Kultima, A. (2013) Philosophy of Design Researchaakoo
This document discusses game research from the perspective of a researcher in the field. As a game researcher, they study how people interact with and experience games. Their goal is to better understand gameplay and apply those insights to help improve game design and the player experience.
This document summarizes the growth of game jams and the Global Game Jam event from 2010-2014. It discusses how the Global Game Jam has grown from over 16,000 participants at 319 locations in 63 countries in 2013 to over 20,000 participants at 488 locations in 72 countries in 2014. It also provides context on game design research and how game jams can be used for advocacy, academia, brainstorming creativity, and field studies in a short 48 hour period.
This is my speech from a Shared Gems seminar held at Helsinki June 2012. I talked to game students about how hard it is to know where the industry is going and tried to break their possible gamer-bubble. The slides are kinda toned, even though my speech was pretty harsh.
The document presents the Expanded Game Experience (EGE) model. The EGE model aims to provide a more holistic view of game experiences by considering the overall experience, context, and affordances, rather than just gameplay. It seeks to design games for the widest possible audience by being context sensitive. The EGE is presented as a design model and heuristic to understand different game experiences beyond traditional gameplay-centric models.
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The GaIn project focuses on developing playful and systematic approaches to enhance and organize the process of creating new game products. It studies creativity and innovation in game design through interviews and workshops. The goal is to understand game design as a domain-specific practice and to develop methodologies and tools to generate, refine, evaluate, and manage game ideas in a systematic yet playful manner.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
GDCMobile08: Creativity Techniques is Game Designaakoo
This document summarizes a presentation on creativity techniques in game design given by Annakaisa Kultima at the GDC Mobile conference in 2008. It discusses that creativity is a complex phenomenon involving multiple influences from idea generation through product delivery. While creativity cannot be fully explained, idea generation techniques can be learned and trained. The presentation explores how the mind works with lateral versus vertical thinking and examines techniques like brainstorming to generate novel ideas for game design.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
Kultima, A. (2013) Philosophy of Design Researchaakoo
This document discusses game research from the perspective of a researcher in the field. As a game researcher, they study how people interact with and experience games. Their goal is to better understand gameplay and apply those insights to help improve game design and the player experience.
This document summarizes the growth of game jams and the Global Game Jam event from 2010-2014. It discusses how the Global Game Jam has grown from over 16,000 participants at 319 locations in 63 countries in 2013 to over 20,000 participants at 488 locations in 72 countries in 2014. It also provides context on game design research and how game jams can be used for advocacy, academia, brainstorming creativity, and field studies in a short 48 hour period.
This is my speech from a Shared Gems seminar held at Helsinki June 2012. I talked to game students about how hard it is to know where the industry is going and tried to break their possible gamer-bubble. The slides are kinda toned, even though my speech was pretty harsh.
The document presents the Expanded Game Experience (EGE) model. The EGE model aims to provide a more holistic view of game experiences by considering the overall experience, context, and affordances, rather than just gameplay. It seeks to design games for the widest possible audience by being context sensitive. The EGE is presented as a design model and heuristic to understand different game experiences beyond traditional gameplay-centric models.
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The GaIn project focuses on developing playful and systematic approaches to enhance and organize the process of creating new game products. It studies creativity and innovation in game design through interviews and workshops. The goal is to understand game design as a domain-specific practice and to develop methodologies and tools to generate, refine, evaluate, and manage game ideas in a systematic yet playful manner.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
GDCMobile08: Creativity Techniques is Game Designaakoo
This document summarizes a presentation on creativity techniques in game design given by Annakaisa Kultima at the GDC Mobile conference in 2008. It discusses that creativity is a complex phenomenon involving multiple influences from idea generation through product delivery. While creativity cannot be fully explained, idea generation techniques can be learned and trained. The presentation explores how the mind works with lateral versus vertical thinking and examines techniques like brainstorming to generate novel ideas for game design.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
8. Game price Episodic games Mimetic interfaces Web downloadables Social games Games as services Sand-box games Game sequels Party games Serious games Pervasive games Simulations Indie games Old games Licence games (cross-media ip) 3+ games