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Featured researches published by Ville Kankainen.


Proceedings of the 18th International Academic MindTrek Conference on Media Business, Management, Content & Services | 2014

Understanding smart device tabletop games

Ville Kankainen; Heikki Tyni

The aim of this short paper is to understand smart device tabletop games as a part of the larger phenomenon of hybrid tabletop games. The approach taken is to create a loose typology of smart device tabletop games via analyzing the features of such games currently on offer and mapping them in the historical context of hybrid tabletop games. The process of creating a typology also helps us move towards understanding the nature of a wider hybrid gaming experience, not restricted merely to the delivery medium of the game.


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.


Games and Culture | 2018

Playful Furniture: Breaching a Serious Setting With Interactive Seats

Annakaisa Kultima; Timo Nummenmaa; Heikki Tyni; Kati Alha; Jaakko Stenros; Ville Kankainen; Jussi Holopainen; Frans Mäyrä

Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars’ lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were used as ambient elements during the presentations. The experience was evaluated by observation, accompanied with seminar tweets, and by conducting a small survey after the seminar. The experiences of the participants varied from enthusiastically positive to strong negative feelings. Through this experiment, we were able to explore the important issue of polarized attitudes of adults toward play and provide some food for thought for the future design of adult play.


advances in computer entertainment technology | 2016

The Interplay of Two Worlds in Blood Bowl: Implications for Hybrid Board Game Design

Ville Kankainen

Digital board games, along with hybrid board games, that combine physical and digital elements have grown in success recently. This interview study compares the experiences of playing a material board game and digital adaptations of it. Overall, the material and digital play were experienced to be different aspects of the same hobby -- thus being parts of a wider pastime. The results provide insight into different aspects that players appreciate in both ways of playing. In conclusion, these results are weighed as to what kind of design implications they offer for future hybrid board games.


International Conference on Well-Being in the Information Society | 2016

Participative Game Design in the Zet Project – Engaging the Youth to Enhance Wellbeing

Hanna Tuohimaa; Ville Kankainen; Tarja Meristö; Jukka Laitinen

Engagement in meaningful activities is important in supporting the youth in their wellbeing for today as well as for the future. Serious games and game design provide an interesting field for exploring the opportunities and possible benefits for activating the youth at the same time benefiting from their experiences. In this article, a game design process conducted following the principles of participatory design is presented. The article provides examples of the positive as well as the challenging aspects of engaging the youth.


Proceedings of the 19th International Academic Mindtrek Conference on | 2015

OASIS deck of cards: house of colleagues: a playful experiment on community building

Timo Nummenmaa; Annakaisa Kultima; Ville Kankainen; Sampo Savolainen; Antti Syvänen; Kati Alha; Frans Mäyrä


Archive | 2016

Hybrid Playful Experiences : Playing between Material and Digital - Hybridex Project, Final Report

Heikki Tyni; Annakaisa Kultima; Timo Nummenmaa; Kati Alha; Ville Kankainen; Frans Mäyrä


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 | 2017

Reptilian Overlords : Osallistavaa pelinkehitystä ZET-hankkeessa

Hanna Tuohimaa; Ville Kankainen; Mirkka Pirilä; Tarja Meristö; Jukka Laitinen; Ulla Lemström; Ville Ikkala; Johanna Roihuvuo; Mia Pykälä-aho


DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG | 2016

The Diversity of Attitudes towards Play at the Workplace – A Case of an Academic Community

Timo Nummenmaa; Ville Kankainen; Sampo Savolainen; Annakaisa Kultima; Juho Karvinen; Kati Alha; Antti Syvänen; Heikki Tyni

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Kati Alha

University of Tampere

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Jonne Arjoranta

University of Jyväskylä

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Hanna Tuohimaa

Laurea University of Applied Sciences

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Jukka Laitinen

Laurea University of Applied Sciences

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