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Publications (10 of 12) Show all publications
Toftedahl, M. & Engström, H. (2019). A Taxonomy of Game Engines and the Tools that Drive the Industry. In: Akinori Nakamura (Ed.), DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019.
Open this publication in new window or tab >>A Taxonomy of Game Engines and the Tools that Drive the Industry
2019 (English)In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, 2019Conference paper, Published paper (Refereed)
Abstract [en]

Game engines are a vital part of a game production pipeline, but there is a vagueness of definitions regarding the boundaries of components in a game engine and the rest of the production tools used in a game development pipeline. The aim of this paper is to nuance the use of the term game engine and to put it into the context of a game development pipeline. Based on data from the current state of game production, a proposed taxonomy for tools in game development is presented. A distinction is made between user facing tools and product facing tools. A defining characteristic of the production pipeline and game engines is their plasticity. One of the conclusions is that a “game engine” as a single entity containing the whole game production pipeline is not desirable due to the large number of competences and needs involved in a game development project.

Keywords
Game production, Game research, Game industry, Game engines, Game production tools
National Category
Interaction Technologies
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-17706 (URN)
Conference
DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019
Projects
Game Hub Scandinavia 2.0
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20200428
Available from: 2019-09-19 Created: 2019-09-19 Last updated: 2019-09-24Bibliographically approved
Engström, H., Berg Marklund, B., Backlund, P. & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10-22
Open this publication in new window or tab >>Game development from a software and creative product perspective: A quantitative literature review approach
2018 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 27, p. 10-22Article in journal (Refereed) Published
Abstract [en]

This article presents the methodology and initial analysis of a systematic literature review that aims to explore how the craft and processes of game development have been studied in previous research. In particular, the review focuses on how previous research treats the inherent duality of video game development, since it both involves computer software development and creative production. Researchers are often in a position where they need to emphasize game development’s relation to one of these disciplines, and it is not unusual for game development to be treated as a direct offspring of one field with some mild influences from another. Employing a more all-encompassing review approach, that includes research conducted from the perspectives of both com- puter science and the arts and humanities equally, makes the presented study different from previous literature reviews. The results show that there is a tendency that the management of software development has a negative correlation with the management of creativity in the studied material. The heterogenity of the fields and the limited amount of studies that focus on the duality of game development suggest that there is a need for a deeper analysis of the individual components and to synthesize results from disparate fields. 

Place, publisher, year, edition, pages
Elsevier, 2018
Keywords
Video game, Creative product, Software development, Creativity management, Systematic literature review
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-14980 (URN)10.1016/j.entcom.2018.02.008 (DOI)000440594100002 ()2-s2.0-85044109809 (Scopus ID)
Projects
Game Hub Scandinavia
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20200428
Available from: 2018-03-23 Created: 2018-03-23 Last updated: 2018-08-31Bibliographically approved
Toftedahl, M., Backlund, P. & Engström, H. (2018). Localization from an Indie Game Production Perspective: Why, When and How?. In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. Paper presented at DIGRA 2018: The 11th Digital Games Research Association Conference, Turin, Italy, July 25-28, 2018.
Open this publication in new window or tab >>Localization from an Indie Game Production Perspective: Why, When and How?
2018 (English)In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018Conference paper, Published paper (Refereed)
Abstract [en]

This paper investigates the process of game localization from an indie development perspective. The global nature of the digitally distributed game industry gives opportunities for game studios of all sizes to develop and distribute games on a global market. This poses a challenge for small independent developers with limited resources in funding and personnel, seeking to get as wide spread of their game as possible. To reach the players in other regions of the world localization needs to be done, taking language and other regional differences in mind. In an AAA or big-budget game production, these questions are handled by separate entities focusing solely on the localization process – but how do small independent game developers handle this? Indie game developers in Sweden, China and India have been interviewed to investigate the research question of how do indie game developers handle localization in the development process. The results points to a widespread use of community- and fan translation, and that only basic localization is done i.e. culturalization aspects are not considered. The results also show that the reason for localizing can be both business decisions but also to spread a specific message using games.

Keywords
game development, indie game, localization, game production
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-16133 (URN)
Conference
DIGRA 2018: The 11th Digital Games Research Association Conference, Turin, Italy, July 25-28, 2018
Funder
Interreg Öresund-Kattegat-Skagerrak
Available from: 2018-09-03 Created: 2018-09-03 Last updated: 2019-09-24
Toftedahl, M., Backlund, P. & Engström, H. (2018). Missing: Understanding the Reception of a Serious Game by Analyzing App Store Data. INTERNATIONAL JOURNAL OF SERIOUS GAMES, 5(4), 3-22
Open this publication in new window or tab >>Missing: Understanding the Reception of a Serious Game by Analyzing App Store Data
2018 (English)In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 5, no 4, p. 3-22Article in journal (Refereed) Published
Abstract [en]

The focus of this paper is the design and player reception of a serious game called Missing released on Google Play with the intention of spreading awareness of trafficking and its impact on individuals and society. The aim of the paper is to investigate how the game has been received by its players, focusing on its trafficking theme, by analyzing player metrics and app store data available from the Google Play digital distribution system. The paper presents results focusing on three main knowledge contributions: the identification and characterization of the tension between the designer’s intention with a game’s mechanics and how they help to convey the message of the game, the identification of the complexity of finding relevant reviews relating to the serious theme of the game and the identification and characterization of the tension between the star rating and the content of the reviews. One of the conclusions is that even a negative review can mirror a positive result in terms of fulfillment of the purpose.

Keywords
Serious games, Games for change, Metrics, App store, Smartphone, Trafficking
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-16533 (URN)10.17083/ijsg.v5i4.251 (DOI)000457988700001 ()
Projects
Game Hub Scandinavia
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20200428
Available from: 2018-12-27 Created: 2018-12-27 Last updated: 2019-02-22Bibliographically approved
Toftedahl, M. (2017). Being Local in a Global Industry: Indie Game Development in a Global Context.
Open this publication in new window or tab >>Being Local in a Global Industry: Indie Game Development in a Global Context
2017 (English)Report (Other academic)
Abstract [en]

The main goal of this PhD project is to study how small and independent game development studios are handling the global nature of the game industry of today from a game development and localization perspective. To understand this, the PhD work will integrate theories and views from three main areas; Indie game development, Game localization and Distribution models.

Publisher
p. 24
Keywords
Game development, indie game development, localization, globalization, distribution models, digital distribution
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-13428 (URN)
Projects
Game Hub Scandinavia
Note

Research proposal, PhD programme, University of Skövde

Available from: 2017-03-13 Created: 2017-03-13 Last updated: 2018-01-13Bibliographically approved
Backlund, P., Engström, H., Berg Marklund, B. & Toftedahl, M. (2017). Developing games for non-leisure contexts: Identification of challenges and research gaps. In: F. Liarokapis et al. (Ed.), 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Proceedings. Paper presented at 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 6-8 September 2017, Athens, Greece (pp. 15-22). IEEE Computer Society Digital Library, Article ID 8055806.
Open this publication in new window or tab >>Developing games for non-leisure contexts: Identification of challenges and research gaps
2017 (English)In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Proceedings / [ed] F. Liarokapis et al., IEEE Computer Society Digital Library, 2017, p. 15-22, article id 8055806Conference paper, Published paper (Refereed)
Abstract [en]

The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.

Place, publisher, year, edition, pages
IEEE Computer Society Digital Library, 2017
Series
Virtual Worlds and Games for Serious Applications (VS-Games), E-ISSN 2474-0489
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-14587 (URN)10.1109/VS-GAMES.2017.8055806 (DOI)000425228700003 ()2-s2.0-85034633168 (Scopus ID)978-1-5090-5812-9 (ISBN)978-1-5090-5811-2 (ISBN)
Conference
9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 6-8 September 2017, Athens, Greece
Projects
Game Hub Scandinavia
Available from: 2017-12-15 Created: 2017-12-15 Last updated: 2018-03-08Bibliographically approved
Toftedahl, M., Berg Marklund, B., Engström, H. & Backlund, P. (2016). Global Influences on Regional Industries: Game development in Nordic countries, China and India. In: Decoding the Academic-Industrial-Gameplay Complex: Digital Game Practice, Research and Study in China, Taiwan and Chinese-Speaking Regions. Paper presented at Chinese DiGRA 2016, The 3rd Annual Chinese DiGRA Conference, Taichung City, Taiwan, July 1-2, 2016.
Open this publication in new window or tab >>Global Influences on Regional Industries: Game development in Nordic countries, China and India
2016 (English)In: Decoding the Academic-Industrial-Gameplay Complex: Digital Game Practice, Research and Study in China, Taiwan and Chinese-Speaking Regions, 2016Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

The game development industry has historically been strongly associated with a few particularly dominant actors, namely Japan and the US. As a result, video game development processes and game content that have originated from these actors are often used as a benchmark for what game development is and can be. Discussing the games industry from these perspectives can, however, gloss over important nuances that make other game development regions unique. With this in mind, this paper intends to discuss the ways in which different cultural and regional contexts are reflected in the structure of local game development industries and, to some extent, in produced game content. To inform this discussion, the authors use the foundation and growth of game development practices in three different regions: the Nordic region, India, and China. These three regions serve as specific exemplifying cases of how video game industries and praxis can take different shapes depending on what resources and components they have available. The paper concludes that all regional games industries and game development practices are heavily influenced by the precedent set by historically dominant actors. This results in game content and development practices that often mimics pre-established standards. But, over time, the conditions surrounding the formation of regional industries manifest themselves in more locally unique content and development processes.

Keywords
Game development, regional practices, Nordic region, India, China, game industry
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-13427 (URN)
Conference
Chinese DiGRA 2016, The 3rd Annual Chinese DiGRA Conference, Taichung City, Taiwan, July 1-2, 2016
Projects
Game Hub Scandinavia
Available from: 2017-03-13 Created: 2017-03-13 Last updated: 2018-02-14Bibliographically approved
Alvarez Díaz, M. G., Wilhelmsson, U., Lebram, M. & Toftedahl, M. (2015). Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum. In: Per Backlund (Ed.), VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications. Paper presented at Seventh International Conference on Virtual Worlds and Games for Serious Applications: VS-Games 2015, in Skövde, Sweden. Conference dates: 16th to 18th of September, 2015 (pp. 1-4). Skövde: IEEE Computer Society
Open this publication in new window or tab >>Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum
2015 (English)In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Skövde: IEEE Computer Society, 2015, p. 1-4Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.

Place, publisher, year, edition, pages
Skövde: IEEE Computer Society, 2015
Keywords
quiz games, survey techniques, art installations, digital applications in museum environments, tracking applications
National Category
Interaction Technologies
Research subject
Technology; Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-11548 (URN)10.1109/VS-GAMES.2015.7295791 (DOI)000380426500034 ()2-s2.0-84954516638 (Scopus ID)978-1-4799-8102-1 (ISBN)978-1-4799-8101-4 (ISBN)
Conference
Seventh International Conference on Virtual Worlds and Games for Serious Applications: VS-Games 2015, in Skövde, Sweden. Conference dates: 16th to 18th of September, 2015
Projects
Det ligger i Tiden. Samarbete med Regionmuseet i Kristianstad
Available from: 2015-09-29 Created: 2015-09-23 Last updated: 2018-08-03Bibliographically approved
Wilhelmsson, U., Toftedahl, M., Susi, T., Torstensson, N., Sjölin, A. & Tuori, P. (2014). A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction. In: Katherine Blashki & Yincai Xiao (Ed.), Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014: . Paper presented at 7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal (pp. 149-156). IADIS Press
Open this publication in new window or tab >>A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction
Show others...
2014 (English)In: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014 / [ed] Katherine Blashki & Yincai Xiao, IADIS Press, 2014, p. 149-156Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the development of a computer game for enhanced visitor experiences of an adventure tour, in which the game is integrated. The game project was run 2011-2013 and included the development of an arcade style two player cooperative computer game, game controls, graphics, sound and music. The adventure tour takes place in an old military fortress where visitors participate in searching for gold that has been stolen. The tour starts with a 3D movie that provides the plot and introduces hero and villain characters. The story is then carried forth by a game master who brings the visitors on a tour along the fortress’ vaults, during which they also play the computer game. The adventure tour is structured by a semi-fictional framing story that interweaves history, physical environment, and hero and villain characters. To withhold interdependency in the overall design of the adventure tour and the game, Caillois’s (1958/2001) taxonomy for games was chosen as a basis, combined with narrative key elements carried across the adventure tour. The game was also designed to accord with the embodied nature of human activity, allowing players to engage their whole bodies in the gameplay. Initial game evaluation results indicate the game contributes to an enhanced visitor experience of the adventure tour.

Place, publisher, year, edition, pages
IADIS Press, 2014
National Category
Media Engineering
Research subject
Technology; Technology; Technology; Technology; Media, Technology and Culture (MTEC); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-9076 (URN)2-s2.0-84929334178 (Scopus ID)978-989-8533-22-7 (ISBN)
Conference
7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal
Projects
Karlsborgs fästningsäventyr
Note

The project is funded by Karlsborgs Turism AB, Västra Götalandsregionen, Skaraborgs Kommunalförbund, Karlsborgs kommun, and Länsstyrelsen landsbygdsprogram. Other partners in the project have been Bjerkne & Co, NBI i Växjö – Storytelling för strategisk kommunikation and Folkuniversitetet.

Available from: 2014-09-15 Created: 2014-05-13 Last updated: 2019-10-29Bibliographically approved
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
Open this publication in new window or tab >>The Mystery of Elin: Incorporating a City Cultural Program on History and Heritage into a Pervasive Game
2014 (English)In: IE2014 Proceedings of the 2014 Conference on Interactive Entertainment / [ed] Karen Blackmore, Keith Nesbitt, Shamus P. Smith, ACM Digital Library, 2014, p. 1-10Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
ACM Digital Library, 2014
Keywords
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
National Category
History
Research subject
Technology; Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-10364 (URN)10.1145/2677758.2677768 (DOI)2-s2.0-84955580960 (Scopus ID)978-1-4503-2790-9 (ISBN)
Conference
2014 Conference on Interactive Entertainment, Newcastle, NSW, Australia — December 02 - 03, 2014
Available from: 2014-12-09 Created: 2014-12-09 Last updated: 2018-01-31Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-8291-1793

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