Jukka Vahlo: in GAMEPLAY

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Jukka Vahlo: in GAMEPLAY ANNALES UNIVERSITATIS TURKUENSIS ANNALES UNIVERSITATIS B 451 Jukka Vahlo Jukka IN GAMEPLAY The Invariant Structures and Varieties of the Video Game Gameplay Experience Jukka Vahlo Painosalama Oy, Turku , Finland 2018 Turku Painosalama Oy, ISBN 978-951-29-7168-8 (PRINT/Painettu) ISBN 978-951-29-7169-5 (Sähköinen/PDF) TURUN YLIOPISTON JULKAISUJA – ANNALES UNIVERSITATIS TURKUENSIS Sarja - ser. B osa - tom. 451 | Humaniora | Turku 2018 ISSN 0082-6987 (PRINT) | ISSN 2343-3191 (ONLINE) IN GAMEPLAY The Invariant Structures and Varieties of the Video Game Gameplay Experience Jukka Vahlo TURUN YLIOPISTON JULKAISUJA – ANNALES UNIVERSITATIS TURKUENSIS Sarja - ser. B osa - tom. 451 | Humaniora | Turku 2018 University of Turku Faculty of Humanities School of History, Culture and Arts Studies Department of Folkloristics Doctoral Programme Juno Supervised by Professor Pekka Hakamies Professor Jaakko Suominen University of Turku University of Turku Custos Professor Pekka Hakamies University of Turku Reviewed by Distinguished Professor Emeritus Simon J. Bronner Professor Frans Mäyrä Penn State Harrisburg University of Tampere Opponent Distinguished Professor Emeritus Simon J. Bronner Penn State Harrisburg The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. Cover: Juha Harju Player Type Icons: Natasha Trygg Layout: Jukka Vahlo ISBN 978-951-29-7168-8 (PRINT/Painettu) ISBN 978-951-29-7169-5 (Sähköinen/PDF) ISSN 0082-6987 (PRINT) ISSN 2343-3191 (ONLINE) Painosalama Oy – Turku, Finland 2018 University of Turku Faculty of Humanities School of History, Culture and Arts Studies Department of Folkloristics VAHLO, JUKKA: In Gameplay. The Invariant Structures and Varieties of the Video Game Gameplay Experience Doctoral Dissertation, 335 pages, 9 appendix pages Doctoral Programme Juno April 2018 – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – This dissertation is a multidisciplinary study on video game gameplay as an autono- mous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this rea- son, methods and concepts of the folkloristic research tradition have remained un- known in contemporary games studies. This thesis combines folkloristics, game stud- ies and phenomenological enactive cognitive science in its investigations into player– game interaction and the video game gameplay experience at large. In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the find- ings relate to prior game research from several disciplines and schools of thought. Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experi- ence consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience in- herently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) alt- hough a game as an object cannot be regarded a narrative in itself. As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not. Keywords: video games, factor analysis, experience narratives, storytelling, cogni- tion, phenomenology, motivations, performativity, variation, agency, emotions Turun Yliopisto Humanistinen tiedekunta Historian, kulttuurin ja taiteiden tutkimuksen laitos Folkloristiikka VAHLO, JUKKA: In Gameplay. The Invariant Structures and Varieties of the Video Game Gameplay Experience Väitöskirja, 335 sivua, 9 liitesivua Tohtoriohjelma Juno Huhtikuu 2018 – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – Käsillä oleva väitöskirja on monitieteellinen tutkimus videopelien pelaamisesta itse- näisenä kansanomaisen kokemuksen muotona. Pelien ja leikkien tutkimus on perin- teikäs tutkimusaihe folkloristiikassa, mutta kaupallisten videopelien tutkimusta ei ole juuri tehty. Tästä syystä folkloristiikan tutkimusmenetelmät ja -käsitteet ovat jääneet tuntemattomaksi nykyaikaisessa pelitutkimuksessa. Tutkimus yhdistää folkloristiikan ja pelitutkimuksen näkökulmien lisäksi enaktiivisen kognition fenomenologista teo- riaa pelaaja–peli-vuorovaikutuksen tutkimukseen sekä pelikokemuksen analyysiin. Tutkimuksessa analysoidaan tilastotieteellisin menetelmin kolmea aikuisvä- estöä edustavaa ”Palkitseva pelikokemus” -kyselytutkimusaineistoa (N=2,594, N=845, N=1,053), jotka kerättiin Suomesta ja Tanskasta vuosina 2014–2017. Kyse- lytutkimusaineiston rinnalla analysoidaan 32 teemahaastattelun aineistoa. Haastatte- luilla tuotettiin syvempää ymmärrystä kyselyyn vastanneiden henkilöiden pelimielty- myksistä, pelimuistoista ja pelimotivaatioista. Tilastoaineiston ja haastatteluaineiston analyysi tuodaan yhteen monimenetelmällisellä ja dialogisella tutkimusotteella, joka yhdistää havainnot usealla eri tutkimusalalla tehtyyn pelitutkimukseen. Teoreettisen analyysin tuloksena argumentoidaan, että videopelien pelikoke- musta ilmiönä määrittää kahdeksan muuttumatonta ominaisuutta, joiden suhteen kun- kin yksittäisen pelikokemuksen ainutlaatuisuutta voidaan tarkastella: Pelaajalla tulee olla leikkisä asenne (i) ja motivaatio pelaamiseen (ii). Pelaamisen kokemus rakentuu tutkivista ja suorittavista käyntänteistä (iii), jotka tuovat väliaikaisen muutoksen pe- laavan henkilön minäkokemukseen (iv). Tämän muutoksen myötä pelaajuudesta muo- dostuu emotionaalinen (v) ja performatiivinen (vi) positio suhteessa pelimaailmaan (vii). Näin syntyvän omakohtaisen pelikokemuksen rakenne vastaa kertomuksen dra- maattista perusrakennetta (viii), vaikka peliä itsessään ei voida pitää kertomuksena. Tutkimuksen empiirisenä tuloksena esitellään faktorianalyyttisiin tapaustut- kimuksiin ja laadullisten aineistojen analyysiin perustuva uudenlainen näkökulma ja menetelmä pelaaja–peli-vuorovaikutuksen ja pelimieltymyksen tutkimukseen, sekä edelliseen perustuva pelaajatyyppiluokittelu. Samalla väitetään, että vaikka videopelit kaupallisina esineinä eivät olisi folkloristiikan tutkimuskohteita, videopelien pelaami- nen, pelaaja–peli-vuorovaikutus ja pelien kokemisen tavat eivät eroa ratkaisevasti pi- haleikeistä vaan ovat saman kansanomaisen ilmiön esiintymiä. Folkloristisen tutki- muksen soisikin kiinnittävän nykyistä painokkaampaa huomiota kulttuurin kokemi- sen, muokkaamisen ja ilmaisun tapoihin riippumatta siitä, onko tarkastelun kohteena kaupallinen tuote vai ei. Asiasanat: videopelit, faktorianalyysi, kokemuskerronta, kertomusperinne, kognitio, fenomenologia, motivaatio, performatiivisuus, variaatio, toimijuus, emootiot So, there you are, glued to the PC or console or what you have. And you are hungry as hell, but you just have to go there and find the item and then you, of course, want to take it back to the village and solve the mystery in a dungeon not so far away. And your stomach starts to hurt because of the excitement, and your shoulders are in pain. And when the situation is resolved, you can finally breathe and go to the bathroom and watch whether someone tried to phone you three hours ago. This is why I play. Did I describe fun? Well, I do not know, but this is the best kind of gaming for me. — Interview participant P2 ACKNOWLEDGEMENTS This project has been with me since 2004 when I finished my master’s thesis in Folk- loristics on the experience of humor. A great many things have happened since then, and it was only a decade later when I finally got the perfect opportunity to begin to plan this dissertation. I have truly enjoyed writing this thesis, indeed so much that I have forgotten to do one of my favorite things: I cannot remember when I last played a video game. The past four years with this thesis have been frantic. My daily job at Centre for Collaborative Research (CCR) at University of Turku, School of Economics has made it possible for me to participate in several ambitious and enthralling research
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