Frans Mäyrä
Biographic Data
| ID | 186891 |
|---|---|
| NAME | Frans Mäyrä |
| GIVEN NAMES | Frans |
| FAMILY NAME | Mäyrä |
| SIGNATURE | MÄYRÄ F |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-6283-417X |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 20 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games
In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of te…
Playful Furniture
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, accompa…
Need for Perspective
This special issue of Games and Culture aims to engage in dialogue between different traditions of doing games research and to stimulate reflective responses about the overall state of the field
Pokémon GO
Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more compl…
The conflicts within the casual
Digital Games Research
Digital games have become a popular form of media entertainment. However, it remains unclear whether a canon of accepted knowledge and research practices has emerged that may define an independent field of research. This study is a collaborative effort to analyze the outlines of digital games research (DGR) through a survey among the membership of 3 institutionalized structures focusing on the study of digital games (International Communication A…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
At Least Nine Ways to Play
Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is n…
An Introduction to Game Studies
Introduction What is Game Studies? Game Culture Meaning in Games Play and Games in History Dual Structure and the Action Games of the 1970's Adventures and Other Fiction in the 1980S' Games Three-Dimensionality and the Early 1990's The Real and the Game Game Culture Entering the New Millennium Preparing for a Game Studies Project
Open invitation
Simultaneously lacking some fundamental data about the role of digital games in culture, while being faced with the challenge of games' near global presence, cultural game studies is in need of collaborative research efforts. This article discusses some starting points for cultural and social-psychological study of games and digital play, while inviting participation into an international, comparative research project
A Moment in the Life of a Generation (Why Game Studies Now)
Game studies entering academia means that games are finally positioned at the heart of a dedicated field of learning. There is a tension however as the need and demand for game studies has faced the opposing, structural forces that slowdown the development. It is hard to ignore the cultural significance of digital games and play, particularly as numerous game play experiences underlie personal relations and histories within an ICT-Penetrated soci…
Living in metamorphosis
article Share on Living in metamorphosis: proactive computing in the home environment Authors: Jukka Vanhala Tampere University of Technology Tampere University of TechnologyView Profile , Frans Mäyrä University of Tampere, Finland University of Tampere, FinlandView Profile , Ilpo Koskinen University of Art and Design Helsinki University of Art and Design HelsinkiView Profile Authors Info & Claims InteractionsVolume 12Issue 4July + August 2005 pp…
At Least Nine Ways to Play
Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is n…
Pokémon GO
Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more compl…
Need for Perspective
This special issue of Games and Culture aims to engage in dialogue between different traditions of doing games research and to stimulate reflective responses about the overall state of the field
A Moment in the Life of a Generation (Why Game Studies Now)
Game studies entering academia means that games are finally positioned at the heart of a dedicated field of learning. There is a tension however as the need and demand for game studies has faced the opposing, structural forces that slowdown the development. It is hard to ignore the cultural significance of digital games and play, particularly as numerous game play experiences underlie personal relations and histories within an ICT-Penetrated soci…
Playful Furniture
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, accompa…
Open invitation
Simultaneously lacking some fundamental data about the role of digital games in culture, while being faced with the challenge of games' near global presence, cultural game studies is in need of collaborative research efforts. This article discusses some starting points for cultural and social-psychological study of games and digital play, while inviting participation into an international, comparative research project
Living in metamorphosis
article Share on Living in metamorphosis: proactive computing in the home environment Authors: Jukka Vanhala Tampere University of Technology Tampere University of TechnologyView Profile , Frans Mäyrä University of Tampere, Finland University of Tampere, FinlandView Profile , Ilpo Koskinen University of Art and Design Helsinki University of Art and Design HelsinkiView Profile Authors Info & Claims InteractionsVolume 12Issue 4July + August 2005 pp…
A Moment in the Life of a Generation (Why Game Studies Now)
Game studies entering academia means that games are finally positioned at the heart of a dedicated field of learning. There is a tension however as the need and demand for game studies has faced the opposing, structural forces that slowdown the development. It is hard to ignore the cultural significance of digital games and play, particularly as numerous game play experiences underlie personal relations and histories within an ICT-Penetrated soci…
An Introduction to Game Studies
Introduction What is Game Studies? Game Culture Meaning in Games Play and Games in History Dual Structure and the Action Games of the 1970's Adventures and Other Fiction in the 1980S' Games Three-Dimensionality and the Early 1990's The Real and the Game Game Culture Entering the New Millennium Preparing for a Game Studies Project
Open invitation
Simultaneously lacking some fundamental data about the role of digital games in culture, while being faced with the challenge of games' near global presence, cultural game studies is in need of collaborative research efforts. This article discusses some starting points for cultural and social-psychological study of games and digital play, while inviting participation into an international, comparative research project
At Least Nine Ways to Play
Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is n…
The conflicts within the casual
Digital Games Research
Digital games have become a popular form of media entertainment. However, it remains unclear whether a canon of accepted knowledge and research practices has emerged that may define an independent field of research. This study is a collaborative effort to analyze the outlines of digital games research (DGR) through a survey among the membership of 3 institutionalized structures focusing on the study of digital games (International Communication A…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
Pokémon GO
Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more compl…
Need for Perspective
This special issue of Games and Culture aims to engage in dialogue between different traditions of doing games research and to stimulate reflective responses about the overall state of the field
Playful Furniture
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, accompa…
Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games
In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of te…
Digital Games and Media (11 works) · Computer Science (9 works) · Sociology (8 works) · Educational Games and Gamification (7 works) · Media studies (6 works) · Political science (6 works) · Psychology (6 works) · Aesthetics (4 works) · Art (4 works) · Game studies (4 works)