Digital Library Author Archives
Koskinen Elina
- 4 articles or papers
Middle-aged Players’ Memorable Experiences with Pokémon GO
Koskinen Elina Alha Kati Leorke Dale Paavilainen Janne
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this article, we present the findings of a qualitative survey study (n=349) focusing on the middle-aged (40–65-year-old) Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and its player base likely most diverse. We analyzed the open-ended survey responses with thematic analysis, resulting in 7 categories and 88 thematic codes. The categories constructed were Game Play & Game Content, People & Sociability, Location, Circumstances & Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand the play experiences of middle-aged players through Pokémon GO. These findings also capture the memorable moments of a massive, unique social phenomenon at its peak from the perspective of a traditionally overlooked demographic.
Critical Acclaim and Commercial Success in Mobile Free-to-Play Games
Alha Kati Koskinen Elina Paavilainen Janne Hamari Juho
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG
Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.
Exploring Playful Experiences in Social Network Games
Paavilainen Janne Koskinen Elina Korhonen Hannu Alha Kati
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference
Social network games are popular pastime for millions of players on Facebook. Despite their popularity, qualitative research on experiences in these games has been scarce. In our study, 110 informants played 23 games on Facebook and reported their experiences using the Playful Experiences (PLEX) framework. We analyzed 110 reports containing 330 PLEX descriptions and present findings from three perspectives. First, we provide an overall analysis on playful experiences in social network games. Then we focus on genre specific experiences in casual puzzle, casual simulation, and mid-core strategy games. Lastly, we provide examples of interesting outlier experiences. Based on our study, Competition, Completion and Challenge are the most common playful experiences in these games. The genre-specific analysis revealed both similarities and differences between the genres, while the outlier experiences provide new perspectives on social network games. Through the PLEX framework, this research helps to understand the playful experiences in social network games.
Free-to-Play Games: Professionals’ Perspectives
Alha Kati Koskinen Elina Paavilainen Janne Hamari Juho Kinnunen Jani
2014 DiGRA Nordic '14: Proceedings of the 2014 International DiGRA Nordic Conference
This paper investigates the free-to-play revenue model from the perspective of game professionals. To court larger player audiences and to address their wide willingness-to-pay spectrum, game developers have increasingly adopted the free-to-play revenue model. However, at the same, worrying concerns over the revenue model have been voiced. For example, free-to-play games have been deemed as exploitative and unethical. We investigated this contrast by conducting a thematic interview study. We employed grounded theory in the analysis of the data containing 14 game professionals’ interviews about their views on the free-to-play model. The results show, that the free-to-play model is something that the developers view favorably while the public writing about the games can even be hostile. The games have evolved, while the voiced opinions still talk about games of the beginning of the model. Relatively few ethical problems were seen that would address the whole model, and the future of the free-to-play games was seen bright.