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  • 1.
    Dymek, Mikolaj
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Ecosystems of indie porn game development: co-dependent partial organisations2023In: 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: Association for Computing Machinery (ACM), 2023, article id 14Conference paper (Refereed)
    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.

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  • 2.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Dymek, Mikolaj
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Towards a History of Finnish and Swedish Game Industry Platforms2023In: 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: Association for Computing Machinery (ACM), 2023, article id 57Conference paper (Refereed)
    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. 

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  • 3.
    Dymek, Mikolaj
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ‘Life Hacking’ Everyday Temporality: Project Managing Digital Lives of Tasks2020In: Making Time for Digital Lives: Beyond Chronotopia / [ed] Anne Kaun; Christian Pentzold And Christine Lohmeier, Rowman & Littlefield Publishers, 2020, 1, p. 155-174Chapter in book (Refereed)
  • 4.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Dymek, Mikolaj
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes2020In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association , 2020Conference paper (Other academic)
    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.

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    fulltext
  • 5.
    Dymek, Mikolaj
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Expanding the magic circle – gamification as a marketplace icon2018In: Consumption, markets & culture, ISSN 1025-3866, E-ISSN 1477-223X, no 6, p. 590-602Article in journal (Refereed)
    Abstract [en]

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.

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