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Featured researches published by Jonne Arjoranta.


foundations of digital games | 2017

Behavior change types with Pokémon GO

Tuomas Kari; Jonne Arjoranta; Markus Salo

Digital games are one of the most popular entertainment media in the world. Their allure and widespread popularity makes them an interesting and highly potential platform for behavior change attempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. The study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. The analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routines more meaningful, expressed more positive emotions, and were more motivated to explore their surroundings.


Games and Culture | 2015

Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games

Jonne Arjoranta

This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.


advances in computer entertainment technology | 2016

Blending in Hybrid Games: Understanding Hybrid Games Through Experience

Jonne Arjoranta; Ville Kankainen; Timo Nummenmaa

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.


Game Studies: the international journal of computer game research | 2014

Game Definitions: A Wittgensteinian Approach

Jonne Arjoranta


digital games research association conference | 2011

Do We Need Real-Time Hermeneutics? Structures of Meaning in Games

Jonne Arjoranta


International Journal of Role-Playing | 2011

Defining Role-Playing Games as Language-Games

Jonne Arjoranta


Jyväskylä studies in humanities | 2015

Real-time hermeneutics : meaning-making in ludonarrative digital games

Jonne Arjoranta


Archive | 2018

Hybrid Social Play Final Report

Janne Paavilainen; Katriina Heljakka; Jonne Arjoranta; Ville Kankainen; Linda Lahdenperä; Elina Koskinen; Jani Kinnunen; Lilli Sihvonen; Timo Nummenmaa; Frans Mäyrä; Raine Koskimaa; Jaakko Suominen


Archive | 2018

Tabletop Role-Playing Games

William J. White; Jonne Arjoranta; Michael Hitchens; Jon Peterson; Evan Torner; Jonathan Walton


Media & viestintä | 2017

Turvetta tupaan: faktat, valheet ja affektiivinen vastaanotto Turveinfo-mainoskampanjassa

Jonne Arjoranta; Irma Hirsjärvi; Urpo Kovala; Tuija Saresma; Maria Ruotsalainen

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Markus Salo

University of Jyväskylä

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