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Pervasive Games: Theory and Design
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. NowExpand
Studying the Elusive Experience in Pervasive Games
The challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in previous research are discussed, to open discussion on the situated methodology of qualitative study of evaluating and researching pervasive play. Expand
In Defence of a Magic Circle: The Social and Mental Boundaries of Play
This article reviews the history of the concept of the magic circle, its criticism and the numerous other metaphors that have been used to capture the zone of play or the border that surrounds it,Expand
The many faces of sociability and social play in games
This paper distinguishes between the sociability around the playing of a game and the social play mediated by the game, and looks at single player, two player, multiplayer and massively multiplayer games as arenas for social interaction. Expand
The Game Definition Game
In this article, over 60 definitions of games since the 1930s are reviewed in order to pinpoint what those definitions agree on and, more importantly, what they disagree on. This article is conceivedExpand
The three-sixty illusion: designing for immersion in pervasive games
This article analyzes two game practices, Nordic style live action role-playing (larp) and alternate reality games (ARG), that instead use reality as their main game resource and presents two example games that do the same with the support of technology. Expand
Commoditization of Helping Players Play: Rise of the Service Paradigm
The paper provides a cultural and economic background for the rise of the service paradigm in the realm of games and creates a particular player service model to help analytically dissect what player services are and to pinpoint some blind spots in current service design. Expand
Social Network Games
This article presents the results of an interview study on how people perceive and play social network games on Facebook. During recent years, social games have become the biggest genre of games ifExpand
Games as Activity: Correcting the Digital Fallacy
Game studies would benefit from acknowledging that digital games should be studied as a special case of games rather than the other way around, rather than looking at games as a fixed case. Expand