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Svensson, Torbjörn, AdjunktORCID iD iconorcid.org/0000-0002-5991-5972
Biografi [eng]

Torbjörn Svensson is a PhD candidate at the School of informatics, University of Skövde, Sweden, and a member of the research group MTEC, Media, Technology and Culture. He is currently doing his PhD studies in a research project called Level Up, focusing on the use of gamification and game technology that aims to find ways to increase young citizens (18-25) reading and sharing of local news. The project started spring 2016 and is running until fall 2019.

Torbjörn holds an MA in film studies from Lund university, Sweden, 2006.

Torbjörn was before his PhD studies working within the subject of Media Arts, Aesthetics and Narration connected to the computer game development programs at the School of Informatics, University of Skövde. He was until the end of 2015 program coordinator for the bachelor program Computer game development: Game Writing together with Marcus Toftedahl, Univ. of Skövde.

Publikasjoner (6 av 6) Visa alla publikasjoner
Svensson, T. (2024). From games to news: Creating an engagement model for digital local news. (Doctoral dissertation). Skövde: University of Skövde
Åpne denne publikasjonen i ny fane eller vindu >>From games to news: Creating an engagement model for digital local news
2024 (engelsk)Doktoravhandling, monografi (Annet vitenskapelig)
Abstract [en]

The transition of local news from the analog, printed format to a digital format, fit for our increasingly digitized media technology society, has not been as straight-forward as was imagined at the dawning of the World Wide Web. Newspapers, in particular local newspapers, were quite fast in trying to adapt to the new technology platform and put their content on the web. User experiences of reading news have certainly evolved since 1995, with the introduction, for example, of the smartphone and proprietary news apps. However, there has been no deep or consistent commitment to understanding more specifically how the digital format can provide a means of interactivity for users and support a range of content and means to engage it. The digital news format does enable interaction between readers and news staff, and, not least, between users in real-time. However, many features for engagement are currently under-explored. Other media, for example computer games, have developed new ways to engage their audience of players both in terms of how the media is distributed and also how the content is personally adaptive, for example, to the unique skill level of players, or by offering them freedom of action to explore content, and/or by enabling increasing communication among player groups.

The main knowledge contribution of this research is a novel model for reader engagement in digital local news. The model is constructed by transferring features for user needs satisfaction and engagement in digital games to the realm of digital local news. Self Determination Theory, which establishes ways of describing user engagement in general, and when applied to computer games specifically, forms the basis of the research. Additionally detailed knowledge about user types counters a traditional ‘one to many’ broadcast logic and supports greater understanding of heterogeneity within reader groups. The model also defines the digital maturity of the different features across a spectrum, from substitution via modification to disruption (Su-Mo-Di). For example, some digital features replicate those from the analog printed version II of the newspaper (substitution), while some are impossible to implement in a paper format (disruption).

The aim of the research is to outline a unique model of engagement and illustrate how to apply the varied and detailed features when applied to digital local news. This usage of game engagement transferred to digital news contexts also allows alternative ways to interpret the term gamification. Classically gamification has been defined as using game design elements in non-game contexts, where typical game features like points, leaderboards, and badges have been introduced into a significant variation of media and forms, often to increase effectiveness or output from processes. This research contests that view and suggests that gamification can be used to engage mechanisms from games on a higher or more abstract level than actual game mechanics.

The method for transferring this form of game engagement to digital local news engagement is built on a process where the more detailed strategies for making computer games engaging are abstracted and re-applied to the field of digital local news. These strategies form the basis for the unique engagement model illustrated within the thesis. These engagement aspects drawn from the model are further elaborated and used to examine specific examples and two prototypes focused on digital local news. The conclusions demonstrate that a focus on engagement through many varied applications can offer a rich method to increase and to analyze user experiences and to design novel features specific to enhancing digital local news.

Abstract [sv]

Lokala nyheters övergång från det analoga, tryckta formatet till ett digitalt format, anpassat för vårt allt mer digitaliserade mediesamhälle, har inte varit så okomplicerad som man kanske föreställde sig i World Wide Webs gryning. Tidningar, särskilt lokala tidningar, var ganska snabba med att försöka anpassa sig till den nya teknikplattformen och lägga ut sitt innehåll på webben. Användarupplevelsen för nyhetsläsare har utvecklats mycket sedan 1995, med introduktionen av till exempel smarta telefoner och specialutvecklade nyhetsappar. Det har dock inte gjorts så mycket arbete med att förstå mer specifikt hur det digitala formatet kan erbjuda ökad interaktivitet för användare och stödja nytt innehåll och nya sätt att engagera läsare.

Det digitala nyhetsformatet möjliggör interaktion mellan läsare och journalister eller redaktörer, men även mellan användare i realtid. Dock är många funktioner för engagemang för närvarande underutforskade. Andra medier, till exempel datorspel, har fortlöpande utvecklat nya sätt att engagera sin publik, både när det gäller hur spel distribueras och även hur innehållet är personligt anpassat, till exempel till spelarens skicklighetsnivå, eller genom att erbjuda spelare handlingsfrihet att utforska innehåll och/eller genom att möjliggöra ökad kommunikation mellan spelare.

Det huvudsakliga kunskapsbidraget från denna forskning är en ny modell för läsarengagemang i digitala lokala nyheter. Modellen är konstruerad genom att överföra funktioner för tillfredsställelse av användarbehov och engagemang i digitala spel till digitala lokala nyheter. Self Determination Theory, som påvisar sätt att beskriva användarens engagemang i allmänhet, och när den tillämpas på datorspel specifikt, utgör grunden för forskningen. Till detta tillkommer kunskap om användartyper för att kunna minska effekterna av ”broadcast”-logiken, som delar budskapet genom ’en till många’ kommunikation och genom det påvisa läsargruppens heterogenitet. Modellen definierar också den digitala mognaden för de olika funktionerna över ett spektrum, från substitution (ersätta/replikera) via modification (modifiera) till disruption (omvälva) (Su-Mo-Di). Vissa digitala funktioner är replikerande funktioner från den analoga tryckta versionen av tidningen (substitution), medan vissa skulle vara omöjliga att implementera i pappersformat (omvälvande).

Syftet är att skapa en ny modell för engagemang och illustrera hur man kan tillämpa de olika och detaljerade funktionerna när de tillämpas på digitala lokala nyheter. Detta innefattar även en diskussion om vad engagemang egentligen mäter och problematiken med de gängse formerna av mer kvantitativa mätningarna av läsarengagemang. Denna användning av spelengagemang överfört till digitala nyhetssammanhang tillåter också alternativa sätt att tolka termen spelifiering. Klassiskt har spelifiering definierats som att använda speldesignelement i icke-spelsammanhang, där typiska spelfunktioner som poäng, topplistor och märken har introducerats i en mängs olika media och aktiviteter, ofta för att öka effektivitet eller resultat från processer. Denna forskning ifrågasätter det synsättet och föreslår att spelifiering istället ska ses som användning av processer och komponenter från speldesign på en högre eller mer abstrakt nivå än faktisk spelmekanik eller belöningssystem. Metoden för att överföra denna form av spelengagemang till digitalt lokalt nyhetsengagemang bygger på en process där de mer detaljerade strategierna för att göra datorspel engagerande abstraheras och tillämpas på området digitala lokala nyheter. Dessa strategier utgör grunden för den unika engagemangsmodell som konstrueras i avhandlingen. Engagemangsaspekterna hämtade från modellen utvecklas ytterligare och används för att undersöka specifika exempel och två prototyper fokuserade på digitala lokala nyheter.

Slutsatserna visar att fokus på engagemang från ett flertal synvinklar kan erbjuda en metod för att öka och analysera användarupplevelser och för att designa nya funktioner som är bättre anpassade till det digitala lokala nyhetsformatet

sted, utgiver, år, opplag, sider
Skövde: University of Skövde, 2024. s. xv, 352
Serie
Dissertation Series ; 50
HSV kategori
Forskningsprogram
GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-23586 (URN)978-91-987906-4-1 (ISBN)
Disputas
2024-02-28, Högskolan i Skövde, Hus G, sal G110, Skövde, 13:00 (engelsk)
Opponent
Veileder
Tilgjengelig fra: 2024-02-09 Laget: 2024-02-09 Sist oppdatert: 2024-02-13bibliografisk kontrollert
Svensson, T. (2019). Using VR to Simulate Interactable AR Storytelling. In: Rogelio E. Cardona-Rivera, Anne Sullivan, R. Michael Young (Ed.), Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings. Paper presented at 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019 (pp. 328-332). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Using VR to Simulate Interactable AR Storytelling
2019 (engelsk)Inngår i: Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings / [ed] Rogelio E. Cardona-Rivera, Anne Sullivan, R. Michael Young, Cham: Springer, 2019, s. 328-332Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper describes a system that simulates location based AR storytelling in a VR environment and explores how VR simulation might be used as a prototyping and user-testing tool. The system is currently developed and used for testing possible future versions of local news distribution with AR devices- However it can be used as a more general tool for testing what, where and how to augment reality in other contexts. 

sted, utgiver, år, opplag, sider
Cham: Springer, 2019
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11869
Emneord
Production pipeline, Prototyping AR content, User testing, VR simulation of AR storytelling, Artificial intelligence, Computer science, Computers, General tools, Location based, News distributions, Possible futures, Production pipelines, VR simulation, Human computer interaction
HSV kategori
Forskningsprogram
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-18168 (URN)10.1007/978-3-030-33894-7_33 (DOI)000582468700033 ()2-s2.0-85077697293 (Scopus ID)978-3-030-33893-0 (ISBN)978-3-030-33894-7 (ISBN)
Konferanse
12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019
Merknad

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 11869)

Tilgjengelig fra: 2020-01-24 Laget: 2020-01-24 Sist oppdatert: 2020-12-10bibliografisk kontrollert
Svensson, T. (2018). Exploring Engagement: From Games to News: Developing Models of Interaction and Play for Youth with Local News.
Åpne denne publikasjonen i ny fane eller vindu >>Exploring Engagement: From Games to News: Developing Models of Interaction and Play for Youth with Local News
2018 (engelsk)Rapport (Annet vitenskapelig)
Abstract [en]

This thesis proposal provides the background and theoretical building blocks for the Level Up project, a study to engage youth in local news by designing game-based interactions to encourage their interests. Within the historical and cultural context of traditional and digital news development, gamification and models for interaction and play are examined and critiqued. Self Determination Theory is proposed as the foundational theory for engaging users in news by increasing their intrinsic motivations and encouraging their interaction and play with content. This is in contrast to traditional models for gamification of digital media content (based, for example, on points, scoring, and leaderboards). Self Determination Theory provides models to explore modes of interactions with news content that can increase user satisfaction, including their feelings of competence autonomy, and relatedness. The thesis proposal also outlines three prototypes/experimentation platforms that will be used to investigate and empirically test the SDT theoretical model. Overall the research provides a foundation for the development of a novel kind of local digital news-service that uses game-based interactions in mutually beneficial ways for both readers and news providers.

Publisher
s. 88
Emneord
thesis proposal, gamification, local news, self determination theory
HSV kategori
Forskningsprogram
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-16282 (URN)
Prosjekter
Level Up
Merknad

Thesis proposal, PhD programme, University of Skövde

Tilgjengelig fra: 2018-10-08 Laget: 2018-10-08 Sist oppdatert: 2022-12-29bibliografisk kontrollert
Svensson, T., Holloway-Attaway, L. & Etienne, B. (2018). Leaving the Small Screen: Telling News Stories in a VR Simulation of an AR News Service. In: Rebecca Rouse, Hartmut Koenitz, Mads Haahr (Ed.), Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings. Paper presented at 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018 (pp. 352-355). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Leaving the Small Screen: Telling News Stories in a VR Simulation of an AR News Service
2018 (engelsk)Inngår i: Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings / [ed] Rebecca Rouse, Hartmut Koenitz, Mads Haahr, Cham: Springer, 2018, s. 352-355Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper describes a demo of a Virtual Reality simulation of an AQ1 interactable news service for Augmented Reality. The aim of the prototype is to implement it for user testing of new forms of news-interaction, leaving the small screen of mobile applications and entering into a ‘virtual’ world instead. This system can potentially be used for subjects other than news interactions and would be suitable as a test-platform for other kinds of AR-based digital story- telling. An advantage for a VR simulation is that current AR technology in the form of AR headsets/glasses are still in technical infancy, and therefore they are quite limited, both when it comes to field of view and for handling dynamic outdoor environments.

sted, utgiver, år, opplag, sider
Cham: Springer, 2018
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11318
Emneord
Virtual Reality, simulation, Augmented Reality, news, interaction
HSV kategori
Forskningsprogram
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-16516 (URN)10.1007/978-3-030-04028-4_40 (DOI)2-s2.0-85058344094 (Scopus ID)978-3-030-04027-7 (ISBN)978-3-030-04028-4 (ISBN)
Konferanse
11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018
Prosjekter
Part of Level Up Research project/ PhD candidacy
Merknad

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 11318)

Tilgjengelig fra: 2018-12-19 Laget: 2018-12-19 Sist oppdatert: 2021-04-27bibliografisk kontrollert
Svensson, T. (2017). User and Player Engagement in Local News and/as Interactive Narratives. In: Nuno Nunes, Ian Oakley, Valentina Nisi (Ed.), Interactive Storytelling: 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings. Paper presented at 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017 (pp. 384-387). Springer
Åpne denne publikasjonen i ny fane eller vindu >>User and Player Engagement in Local News and/as Interactive Narratives
2017 (engelsk)Inngår i: Interactive Storytelling: 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings / [ed] Nuno Nunes, Ian Oakley, Valentina Nisi, Springer, 2017, s. 384-387Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper presents a new approach to the understanding of gamification within the context of local news, foregrounding the varied ways that games and interactable narratives engage player/readers through increased interactability, relationship-building and dynamic storytelling. The research extends a model of Self Determination Theory and applies it to game play as a way to develop news content and build relationships among readers/players. This approach provides a foundation for the development of a new kind of local digital news-service where readers are given more possibilities to interact with the non-fiction narratives of news stories, allowing them to transform and grow over time and to build more personalized connections to news content.

sted, utgiver, år, opplag, sider
Springer, 2017
Serie
Information Systems and Applications, incl. Internet/Web, and HCI (Lecture Notes in Computer Science), ISSN 0302-9743, E-ISSN 1611-3349 ; 10690
Emneord
gamification, engagement, news reading, news sharing, news interactions
HSV kategori
Forskningsprogram
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-14796 (URN)10.1007/978-3-319-71027-3_49 (DOI)000440600800049 ()2-s2.0-85035146874 (Scopus ID)978-3-319-71026-6 (ISBN)978-3-319-71027-3 (ISBN)
Konferanse
10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017
Prosjekter
Part of Level Up Research project/ PhD candidacy
Tilgjengelig fra: 2018-03-07 Laget: 2018-03-07 Sist oppdatert: 2021-04-27bibliografisk kontrollert
Alvarez Díaz, M. G., Toftedahl, M. & Svensson, T. (2014). The Mystery of Elin: Incorporating a City Cultural Program on History and Heritage into a Pervasive Game. In: Karen Blackmore; Keith Nesbitt; Shamus P. Smith (Ed.), IE2014 Proceedings of the 2014 Conference on Interactive Entertainment: . Paper presented at 2014 Conference on Interactive Entertainment, Newcastle, NSW, Australia — December 02 - 03, 2014 (pp. 1-10). ACM Digital Library
Åpne denne publikasjonen i ny fane eller vindu >>The Mystery of Elin: Incorporating a City Cultural Program on History and Heritage into a Pervasive Game
2014 (engelsk)Inngår i: IE2014 Proceedings of the 2014 Conference on Interactive Entertainment / [ed] Karen Blackmore; Keith Nesbitt; Shamus P. Smith, ACM Digital Library, 2014, s. 1-10Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to convey content along with features shared by pervasive games, such as mobile exploration, team work, and the combination of virtual and real worlds. It includes the process of adapting history to storytelling and the results of using a method to evaluate the experience.

sted, utgiver, år, opplag, sider
ACM Digital Library, 2014
Emneord
alternate reality games and cultural heritage, design experimentation, game technology, games, gamification, human factors, languages, location-based games, mobile games, performance, pervasive gaming theory, tourism, transmediation, user interfaces
HSV kategori
Forskningsprogram
Teknik; Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-10364 (URN)10.1145/2677758.2677768 (DOI)2-s2.0-84955580960 (Scopus ID)978-1-4503-2790-9 (ISBN)
Konferanse
2014 Conference on Interactive Entertainment, Newcastle, NSW, Australia — December 02 - 03, 2014
Tilgjengelig fra: 2014-12-09 Laget: 2014-12-09 Sist oppdatert: 2023-02-01bibliografisk kontrollert
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-5991-5972