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Dymek, M. & Lankoski, P. (2023). Ecosystems of indie porn game development: co-dependent partial organisations. In: Phil Lopes; Filipe Luz; Antonios Liapis; Henrik Engström (Ed.), FDG 2023: Proceedings of the 18th International Conference on the Foundations of Digital Games. Paper presented at FDG 2023, Lisbon, April 12-14, 2023.. New York: ACM Press, Article ID 14.
Öppna denna publikation i ny flik eller fönster >>Ecosystems of indie porn game development: co-dependent partial organisations
2023 (Engelska)Ingår i: FDG 2023: Proceedings of the 18th International Conference on the Foundations of Digital Games / [ed] Phil Lopes; Filipe Luz; Antonios Liapis; Henrik Engström, New York: ACM Press, 2023, artikel-id 14Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Building on case study data, this paper identifies processes and actors that form an enabling ecosystem for indie porn game development consisting of: game platform technologies, asset stores,commission-based artists, F95zone, Steam, Discord, and crowd-funding platforms (e.g., Patreon). Co-creational and organisational perspectives provide a rewarding exploration of this phenomenon.

Ort, förlag, år, upplaga, sidor
New York: ACM Press, 2023
Nyckelord
videogames, pornography, ecosystems, crowdfunding, indie games
Nationell ämneskategori
Medieteknik
Forskningsämne
Annat forskningsområde
Identifikatorer
urn:nbn:se:sh:diva-51335 (URN)10.1145/3582437.3587176 (DOI)2-s2.0-85153572304 (Scopus ID)978-1-4503-9855-8 (ISBN)
Konferens
FDG 2023, Lisbon, April 12-14, 2023.
Tillgänglig från: 2023-04-13 Skapad: 2023-04-13 Senast uppdaterad: 2023-05-08Bibliografiskt granskad
Lankoski, P., Apperley, T. & Harviainen, J. T. (2023). Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon. Games and Culture: A Journal of Interactive Media, 18(1), 102-123
Öppna denna publikation i ny flik eller fönster >>Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon
2023 (Engelska)Ingår i: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, nr 1, s. 102-123Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games (Lankoski & Dymek, 2020). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons).1 For example, Summertime Saga (Dark Cookie), the highest-ranked pornographic game, is third in terms of the number of funders, with 27,791 patrons funding $74,657 per month. While Wild Life – An Adult RPG (Adeptus Steve), which reportedly only had 9417 patrons as of 9 June 2021, receives a monthly income of $94,129 from those pledges.2 The current funding levels for both Patreon projects are considerably higher than when we began our sampling: since January 2020, the funding level for Summertime Saga has risen by 27.86%, while for Wild Life – An Adult RPG it has risen by 21.45%.

Ort, förlag, år, upplaga, sidor
Sage Publications, 2023
Nyckelord
adult games, content analysis, heteronormativity, non-consensual sex, patreon funding, pornography
Nationell ämneskategori
Medieteknik
Identifikatorer
urn:nbn:se:sh:diva-48819 (URN)10.1177/15554120221084453 (DOI)000787281500001 ()2-s2.0-85129648088 (Scopus ID)
Tillgänglig från: 2022-04-23 Skapad: 2022-04-23 Senast uppdaterad: 2022-11-29Bibliografiskt granskad
Lankoski, P. & Välisalo, T. (2023). Pornographic Games on Steam: Genres, Modes, and Milieus. In: Conference Proceedings of DiGRA 2023: . Paper presented at DiGRA 2023: Limits and Margins of Games, Seville, June 19-23, 2023.. Tampere: Digital Games Research Association
Öppna denna publikation i ny flik eller fönster >>Pornographic Games on Steam: Genres, Modes, and Milieus
2023 (Engelska)Ingår i: Conference Proceedings of DiGRA 2023, Tampere: Digital Games Research Association , 2023Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Pornographic games have historically been distributed outside of mainstream channels. Steam, in 2018, change its policy allowing uncensored pornographic games to be sold. We found 452 games or DLCs that were tagged as mature content and sexual content. We analyzed 40 of those games in detail. 17.5% of these games only contain nudity while the rest graphically depicted sex. Visual novels and adventure games were the most numerous genres. Drama and fantasy were the most used milieus. Two of the games contained only male-male sex whereas the rest depicted heterosexual sex or heterosexualized same-sex sex. The pornographic scenes or nude images were tied to the game's progression structure.

Ort, förlag, år, upplaga, sidor
Tampere: Digital Games Research Association, 2023
Nyckelord
Pornographic Games on Steam: Genres, Modes, and Milieus
Nationell ämneskategori
Medieteknik
Forskningsämne
Annat forskningsområde
Identifikatorer
urn:nbn:se:sh:diva-52696 (URN)
Konferens
DiGRA 2023: Limits and Margins of Games, Seville, June 19-23, 2023.
Tillgänglig från: 2023-11-15 Skapad: 2023-11-15 Senast uppdaterad: 2023-11-17Bibliografiskt granskad
Lankoski, P. & Dymek, M. (2023). Towards a History of Finnish and Swedish Game Industry Platforms. In: Phil Lopes; Filipe Luz; Antonios Liapis; Henrik Engström (Ed.), FDG 2023: Proceedings of the 18th International Conference on the Foundations of Digital Games. Paper presented at FDG 2023, Lisbon, April 12-14, 2023.. New York: ACM Press, Article ID 57.
Öppna denna publikation i ny flik eller fönster >>Towards a History of Finnish and Swedish Game Industry Platforms
2023 (Engelska)Ingår i: FDG 2023: Proceedings of the 18th International Conference on the Foundations of Digital Games / [ed] Phil Lopes; Filipe Luz; Antonios Liapis; Henrik Engström, New York: ACM Press, 2023, artikel-id 57Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper looks at the history of game industry platforms in Finland and Sweden between 1979 and 2020 via 745 games. Both are relatively small countries where developers perform exceptionally well in a global market context. Developers and games developed in both countries are rather similar with some notable differences: Finnish developers focused on mobile games on Symbian in the 2000s, whereas Swedish developers focused on PC and console games, continuing a PC focus during the 2010s. The number of game companies has increased rapidly in Finland and Sweden since 2010 but peaked in Finland in 2014. From a platform studies perspective our data highlights rewarding historical insights about the dynamics of game industry platforms in Finland and Sweden with dimensions such as influence by demo scene, price of hardware/software (computers), mathematics education, third-party game engines, and finally higher education programmes in game development, consequently framing the data in socio-material perspectives on game industry platforms as application ecologies. 

Ort, förlag, år, upplaga, sidor
New York: ACM Press, 2023
Nyckelord
Finland, Sweden, Game industry history, platforms
Nationell ämneskategori
Medieteknik
Forskningsämne
Politik, ekonomi och samhällets organisering
Identifikatorer
urn:nbn:se:sh:diva-51332 (URN)10.1145/3582437.3587214 (DOI)2-s2.0-85153564578 (Scopus ID)978-1-4503-9855-8 (ISBN)
Konferens
FDG 2023, Lisbon, April 12-14, 2023.
Tillgänglig från: 2023-04-13 Skapad: 2023-04-13 Senast uppdaterad: 2023-05-08Bibliografiskt granskad
Backe, H.-J. & Lankoski, P. (2022). Theorizing the Player-Playable Figure Relationship. Narrative (Columbus, Ohio), 30(2), 240-254
Öppna denna publikation i ny flik eller fönster >>Theorizing the Player-Playable Figure Relationship
2022 (Engelska)Ingår i: Narrative (Columbus, Ohio), ISSN 1063-3685, E-ISSN 1538-974X, Vol. 30, nr 2, s. 240-254Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw ontheir real-life and fictional frames of reference in an ongoing epistemological processof situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to eachother? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations,which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.

Ort, förlag, år, upplaga, sidor
Baltimore: Ohio State University Press, 2022
Nyckelord
videogames, digital games, popular culture, character, epistemology
Nationell ämneskategori
Medieteknik
Identifikatorer
urn:nbn:se:sh:diva-49089 (URN)10.1353/nar.2022.0014 (DOI)000830388000009 ()2-s2.0-85132584184 (Scopus ID)
Tillgänglig från: 2022-05-26 Skapad: 2022-05-26 Senast uppdaterad: 2022-11-08Bibliografiskt granskad
Lankoski, P. & Romo Flores, A. (2021). Level Design (1145ME). In: Richard E. Ferdig; Emily Baumgartner; Enrico Gandolfi (Ed.), Teaching the Game: A collection of syllabi for game design, development, and implementation, Vol. 2 (pp. 505-515). Pittsburgh, PA: ETC Press
Öppna denna publikation i ny flik eller fönster >>Level Design (1145ME)
2021 (Engelska)Ingår i: Teaching the Game: A collection of syllabi for game design, development, and implementation, Vol. 2 / [ed] Richard E. Ferdig; Emily Baumgartner; Enrico Gandolfi, Pittsburgh, PA: ETC Press, 2021, s. 505-515Kapitel i bok, del av antologi (Refereegranskat)
Ort, förlag, år, upplaga, sidor
Pittsburgh, PA: ETC Press, 2021
Nyckelord
Level Design, Light Design, Environmental Storytelling, Architectural Approach to Level Design, Project-based Learning, Problem-based Learning
Nationell ämneskategori
Medieteknik
Forskningsämne
Annat forskningsområde
Identifikatorer
urn:nbn:se:sh:diva-46200 (URN)978-1-304-14915-2 (ISBN)978-1-257-00066-1 (ISBN)
Tillgänglig från: 2021-08-13 Skapad: 2021-08-13 Senast uppdaterad: 2021-08-19Bibliografiskt granskad
Lankoski, P. & Dymek, M. (2020). Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes. In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere. Paper presented at DiGRA ’20. Tampere: Digital Games Research Association
Öppna denna publikation i ny flik eller fönster >>Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes
2020 (Engelska)Ingår i: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association , 2020Konferensbidrag, Publicerat paper (Övrigt vetenskapligt)
Abstract [en]

Patreon is a crowdfunding platform where pornographic games are funded; even the most successful game developer in terms of the number of members is developing a pornographic game. We looked at 42 developers and their Patreon pages in order to examine the effects of the Patreon crowdfunding model on videogame development. Especially we studied membership rewards. As a result, developers were not only selling the game, but rewards we much about Community, Influence, and Recognition. Regulating Content Access is used regularly but often the latest version of the game is made available to everybody, just later to the members funding the development. We propose that certain rewards are similar to backstage passes in the music business and suggest that Patron pornographic games funding deviates from the crowdfunding model is not following mainly product-oriented commodity logic but a more community-oriented concept.

Ort, förlag, år, upplaga, sidor
Tampere: Digital Games Research Association, 2020
Serie
Digra, ISSN 2342-9666
Nyckelord
Patreon, pornography, porgraphic games, crowdfunding, rewards
Nationell ämneskategori
Mediateknik
Forskningsämne
Annat forskningsområde
Identifikatorer
urn:nbn:se:sh:diva-42055 (URN)
Konferens
DiGRA ’20
Tillgänglig från: 2020-10-06 Skapad: 2020-10-06 Senast uppdaterad: 2024-02-05Bibliografiskt granskad
Lankoski, P. & Eladhari, M. P. (2019). Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme. In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019): . Paper presented at DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019).
Öppna denna publikation i ny flik eller fönster >>Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme
2019 (Engelska)Ingår i: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows \textit{constructive alignment} design where the aim is that the learning goals, learning tasks, and evaluation are aligned. During the course, students first learn research design and later design their research based on a set of examples and conduct data gathering and analysis. The evaluation of the pedagogical approach used is based on students' learning diaries where the focus is the methods and applying methods. Qualitative evaluation indicates that students can better describe their research designs and analyses.

Nyckelord
pedagogy, constructive alignment, research methods, game design research
Nationell ämneskategori
Medieteknik
Forskningsämne
Utbildningsvetenskapliga studier
Identifikatorer
urn:nbn:se:sh:diva-39062 (URN)
Konferens
DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019)
Tillgänglig från: 2019-09-26 Skapad: 2019-09-26 Senast uppdaterad: 2020-06-25Bibliografiskt granskad
Koenitz, H., Roth, C., Meklar, E. D., Björk, S., Lankoski, P., Eladhari, M. P., . . . Medler, B. (2018). Methods, History, and Impact - Directions in Game Design Research. In: : . Paper presented at CHI Play 2018, workshop New Research Perspectives on Game Design and Development Education, Melbourne, October 28-31, 2018..
Öppna denna publikation i ny flik eller fönster >>Methods, History, and Impact - Directions in Game Design Research
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2018 (Engelska)Konferensbidrag, Muntlig presentation med publicerat abstract (Övrigt vetenskapligt)
Abstract [en]

Research into the design aspect of games has proliferated since the early 1970s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development untiltoday, take stock of the current landscape, and consider future topics. This position paperdoes so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they consider which topics are already engaged, and what new ones might be necessary. In addition, the paperwill discuss the relationship between game design research and independent/industry practices as well as implications for game design education.

Nyckelord
Game design research, Game Studies, Design Research, user studies, pedagogy
Nationell ämneskategori
Medieteknik
Identifikatorer
urn:nbn:se:sh:diva-38168 (URN)
Konferens
CHI Play 2018, workshop New Research Perspectives on Game Design and Development Education, Melbourne, October 28-31, 2018.
Tillgänglig från: 2019-05-22 Skapad: 2019-05-22 Senast uppdaterad: 2020-06-25Bibliografiskt granskad
Lankoski, P. & Holopainen, J. (Eds.). (2017). Game design research: An introduction to theory & practice. Pittsburgh: ETC Press
Öppna denna publikation i ny flik eller fönster >>Game design research: An introduction to theory & practice
2017 (Engelska)Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
Abstract [en]

The design has been a study topic in various fields where design methods have been the focus of inquiry.

Design research, or design studies as it is also called, has been gaining momentum as a field of academic inquiry since the beginning of 20th century. Originally, design research focused on design methods and processes but it has moved to cover more varied research questions related to design. Current research topics include, for example, how to study design and what methods can be used to study design along with the more fundamental questions such as what is design in the first place and what kinds of knowledge design research produces. The topics of design research have also become more wide and varied with active research on architecture, information systems, product, service, graphic, and interaction design to name a few. Game design research, however, has received surprisingly little attention regardless of the large body of work in the more general design research.

The main aim of this book is to situate game design research within and alongside general design research.

Ort, förlag, år, upplaga, sidor
Pittsburgh: ETC Press, 2017. s. 223
Nyckelord
Game design research, design research, games, game development research
Nationell ämneskategori
Medieteknik
Forskningsämne
Annat forskningsområde
Identifikatorer
urn:nbn:se:sh:diva-33946 (URN)978-1-387-40836-8 (ISBN)978-1-387-40837-5 (ISBN)
Tillgänglig från: 2017-12-20 Skapad: 2017-12-20 Senast uppdaterad: 2018-01-13Bibliografiskt granskad
Projekt
Planering med ungdomar: ett verktyg och ett ramverk för engagerat, meningsfullt och framåtriktat deltagande för ungdomar i utformning av attraktiva och hållbara levnadsmiljöer [2019-01887_Formas]; Södertörns högskola; Publikationer
Rodela, R. & Dominguez, D. (2023). An Outlook into Activism by Mothers,Fathers, and others for More Sustainable Living Environments. StockholmRodela, R. & Stuber, A. B. (2023). An Overview of Youth-led Legal Mobilization Cases in Response to the Environmental Crisis: Stockholm 22 June 2023. Huddinge: Södertörns högskolaRodela, R. (2023). Inventory of Mothering and Fathering Activism for More Sustainable Living Environments. SNDLundmark, S., Jonsson, M., Myhre, M., Hjuberger, A. & Rodela, R. (2023). Listening to the Future: using Participatory Sound Fiction to Engage Young People in Urban Design. In: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference: . Paper presented at Mindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 3-6, 2023. (pp. 223-232). New York: Association for Computing Machinery (ACM)Rodela, R. & Norss, E. (2023). Opening up spatial planning to the participation of children and youth: the Swedish experience. European Planning Studies (2), 252-269García-Antúnez, O., Maurer, M. L., Gulsrud, N. M., Lundmark, S. & Rodela, R. (2023). The contradictions of youth participation for intergenerational justice in urban environmental planning. Frontiers in Sustainable Cities, 5Kjellqvist, T., Rodela, R. & Mutvei, A. (2022). Articulating Voices of the Young: How to bring youth into contemporary planning and governance?. In: Dobers, P.; Gawell, M.; Gärde, J.; Silfverskiöld, S. (Ed.), PROCEEDINGS of the 28th Annual Conference, International Sustainable Development Research Society (ISDRS) 2022: Sustainable Development and Courage: Culture, Art and Human Rights. Paper presented at 28th Annual Conference, International Sustainable Development Research Society (ISDRS), Stockholm, June 14-17, 2022. (pp. 1160-1169). Stockholm: Södertörns högskolaLundmark, S. & Rodela, R. (2022). Hacking the Campus: Art and creative engagement to design a sustainable environment. In: Book of Abstracts: The 28th Annual Conference, International Sustainable Development Research Society “Sustainable Development and Courage. Culture, Art and Human Rights”: . Paper presented at 28th International Sustainable Development Research Society (ISDRS), Stockholm, June 15-17, 2022.. ISDRS, Article ID 347. Lundmark, S. & Rodela, R. (2022). Position statement: Planning with Youth. In: Proceeding of Sustainability means inclusivity: Engaging citizens in early stage smart city development: 13-14 June, Norrköping, Sweden. Paper presented at Sustainability means inclusivity: Engaging citizens in early stage smart city development, Norrköping, June 13-14, 2022.. Rodela, R., Lundmark, S., Goina, M., Zakharova, K., Didon, A. & Sheikh, F. A. (2022). Sensing the City from a Young Person Viewpoint: Seeing and Hearing in our Living Environments: Summary of the activities delivered by the Planning with Youth project team at the 2022 SH-Summer School. Huddinge: Södertörns högskola
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-5247-6807

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