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Wirman, H., Bankler, J. V., Prax, P., Engström, H., Garda, M. B., Fiadotau, M., . . . Gissurardóttir, S. (2023). From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education. In: : . Paper presented at Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023 (pp. 1-10).
Open this publication in new window or tab >>From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education
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2023 (English)Conference paper, Published paper (Refereed)
Keywords
game design, game development, game jams, games education, pedagogy, sustainability
National Category
Other Humanities not elsewhere specified
Research subject
GAME Research Group; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-23170 (URN)
Conference
Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023
Available from: 2023-09-06 Created: 2023-09-06 Last updated: 2023-10-02
Karlsson, T., Brusk, J. & Engström, H. (2023). Level Design Processes and Challenges: A Cross Section of Game Development. Games and Culture: A Journal of Interactive Media, 18(6), 821-849
Open this publication in new window or tab >>Level Design Processes and Challenges: A Cross Section of Game Development
2023 (English)In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, no 6, p. 821-849Article in journal (Refereed) Published
Abstract [en]

This article examines level design processes and challenges at professional game stu- dios. Thematic analysis of data, recorded through field studies and semi-structured interviews, identify four key themes: level design as an interdisciplinary effort; who is the level designer; the role of narrative in level design; and challenges of managing creativity in the level design process. Results indicate that while the role called level designer is often assigned to specific disciplines, the process of level design is usually highly interdisciplinary. Furthermore, this interdisciplinary collaboration requires management to maintain both creativity and efficient pipelines, by distributing owner- ship and facilitating communication and planning. The level design process seems par- ticularly vulnerable to suboptimal interdisciplinary communication and planning, due to significant reliance on narrative design, game design, art, sound design, and tool development. While this article addresses level design specifically, most observations are comparable to previous findings on game development in general.

Place, publisher, year, edition, pages
Sage Publications, 2023
Keywords
game development, game production, game industry, interdisciplinary, level design, field studies
National Category
Interaction Technologies
Research subject
Interaction Lab (ILAB); GAME Research Group
Identifiers
urn:nbn:se:his:diva-22069 (URN)10.1177/15554120221139229 (DOI)000890629600001 ()2-s2.0-85142718871 (Scopus ID)
Note

CC BY 4.0

Corresponding author(s): Tobias Karlsson, School of Informatics, University of Skövde, PO Box 408, 541 28 Skövde, Sweden. Email: tobias.karlsson@his.se

The author(s) received nofinancial support for the research, authorship, and/or publication ofthis article.

Available from: 2022-11-22 Created: 2022-11-22 Last updated: 2023-09-25Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2022). Data-driven method for mobile game publishing revenue forecast. Service Oriented Computing and Applications, 16(1), 67-76
Open this publication in new window or tab >>Data-driven method for mobile game publishing revenue forecast
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, Vol. 16, no 1, p. 67-76Article in journal (Refereed) Published
Abstract [en]

Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-making based on the results. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work.

Place, publisher, year, edition, pages
Springer, 2022
Keywords
Business Intelligence, Game analytics, Game metrics, Indie game developer, Benchmark, Time-series prediction, Game publishing
National Category
Other Computer and Information Science Business Administration
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20832 (URN)10.1007/s11761-021-00332-2 (DOI)000734143700001 ()2-s2.0-85121663973 (Scopus ID)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0

Published: 23 December 2021

This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Available from: 2021-12-30 Created: 2021-12-30 Last updated: 2023-06-02Bibliographically approved
Bäckström, C., Rolfson, T., Engström, H., Knez, R. & Larsson, M. (2022). Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study. Digital Health, 8, Article ID 20552076221097776.
Open this publication in new window or tab >>Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study
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2022 (English)In: Digital Health, E-ISSN 2055-2076, Vol. 8, article id 20552076221097776Article in journal (Refereed) Published
Abstract [en]

Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.

Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.

Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.

Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.

Place, publisher, year, edition, pages
Sage Publications, 2022
Keywords
Digital health, general, pregnancy, medicine, Apps, personalized medicine, public health, disease, health informatics
National Category
Human Aspects of ICT Human Computer Interaction Interaction Technologies Other Health Sciences Other Social Sciences not elsewhere specified
Research subject
Family-Centred Health; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21163 (URN)10.1177/20552076221097776 (DOI)000798253900001 ()35603330 (PubMedID)2-s2.0-85130355449 (Scopus ID)
Funder
Region Västra Götaland
Note

CC BY 4.0

First published online May 16, 2022

Corresponding author: Caroline Bäckström, School of Health Sciences, University of Skövde, Postbox 408, S 541 28, Skövde, Sweden. Email: caroline.backstrom@his.se

Funding: The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the School of Health Sciences and the Research Group Family Centered Health (FamCeH), University of Skövde, Sweden; Regionhälsan Midwifery Unit, Västra Götalandsregionen, Sweden; School of Informatics, University of Skövde, Sweden; Skaraborgs Hospital, Skövde, Sweden; Chalmers Innovationskontoret, Sweden.

Available from: 2022-05-23 Created: 2022-05-23 Last updated: 2024-01-17Bibliographically approved
Koohnavard, S., Tepe, J., Johansson, V., Arltoft, E., Engström, H. & Thornquist, C. (2022). Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling.
Open this publication in new window or tab >>Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling
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2022 (Swedish)Report (Other academic)
Abstract [sv]

Digitaliseringen av mode växer fram i allt större takt och under en tid där fysisk interaktion är begränsat. Under de senaste åren har flertalet samarbeten ägt rum mellan mode- och spelföretag, där digitala tvillingar av fysiska kläder skapas och implementeras i spel. Denna förstudie är finansierad av Västra Götalandsregionen och ämnar att undersöka kopplingar mellan mode och spel, dess skillnader och likheter när det kommer till konsumtion och betydelse av digitala respektive fysiska kläder, samt även undersöka samarbetsvägarna mellan dessa två områden och hur samarbeten skulle kunna se ut. Under förstudien har aktörer inom mode- och spelindustri intervjuats och en workshop har hållits för att få en djupare förståelse kring gemensamma intressepunkter och utmaningar. Resultatet har visat att det finns starka paralleller kring kläders representation för både skaparen och användaren i båda världar och att utmaningarna för samarbete dels ligger i tekniska begränsningar, företagskultur och bristande kunskap om det andra området hos respektive område. Resultatet visar också ett växande intresse och behov av hybriddesigner eller hybrida team som agerar som broar mellan dessa två områden.

Publisher
p. 12
National Category
Design Other Engineering and Technologies not elsewhere specified Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-23507 (URN)
Available from: 2024-01-03 Created: 2024-01-03 Last updated: 2024-01-03Bibliographically approved
Engström, H. & Backlund, P. (2022). Serious games design knowledge: Experiences from a decade (+) of serious games development. EAI Endorsed Transactions on Serious Games, 6(1), 1-13, Article ID e4.
Open this publication in new window or tab >>Serious games design knowledge: Experiences from a decade (+) of serious games development
2022 (English)In: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , Vol. 6, no 1, p. 1-13, article id e4Article in journal (Refereed) Published
Abstract [en]

INTRODUCTION: Serious games is an effort to combine the engagement and motivation from games with some sort of utility beyond mere entertainment.

OBJECTIVES: The objective of this paper is to revisit and analyse six projects to explore the design space for serious games and derive design guidelines for serious games.

METHODS: We analysed our project portfolio to identify a set of projects which satisfied well-established guidelines for design science research. By analysing these projects as well as their outcomes we generated a set of design principles for serious games.

RESULTS: The results from this study is a conceptualisation of the design space for serious games and seven design principles.

CONCLUSION: By explicating the game design component in serious games and relating it to the utility dimension we add to the understanding of the serious games from a game perspective, which is relevant to any development effort intending to use the persuasive and motivational power of games.

Place, publisher, year, edition, pages
European Alliance for Innovation (EAI), 2022
Keywords
serious games, game design, game development, utility systems, information systems
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19724 (URN)10.4108/eai.27-5-2021.170008 (DOI)
Funder
Länsförsäkringar ABRegion Västra Götaland
Note

Online first; published on 27 May 2021.

CC BY 4.0

"Funding has been provided by: University of Skövde, Länsförsäkringar, Sten A Olssons stiftelse för forskning och kultur, Church of Sweden, World Childhood Foundation, Region Västra Götaland, Swedish Rescue Services Agency research fund."

Corresponding author: Email: henrik.engstrom@his.se

Available from: 2021-05-28 Created: 2021-05-28 Last updated: 2022-09-12Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2021). Comprehensive review and classification of game analytics. Service Oriented Computing and Applications, 15(2), 141-156
Open this publication in new window or tab >>Comprehensive review and classification of game analytics
2021 (English)In: Service Oriented Computing and Applications, ISSN 1863-2394, Vol. 15, no 2, p. 141-156Article in journal (Refereed) Published
Abstract [en]

As a business model, the essence of games is to provide a service to satisfy the player experience. From a business perspective, development in the game industry has led to the application of Business Intelligence (BI) becoming more and more extensive. However, related research lacks systematic examination and precise classification. This paper provides a comprehensive literature review of BI used in the game industry, focusing primarily on game analytics. This research mainly studies and discusses five aspects. First, we explore game analytics aspects in the available literature based on the traditional game value chain. Second, we find out the main purposes of using analytics in the game industry. Third, we present the problems or challenges in the game area, which can be addressed by using game analytics. Fourth, we also list different algorithms that have been used in game analytics for prediction. Finally, we summarize the research areas that have already been covered in literature but need further development. Based on the categories established after the mapping and the review findings, we also discuss the limitations of game analytics and propose potential research points for future research.

Place, publisher, year, edition, pages
Springer, 2021
Keywords
Business intelligence, Game analytics, game metrics, prediction, distribution channels, game publishing
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19216 (URN)10.1007/s11761-020-00303-z (DOI)000583654500001 ()2-s2.0-85094845529 (Scopus ID)
Projects
Game Hub Scandinavia 2.0 (NYPS 20201849)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0 This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Published online: 1 November 2020

Available from: 2020-11-03 Created: 2020-11-02 Last updated: 2023-06-02Bibliographically approved
Su, Y., Backlund, P., Engström, H. & Strand, M. (2021). Data-driven Method for Mobile Game Publishing Marketing Promotion. In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China. Paper presented at 2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China (pp. 35-42). IEEE
Open this publication in new window or tab >>Data-driven Method for Mobile Game Publishing Marketing Promotion
2021 (English)In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China, IEEE, 2021, p. 35-42Conference paper, Published paper (Refereed)
Abstract [en]

Marketing is vital for game businesses. However, it is hard to reach the target audiences and choose the right marketing strategies for different user acquisition channels in mobile game publishing. This paper shows how business intelligence can guide independent (indie) mobile game developers to do marketing promotion based on a data-driven method. We apply and extend the ARM funnel model from social game publishing to mobile game publishing and provide a data-driven method to evaluate the marketing promotion performance. First, in order to address indie game marketing challenges, we propose a data-driven method by defining key metrics and applying two different analysis methods for assessing mobile game marketing promotion. Second, we apply our data-driven method to an indie mobile game project and guide the indie game studio to determine the potential marketing promotion issues. Third, we also provide suggestions on improving marketing performance based on analysis results, especially by differentiating between channels. Finally, we summarize how our method can be generalized and used to guide indie mobile game marketing promotion, find high-quality channels for user acquisition, improve the marketing promotion effect, and discuss future research work.

Place, publisher, year, edition, pages
IEEE, 2021
Keywords
business intelligence, indie game developer, game analytics, marketing promotion, metrics, ARM funnel model, channel.
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-20885 (URN)10.1109/ICEBE52470.2021.00016 (DOI)000942017800006 ()2-s2.0-85128782709 (Scopus ID)978-1-6654-4418-7 (ISBN)978-1-6654-4419-4 (ISBN)
Conference
2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

This research was supported by University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak. 

Available from: 2022-02-02 Created: 2022-02-02 Last updated: 2023-08-23Bibliographically approved
Bäckström, C. A., Engström, H., Knez, R. & Larsson, M. (2021). Digital Tools as Parental Support: A Study Protocol Describing Prospective Development and Exploration of Two Digital Tools for Parents. Frontiers in Digital Health, 3, 1-9, Article ID 698969.
Open this publication in new window or tab >>Digital Tools as Parental Support: A Study Protocol Describing Prospective Development and Exploration of Two Digital Tools for Parents
2021 (English)In: Frontiers in Digital Health, ISSN 2673-253X, Vol. 3, p. 1-9, article id 698969Article in journal (Refereed) Published
Abstract [en]

Background: The access to digital tools for parents is increasing, and further exploration is needed to gain knowledge about parents' experiences in using such tools, for example, when preparing for childbirth and parenthood. This study protocol describes a prospective study that will explore serious games as digital tools for parental support, and both parents' and healthcare professionals' views will be included. The objectives of the prospective study are to explore two different serious games: (1) Childbirth Journey (Swedish: Förlossningsresan), relating to pregnancy, childbirth and parenthood; and (2) Interplay (Swedish: Samspel), relating to parental couple relationships and parenthood.

Methods: An intervention study will be conducted. The study will include four different sub-studies (A–D) with both qualitative and quantitative methods and a longitudinal design. Both parents (A, B and D) and healthcare professionals (C) will be included, and data will be collected through interviews (A–C) and repeated web-based questionnaires (D). Data will be analysed using phenomenography and qualitative content analysis (A–C), and descriptive and analytical analyses will be performed for comparisons and associations (D).

Discussion: The value of monitoring and reporting on developments and trends in digital innovation for public health has been stipulated by the World Health Organization. The prospective study will contribute further knowledge about multidisciplinary development of digital tools as professional support for parents, as well as knowledge about parents' and healthcare professionals' experiences using digital tools concerning pregnancy, labour, parenthood and parental couple relationships.

Trial Registration: This study was retrospectively registered (02/10/2020) within the ISRCTN with ID: ISRCTN18017741. http://www.isrctn.com/ISRCTN18017741.

Place, publisher, year, edition, pages
Frontiers Media S.A., 2021
Keywords
digitalization, professional support, pregnancy, childbirth, labor, parenting
National Category
Nursing
Research subject
Family-Centred Health; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20721 (URN)10.3389/fdgth.2021.698969 (DOI)001033967000001 ()34901924 (PubMedID)2-s2.0-85130320367 (Scopus ID)
Note

CC BY 4.0

Correspondence: Caroline Bäckström, caroline.backstrom@his.se

This study has been funded by the University of Skövde, Sweden and Skaraborg Hospital, Skövde, Sweden.

Available from: 2021-11-26 Created: 2021-11-26 Last updated: 2024-05-17Bibliographically approved
Brusk, J. & Engström, H. (2021). Marvinter: A case study of an inclusive transmedia storytelling production. Convergence. The International Journal of Research into New Media Technologies, 27(1), 103-123
Open this publication in new window or tab >>Marvinter: A case study of an inclusive transmedia storytelling production
2021 (English)In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 27, no 1, p. 103-123Article in journal (Refereed) Published
Abstract [en]

This article examines how the unique characteristics of Marvinter, an inclusive transmedia Advent calendar, affected its production and the individual media workers involved in this. In the native transmedia Marvinter project, a radio series and a mobile game were created and released simultaneously. Using ‘partly shared’ resources, the project was developed by two collaborating, non-profit organisations. Each chapter of the digital game had to match the corresponding radio episode. The whole had to be designed to provide a shared cultural experience that included people with hearing or visual impairments. The authors of the present article were part of the game development team and thus directly experienced the complexity of developing a digital game as part of a transmedia project. This article presents the results of a case study with an insider perspective. It is supplemented by semi-structured interviews with key people in the project. The transmedia nature of Marvinter was justified by the need to include people with complementary disabilities. Although sometimes associated with negative connotations of ‘naked commercialisation’ in transmedia contexts, the marketing strategy was here an important element in promoting inclusivity. However, owing to the concurrent work processes, game production became overly complex.

Place, publisher, year, edition, pages
Sage Publications, 2021
Keywords
Collaboration, game accessibility, game development, inclusive design, mobile game, organisation, transmedia, transmedia production, transmedia storytelling, universal design
National Category
Computer and Information Sciences
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18462 (URN)10.1177/1354856520923972 (DOI)000536640400001 ()2-s2.0-85085477483 (Scopus ID)
Projects
Inkluderande julkalender
Funder
The Swedish Post and Telecom Authority (PTS), Dnr: 16-462
Note

CC BY 4.0

Available from: 2020-05-28 Created: 2020-05-28 Last updated: 2021-01-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-9972-4716

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