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Jakobsson, Mikael
Publications (6 of 6) Show all publications
Mäyrä, F., Holopainen, J. & Jakobsson, M. (2012). Research Methodology in Gaming: An Overview. Journal Simulation & Gaming, 43(3), 295-299
Open this publication in new window or tab >>Research Methodology in Gaming: An Overview
2012 (English)In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 43, no 3, p. 295-299Article in journal, Editorial material (Other academic) Published
Abstract [en]

Digital games have evolved into diverse forms, and they touch many different areas of life in contemporary society. When approached together with the associated playful and serious behaviors, they profit from several research methodologies. This collection of articles introduces a range of research methodologies and aims to promote interdisciplinary dialogue in the study of games.

Place, publisher, year, edition, pages
Sage Publications, 2012
Keywords
collaborative research, contextual research, game design research, interdisciplinarity, ludology, natural language processing, pervasive games, play as a method, prototyping, psychophysiological measuring, research methods, social constructionism
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:mau:diva-79649 (URN)10.1177/1046878112439508 (DOI)000445929200001 ()2-s2.0-84862605383 (Scopus ID)
Available from: 2025-09-23 Created: 2025-09-23 Last updated: 2025-09-23Bibliographically approved
Jakobsson, M. (2011). The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices (ed.). Game Studies, 11(1)
Open this publication in new window or tab >>The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices
2011 (English)In: Game Studies, E-ISSN 1604-7982, Vol. 11, no 1Article in journal (Refereed) Published
Abstract [en]

Xbox Live achievements and gamerscores have become an integral part of Xbox 360 gaming. Based on the framework provided by Microsoft, the community has developed intriguing gaming practices where the individual games become pieces of a larger whole. This paper, based on a two year community study, explores how players have reacted and adapted to the system. To get at this shift in console gaming, the achievement system is seen as a massively multiplayer online game (MMO) where separate achievements are the functional equivalent of quests. By conceptualizing the achievement system as an MMO, the paper questions the dichotomy between PC/MMO and console gaming. The paper also goes into detailed descriptions of gaming habits and strategies that have emerged as gamers appropriate the achievement system, in particular looking at three player types: achievement casuals, hunters and completists. My conclusions are that the Xbox Live achievement system only partially functions as a reward system. More importantly, in terms of impact on player practices, it is an invisible MMO that all Xbox Live members participate in, whether they like it or not. On one hand, the different strategies and ways of conceptualizing the system shows how players have appropriated the technology and rules provided by Microsoft, and socially constructed systems that fit their play styles. On the other hand, many players are deeply conflicted over these gaming habits and feel trapped in a deterministic system that dictates ways of playing the games that they do not enjoy. Both sides can ultimately be connected to distinguishable characteristics of gamers. As a group, they are known to take pleasure in fighting, circumventing and subverting rigid rule systems, but also to be ready to take on completely arbitrary challenges without questioning their validity.

Place, publisher, year, edition, pages
Greenland Perspective, University of Copenhagen, 2011
Keywords
achievements, Xbox 360, gamerscore, reward systems, gamer culture, massively multiplayer online games, podcasts
National Category
Social Sciences
Identifiers
urn:nbn:se:mau:diva-1829 (URN)2-s2.0-79951868540 (Scopus ID)12677 (Local ID)12677 (Archive number)12677 (OAI)
Available from: 2020-02-27 Created: 2020-02-27 Last updated: 2024-12-02Bibliographically approved
Jakobsson, M. (2007). Activity Flow Architecture - environment design in Active Worlds and EverQuest (ed.). In: Friedrich von Borries, Steffen P. Walz, Matthias Böttger (Ed.), Friedrich von Borries, Steffen P. Walz, Matthias Böttger (Ed.), Space Time Play: (pp. 164-167). : Birkhäuser Publishing
Open this publication in new window or tab >>Activity Flow Architecture - environment design in Active Worlds and EverQuest
2007 (English)In: Space Time Play / [ed] Friedrich von Borries, Steffen P. Walz, Matthias Böttger, Birkhäuser Publishing , 2007, p. 164-167Chapter in book (Other academic)
Place, publisher, year, edition, pages
Birkhäuser Publishing, 2007
Keywords
Social interaction design, Virtual architecture
National Category
Social Sciences
Identifiers
urn:nbn:se:mau:diva-9423 (URN)10.1007/978-3-7643-8415-9 (DOI)5410 (Local ID)978-3-7643-8414-2 (ISBN)5410 (Archive number)5410 (OAI)
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2022-06-27Bibliographically approved
Jakobsson, M. (2007). Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club (ed.). In: (Ed.), Proceedings of DiGRA 2007 Conference: Situated Play: . Paper presented at 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, Tokyo, Japan, 24-28 Sept 2027 (pp. 386-392). University of Tokyo
Open this publication in new window or tab >>Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club
2007 (English)In: Proceedings of DiGRA 2007 Conference: Situated Play, University of Tokyo , 2007, p. 386-392Conference paper, Published paper (Refereed)
Abstract [en]

In this study of a Swedish console game club I have looked at how the rules of the games are connected to the social and cultural aspects of the context that the games are played in. I have devoted special attention to the game Super Smash Bros. Melee and how different contexts of play have formed around this game, for instance the emergence of a professional smash scene and the polarization of console club members into smashers and anti-smashers. My conclusion is that the idea that rules can play a core role in defining a game without the need to take the situated aspects of play into account is problematic. Rules do not inherently belong to the formal aspects of games. Even at the most fundamental level, rules are influenced by, and affect, the social and cultural aspects of the gaming context.

Place, publisher, year, edition, pages
University of Tokyo, 2007
Keywords
game culture, game clubs
National Category
Social Sciences
Identifiers
urn:nbn:se:mau:diva-11105 (URN)10.26503/dl.v2007i1.341 (DOI)2-s2.0-79951899672 (Scopus ID)5411 (Local ID)5411 (Archive number)5411 (OAI)
Conference
3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, Tokyo, Japan, 24-28 Sept 2027
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2025-11-14Bibliographically approved
Jakobsson, M. (2006). Questing for knowledge: Virtual worlds as dynamic processes of social interaction (ed.). In: (Ed.), (Ed.), Avatars at work and play: Collaboration and interaction in shared virtual environments: (pp. 209-225). : Springer
Open this publication in new window or tab >>Questing for knowledge: Virtual worlds as dynamic processes of social interaction
2006 (English)In: Avatars at work and play: Collaboration and interaction in shared virtual environments, Springer, 2006, p. 209-225Chapter in book (Other academic)
Place, publisher, year, edition, pages
Springer, 2006
National Category
Media and Communications
Identifiers
urn:nbn:se:mau:diva-9461 (URN)10.1007/1-4020-3898-4_10 (DOI)3238 (Local ID)1-4020-3883-6 (ISBN)3238 (Archive number)3238 (OAI)
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2025-02-07Bibliographically approved
Jakobsson, M. (2006). Virtual worlds and social interaction design (ed.). (Doctoral dissertation). : Umeå University
Open this publication in new window or tab >>Virtual worlds and social interaction design
2006 (English)Doctoral thesis, monograph (Other academic)
Abstract [en]

This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places. I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld. I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance. As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism. I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process. In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.

Place, publisher, year, edition, pages
Umeå University, 2006. p. 205
Series
Research reports in informatics, ISSN 1401-4572 ; 2
National Category
Media and Communications
Identifiers
urn:nbn:se:mau:diva-7410 (URN)3239 (Local ID)91-7264-053-7 (ISBN)3239 (Archive number)3239 (OAI)
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2025-02-07Bibliographically approved
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