Technological game/play research group
Computer gaming, as a form of creative media, is rapidly changing. In recent years, we have witnessed the rise of novel forms of technological gaming, intersecting the boundaries between gaming environments and the real world. Computer games are being integrated into the more established forms of art and media, and we have begun to see game-like elements for example in performances and installation art. As the medium has matured, the usual exciting and fun games have given way to diverse forms of expression, such as art games with ambiguous meanings, intentionally boring games, and work-like games. The pandemic has driven people to exist in game worlds. Furthermore, games nowadays tell stories not only to their players, but also to audiences: watching recordings or live-streaming of gameplay has become a pastime akin to TV viewing. Our research group asks: What kind of experiences do various forms of games offer to their players and audiences? How can these experiences be designed? What is the artistic and expressive potential of games? How do games and play integrate with and shape practices of creative media in culture and society? How can we do good things (create art, do philosophy, improve society, make people happier) by researching / designing / developing games?
Investigators: Olli Tapio LEINO, IP Yuk Yiu, Jussi HOLOPAINEN