Jonne Arjoranta
University of Jyväskylä
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Publication
Featured researches published by Jonne Arjoranta.
foundations of digital games | 2017
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
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
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
Jonne Arjoranta
digital games research association conference | 2011
Jonne Arjoranta
International Journal of Role-Playing | 2011
Jonne Arjoranta
Jyväskylä studies in humanities | 2015
Jonne Arjoranta
Archive | 2018
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
William J. White; Jonne Arjoranta; Michael Hitchens; Jon Peterson; Evan Torner; Jonathan Walton
Media & viestintä | 2017
Jonne Arjoranta; Irma Hirsjärvi; Urpo Kovala; Tuija Saresma; Maria Ruotsalainen