenpää H, Niemelä J. (2009). GameSpace: Methods for Design and Evaluation for Casual Mobile Multiplayer Games. Tampere: University of Tampere, Department of information studies and interactive media. (Reseach of interactive media 1).
Saariluoma P, Paavilainen J, Vepsäläinen J. (2004). Mobiilipelaamisen käyttäjäpsykologian haasteita. Teoksessa Marja Kankaanranta, Pekka Neittaanmäki, Päivi Häkkinen (toim.) Digitaalisten pelien maailmoja. Jyväskylä: Koulutuksen tutkimuslaitos ja Agora Center, Game Lab, 97-114.
Learning Materials
Mäyrä F, Sihvonen T, Paavilainen J, Saarenpää H, Kultima A, Nummenmaa T, Kuittinen J, Stenros J, Montola M, Kinnunen J, Syvänen A. (2010). Monialainen pelitutkimus. Teoksessa Sami Serola (toim.) Ote informaatiosta. Helsinki: BTJ Kustannus, 306-349.
Other Publications
Paavilainen, J. (2009). Mobiilipelaaminen. Pelitieto.net (http://pelitieto.net/case-mobiilipelaaminen/).
Paavilainen, J. (2009). Räiskintäpelit - Toimintaa ja jännitystä. Pelitieto.net (http://pelitieto.net/toimintaa-ja-jannitysta/)