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Backlund, P., Engström, H. & Wilhelmsson, U. (2024). Spelforskning i Sverige: LevelUp projektrapport. Skövde: Högskolan i Skövde
Open this publication in new window or tab >>Spelforskning i Sverige: LevelUp projektrapport
2024 (Swedish)Report (Other academic)
Abstract [sv]

Rapporten bygger på tre delstudier med olika datainsamlingstekniker:

  • En bibliometristudie av svensk spelforskning baserad på data från Scopus respektive SwePub.
  • En enkätstudie över svenska spelforskningsmiljöer.
  • En intervjustudie om svenska spelforskarmiljöer.

Bibliometristudiens ansats har varit bred. Materialet inkluderar därmed även poster som endast har en perifer koppling till spel, men returnerar i fallet SwePub färre än 3000 poster. Spelforskning bedrivs på många lärosäten i Sverige och publiceras inom många ämnesområden. Totalt 95 forskare har en publicering som omfattar 10 eller fler spelpublikationer1. Det finns starka lokala kluster av forskare som sampublicerar men sampubliceringen mellan svenska och nordiska lärosäten är inte så omfattande. Jämfört med Finland har Sverige färre publikationer med ett tydligt fokus på spelforskning.

Enkätstudien visar att spelforskarmiljöerna oftast består av ett antal forskare med olika ämnesmässig bakgrund där de själva definierar sig som spelforskare snarare än att organisationen som sådan gör det. Miljöerna har sammantaget och högt räknat runt 30 aktiva doktorander men siffran är osäker. 94% av respondenterna anger att deras forskning ligger inom ”spel för andra områden än underhållning” och endast 6% anger ”spelteknikfokus”. 44% anger ”spelbranschen”. Det är tydligt att spel för just underhållning inte ligger fokus för svensk spelforskning. Detta är remarkabelt då den svenska datorspelsindustrin är en multimiljardindustri fokuserad på just spel som underhållning. Det finns alltså en mycket stor diskrepans mellan industri och svensk spelforskning.

Intervjustudien ger en bild av att spelforskningen bedrivs inom splittrade miljöer, av forskare med olika ämnesmässig bakgrund. Det finns en tydlig upplevd brist på forskningsfinansiering inom adekvata områden och det finns brister i de finansieringsinstrument som finns idag. Detta påverkar såväl vilken typ av forskning som kan bedrivas inom spel och rekryteringen av forskarstuderande. Respondenterna är överlag mycket positivt inställda till idén om en nationell forskarskola. Flera ser också Svenska Spelforskarrådet som en viktig aktör för att stärka svensk spelforskning både nationellt och internationellt.

Rekommendationer:

  • Det bör finnas en tydligare egen hemvist för forskning och utbildning inom spel för att tydliggöra kärnan i området.
  • Fokus för forskningen behöver förändras så att spel för underhållning kommer mer i fokus.
  • Finansieringsinstrumenten för spelforskning behöver förändras för att möjliggöra en sådan förändring.
  • En nationell forskarskola inom spel bör inrättas.
  • Det finns anledning att lära av framgångsrika miljöer i Finland och Danmark.
Place, publisher, year, edition, pages
Skövde: Högskolan i Skövde, 2024. p. 22
Keywords
games, game research, game development, game design, video-game research, sweden, spel, spelforskning, spelutveckling, speldesign, sverige
National Category
Computer and Information Sciences Media and Communications Social Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23634 (URN)
Available from: 2024-02-27 Created: 2024-02-27 Last updated: 2024-02-28Bibliographically approved
Bai, H., Berg Marklund, B. & Wilhelmsson, U. (2023). A Model for Balancing Clarity and Appeal in Serious Game Visuals. In: Proceedings of the 17th European Conference on Games Based Learning: . Paper presented at The 17th European Conference on Games Based Learning, ECGBL, 5 - 6 October 2023, Enschede, Netherlands (pp. 46-52). Academic Conferences International Limited
Open this publication in new window or tab >>A Model for Balancing Clarity and Appeal in Serious Game Visuals
2023 (English)In: Proceedings of the 17th European Conference on Games Based Learning, Academic Conferences International Limited , 2023, p. 46-52Conference paper, Published paper (Refereed)
Abstract [en]

In serious game development, graphic design needs to be eye-catching, while also depicting subject matter content in a responsible, accurate, and clear way. Previous research has shown that abstract and symbolic game visuals seem to be preferable for learning and providing an engaging experience. Our research focuses on describing the challenges involved in creating effective visual communication through game graphics in cross cultures. In particular, we’re interested in examining if certain styles of visual communication are more or less effective between different cultural demographics. To examine this, we have created a serious game which aims to promote healthy food and nutrition habits to teenagers in both Nepalese and Swedish schools and by doing so also motivate behavioral changes toward healthier eating habits. We are currently conducting studies to see whether preferences and image recognition differ between the two demographical spheres. This paper will only discuss the exploratory study done in Nepal. Ultimately, this paper aims to contribute development guidelines that can aid developers in creating more effective visual communication in their serious games, and we primarily focus on exploring what we call the compromise of ‘clarity’ and ‘appeal’ in the creation of game graphics. We present an initial model for choosing at what level in terms of realism/abstraction and taxonomic hierarchy the graphical components of serious games optimally should be produced in order to solve the dilemma of precise, unmistakable, yet appealing visuals in serious games. It all comes down to two primary decisions: defining the taxonomic hierarchy of the items to depict, and choosing the style in which to depict them. With a better understanding of when different game visuals are more or less appropriate, both in terms of style and in which objects are represented, game developers will be able to balance production costs better while also creating something that strikes the compromise between clarity and appeal.

Place, publisher, year, edition, pages
Academic Conferences International Limited, 2023
Series
Proceedings of the European conference on games-based learning, ISSN 2049-0992, E-ISSN 2049-100X ; 17:1
National Category
Human Computer Interaction Interaction Technologies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23296 (URN)10.34190/ecgbl.17.1.1633 (DOI)2-s2.0-85179006436 (Scopus ID)978-1-914587-88-7 (ISBN)978-1-914587-89-4 (ISBN)
Conference
The 17th European Conference on Games Based Learning, ECGBL, 5 - 6 October 2023, Enschede, Netherlands
Available from: 2023-10-06 Created: 2023-10-06 Last updated: 2024-04-15Bibliographically approved
Shakya, D., Flodin, K., Thapa, D. R., Bankler, J. V., Bai, H., Wilhelmsson, U., . . . Krettek, A. (2023). Gaming the Way to Cardiovascular Health in Nepal: A Digital Approach in Adolescents. Paper presented at EPI|Lifestyle Scientific Sessions 2023, Boston, MA, USA, February 28-March 3, 2023. Circulation, 147(1), Article ID AP641.
Open this publication in new window or tab >>Gaming the Way to Cardiovascular Health in Nepal: A Digital Approach in Adolescents
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2023 (English)In: Circulation, ISSN 0009-7322, E-ISSN 1524-4539, Vol. 147, no 1, article id AP641Article in journal, Meeting abstract (Refereed) Published
Place, publisher, year, edition, pages
American Heart Association, 2023
National Category
Public Health, Global Health, Social Medicine and Epidemiology Interaction Technologies
Research subject
GAME Research Group; Research on Citizen Centered Health, University of Skövde (Reacch US)
Identifiers
urn:nbn:se:his:diva-22320 (URN)10.1161/circ.147.suppl_1.P641 (DOI)001002143900601 ()
Conference
EPI|Lifestyle Scientific Sessions 2023, Boston, MA, USA, February 28-March 3, 2023
Available from: 2023-03-09 Created: 2023-03-09 Last updated: 2023-12-27Bibliographically approved
Kristensen, L. & Wilhelmsson, U. (2023). Roger Caillois e il Marxismo: La prospettiva dei Game Studies (1ed.). In: Matteo Bittanti (Ed.), Reset: Politicia e Videogiochi (pp. 99-133). Milano: Mimesis edizioni
Open this publication in new window or tab >>Roger Caillois e il Marxismo: La prospettiva dei Game Studies
2023 (Italian)In: Reset: Politicia e Videogiochi / [ed] Matteo Bittanti, Milano: Mimesis edizioni, 2023, 1, p. 99-133Chapter in book (Refereed)
Place, publisher, year, edition, pages
Milano: Mimesis edizioni, 2023 Edition: 1
Series
Eterotopie ; 837
Keywords
Roger Caillois, Marxism, videogiochi
National Category
Other Humanities
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-22210 (URN)978-88-5759-540-5 (ISBN)
Note

Kapitlet är en översättning från engelska till italienska av tidigare publicerat arbete: Roger Cailois and Marxism: A Game Studies perspective

Available from: 2023-01-27 Created: 2023-01-27 Last updated: 2023-05-05Bibliographically approved
Bai, H., Zhang, R., Berg Marklund, B. & Wilhelmsson, U. (2022). Game graphics and effective learning: A review of visual communication research in serious games. In: Katherine Blashki (Ed.), Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022: . Paper presented at 16th Multi Conference on Computer Science and Information Systems, International Conferences Interfaces and Human Computer Interaction 2022 and Game and Entertainment Technologies 2022 (MCCSIS), 19-22 July 2022, Lisbon, Portugal (pp. 165-173). IADIS Press
Open this publication in new window or tab >>Game graphics and effective learning: A review of visual communication research in serious games
2022 (English)In: Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022 / [ed] Katherine Blashki, IADIS Press, 2022, p. 165-173Conference paper, Published paper (Refereed)
Abstract [en]

The visuals of a game is a crucial element when it comes to providing good player experiences. Visuals are also an incredibly complex subject in a game context since different modes of visual representation can be more or less “appropriate” for different settings. For example, while one can look at photo-realism as an impressive feature of a game due to its technical complexity and functionally accurate representation of real-world objects, it might still not be a fitting choice for different audiences, or for different pedagogical strategies. Serious game research seldom focuses on understanding the design of these components or their applicability to different types of learning, and it more often focuses on games’ mechanics and how well they manage to capture subject matter content while still being engaging. The aim of this paper is to explore the gap in visual communication research, describing what studies tend to focus on providing some valuable context. This review was conducted on papers that dealt with visual aspects of serious games. The results show that visual communication is rarely addressed in serious game development research. Future research would benefit from taking visual communication in detail to facilitate the effectiveness of serious games.

Place, publisher, year, edition, pages
IADIS Press, 2022
Keywords
Serious Games, Literature Review, Visual Communication, Visual Design, Game Design, Learning Outcome
National Category
Computer and Information Sciences Human Computer Interaction
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-21691 (URN)2-s2.0-85142268771 (Scopus ID)978-989-8704-41-2 (ISBN)
Conference
16th Multi Conference on Computer Science and Information Systems, International Conferences Interfaces and Human Computer Interaction 2022 and Game and Entertainment Technologies 2022 (MCCSIS), 19-22 July 2022, Lisbon, Portugal
Note

ADIS – International Association for the Development of the Information Society

Available from: 2022-08-18 Created: 2022-08-18 Last updated: 2023-02-14Bibliographically approved
Wilhelmsson, U. & Kävrestad, J. (2022). Hur tillgängliggör vi högre utbildning för studenter med NPF-diagnoser?. In: : . Paper presented at NU2022, Nätverk och Utveckling, Att synliggöra lärande, SUHF, 15-17 juni 2022, Stockholm och online.
Open this publication in new window or tab >>Hur tillgängliggör vi högre utbildning för studenter med NPF-diagnoser?
2022 (Swedish)Conference paper, Oral presentation with published abstract (Refereed)
Keywords
Breddat deltagande, tillgänglighet och inkludering
National Category
Pedagogy
Research subject
GAME Research Group; Information Systems
Identifiers
urn:nbn:se:his:diva-21254 (URN)
Conference
NU2022, Nätverk och Utveckling, Att synliggöra lärande, SUHF, 15-17 juni 2022, Stockholm och online
Available from: 2022-06-17 Created: 2022-06-17 Last updated: 2022-09-20Bibliographically approved
Wilhelmsson, U. (2022). On Bikers at War: Transformations of Non-Fictional and Fictional Conflicts from Hamlet to Sons of Anarchy: Men of Mayhem (1ed.). In: Björn Sjöblom; Jonas Linderoth; Anders Frank (Ed.), Representing Conflicts in Games: Antagonism, Rivalry, and Competition (pp. 30-45). Routledge
Open this publication in new window or tab >>On Bikers at War: Transformations of Non-Fictional and Fictional Conflicts from Hamlet to Sons of Anarchy: Men of Mayhem
2022 (English)In: Representing Conflicts in Games: Antagonism, Rivalry, and Competition / [ed] Björn Sjöblom; Jonas Linderoth; Anders Frank, Routledge, 2022, 1, p. 30-45Chapter in book (Refereed)
Abstract [en]

This chapter discusses how conflicts are transformed from real life, via narratives to a game. It explores four types of conflicts: intergroup, intragroup, interpersonal and intrapersonal derived from a material consisting of three cultural artefacts that are interconnected: Shakespear’s dramaThe Tragedy of Hamlet, the TV-series Sons of Anarchy and the table top game Sons of Anarchy: Men of Mayhem. The fundamental and underlining question in this chapter is what the board game medium is capable of preserving from a Shakespearean drama and real life conflicts. For each step in the transformation the conflicts take on a slightly different form. The world, objects agents and events undergo changes and conflicts are presented in terms of motivation, how they are initiated and how they are turned into events such as direct war player versus player. In the stepwise transformation from Hamlet to Men of Mayhem the characters as such disappear and only function as emblematic objects rather than agents. The main finding of the chapter is that there is no room for intrapersonal and intragroup conflicts in the game. Social structures and social conflicts are the common denominators between non-fiction, narrative and the game.

Place, publisher, year, edition, pages
Routledge, 2022 Edition: 1
Keywords
Conflicts in games, biker games, Hamlet, Sons of Anarchy
National Category
Engineering and Technology General Literature Studies Sociology (excluding Social Work, Social Psychology and Social Anthropology) Social Sciences Interdisciplinary
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-21700 (URN)10.4324/9781003297406-4 (DOI)978-1-03-228559-7 (ISBN)978-1-03-227827-8 (ISBN)978-1-00-329740-6 (ISBN)
Note

[e-bok 2022, tryckt/printed 2023]

Available from: 2022-12-21 Created: 2022-12-21 Last updated: 2023-02-01Bibliographically approved
Wilhelmsson, U., Wang, W., Zhang, R. & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 16(2), 79-81
Open this publication in new window or tab >>Shift from game-as-a-product to game-as-a-service research trends
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, E-ISSN 1863-2394, Vol. 16, no 2, p. 79-81Article in journal, Editorial material (Other academic) Published
Place, publisher, year, edition, pages
Springer Nature Switzerland AG, 2022
National Category
Computer and Information Sciences Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
GAME Research Group; Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-21234 (URN)10.1007/s11761-022-00335-7 (DOI)000811413100001 ()2-s2.0-85132124155 (Scopus ID)
Note

© The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2022

© 2022 Springer Nature Switzerland AG. Part of Springer Nature.

Published online: 15 june 2022

Available from: 2022-06-16 Created: 2022-06-16 Last updated: 2022-09-01Bibliographically approved
Backlund, P., Bai, H., Bankler, V., Krettek, A., Wilhelmsson, U. & Zhang, R. (2022). Teaching cardiovascular health through a purposeful game. In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2. Paper presented at II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro (pp. 391-396). Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2
Open this publication in new window or tab >>Teaching cardiovascular health through a purposeful game
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2022 (English)In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2, Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv , 2022, Vol. 2, p. 5p. 391-396Conference paper, Published paper (Other academic)
Abstract [en]

Games for health is one of the most prominent areas for serious games, i.e. games with a purpose beyond only entertainment. The purpose of a health game may be to inform about health related issues; promote healthy lifestyles and even to drive behavioral change. This paper outlines the initial game design considerations and some future research directions for a game focusing on cardiovascular health. As the overall aim of the project is to promote a healthy lifestyle through diet and physical activity to prevent future cardiovascular disease, we focused on “taking care of your heart” as the basis for the game. Hence we call the game Happy Heart and use a heart symbol as a non-playable character (NPC) that the player needs to take care of. To some extent we are inspired by the electronic Tamagochi toys (Bandai) where players need to take care of a digital pet. The heart symbol is universal and is also an ideograph that expresses the concept of love and as such it transcends language barriers.

The burden of non-communicable diseases (NCD) is rapidly increasing across the world. Today they are the main drivers of morbidity, disability, and mortality in low- and middle income countries (LMICs), and are expected to increase due to unhealthy lifestyles in the wake of ongoing societal changes [1]. Among the major risk factors in many LMICs are poor diet, insufficient physical activity, tobacco and alcohol consumption, and exposure to hazardous substances, e.g. from air pollution. LMICs currently contribute three quarters of the deaths from NCD.

Among the NCD, cardiovascular diseases are the most common cause of hospitalization in Nepal [1]. Digitalization and collaboration with the education sector (e.g. community schools) in health promotion interventions could further improve children’s behavior by targeting factors that affect their lifestyle outside the family environment [4]. Hence, the Digital Game Based Learning approach.

Place, publisher, year, edition, pages
Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2022. p. 5
Keywords
educational game, cardio vascular disease, games for health
National Category
Engineering and Technology Public Health, Global Health, Social Medicine and Epidemiology Interaction Technologies
Research subject
GAME Research Group; Research on Citizen Centered Health, University of Skövde (Reacch US)
Identifiers
urn:nbn:se:his:diva-21329 (URN)
Conference
II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro
Funder
Swedish Research Council, 2457
Available from: 2022-06-20 Created: 2022-06-20 Last updated: 2023-08-21Bibliographically approved
Wilhelmsson, U., Susi, T. & Torstensson, N. (2021). Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game. Media and Communication, 9(1), 17-27
Open this publication in new window or tab >>Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game
2021 (English)In: Media and Communication, E-ISSN 2183-2439, Vol. 9, no 1, p. 17-27Article in journal (Refereed) Published
Abstract [en]

While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model foundin Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.

Place, publisher, year, edition, pages
Lissabon, Portugal: Cogitatio, 2021
Keywords
Activity theory, mixed media, online risk awareness, serious game, zone of experience
National Category
Engineering and Technology Human Computer Interaction
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-19371 (URN)10.17645/mac.v9i1.3203 (DOI)000606397900003 ()2-s2.0-85099860881 (Scopus ID)
Projects
KidCog2
Note

CC BY 4.0

The project was carried in two parts, as a joint venture between the University of Skövde, the non-profit organisation The Change Attitude Foundation, and the game company IUS Innovation. The first project was financed by the Sten A Olsson Foundation for Research and Culture. The second project was financed by the World Childhood Foundation and the University of Skövde. The research team includes the following people at the University of Skövde: Prof. Per Backlund, Assoc. Prof. Ulf Wilhelmsson, PhD student Marcus Toftedahl, Research Engineer Mikael Lebram, Dr. Niklas Torstensson, and Dr. Tarja Susi. We would also like to thank our anonymous reviewers for valuable and constructive comments.

Available from: 2021-01-07 Created: 2021-01-07 Last updated: 2021-04-26Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-5617-9984

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