Jussi Holopainen

Orcid: 0000-0001-6264-0407

According to our database1, Jussi Holopainen authored at least 45 papers between 1999 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
Eternagram: Probing Player Attitudes in Alternate Climate Scenarios Through a ChatGPT-Driven Text Adventure.
CoRR, 2024

Eternagram: Probing Player Attitudes Towards Climate Change Using a ChatGPT-driven Text-based Adventure.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

Dreamscaping: Supporting Creativity By Drawing Inspiration from Dreams.
Proceedings of the 16th Conference on Creativity & Cognition, 2024

2023
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness.
Entertain. Comput., May, 2023

Goal Playable Concepts Coupling Gameplay Design Patterns with Playable Concepts.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Call for Critical and Speculative Design in Human-Computer Co-creativity: An Overview Study.
Proceedings of the 14th International Conference on Computational Creativity, 2023

2022
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
SpaceMaze: incentivizing correct mobile crowdsourced sensing behaviour with a sensified minigame.
Behav. Inf. Technol., 2021

2020
A Gesture Recognition Model for Virtual Reality Motion Controllers.
Proceedings of the Computer Graphics & Visual Computing, 2020

Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos.
Proceedings of the Interactivity and Game Creation, 2020

Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Sites of Play: Locating Gameplace in Red Dead Redemption 2.
Proceedings of the 2019 DiGRA International Conference: Game, 2019

2018
Playful Furniture: Breaching a Serious Setting With Interactive Seats.
Games Cult., 2018

Good Game Feel: An Empirically Grounded Framework for Juicy Design.
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018

2017
AutoGym: An Exertion Game for Autonomous Driving.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

AutoJam: Exploring Interactive Music Experiences in Stop-and-Go Traffic.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Interactive dome experiences: designing astrosurf.
Proceedings of the 20th International Academic Mindtrek Conference, 2016

First-Person Walkers: Understanding the Walker Experience through Four Design Themes.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Sensified Gaming: Design Patterns and Game Design Elements for Gameful Environmental Sensing.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016

2015
PLEXQ: Towards a Playful Experiences Questionnaire.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Embarrassing Interactions.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Need to touch, wonder of discovery, and social capital: experiences with interactive playful seats.
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

2014
Exploring Game Ideas for Stresslessness in the Automotive Domain.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Approaching A Design Space For Gameful Interactions In The Context Of Piloted Driving.
Proceedings of the Adjunct Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Seattle, WA, USA, September 17, 2014

2013
The playful experiences (PLEX) framework as a guide for expert evaluation.
Proceedings of the Designing Pleasurable Products and Interfaces, 2013

2012
MobiComics: collaborative use of mobile phones and large displays for public expression.
Proceedings of the Mobile HCI '12, 2012

2011
Foundations of Gameplay.
PhD thesis, 2011

Please enjoy!?: 2<sup>nd</sup> workshop on playful experiences in mobile HCI.
Proceedings of the 13th Conference on Human-Computer Interaction with Mobile Devices and Services, 2011

Applying the PLEX framework in designing for playfulness.
Proceedings of the Designing Pleasurable Products and Interfaces, 2011

Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Pass-them-around: collaborative use of mobile phones for photo sharing.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Social and privacy aspects of a system for collaborative public expression.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2009
Player Perception of Context Information Utilization in Pervasive Mobile Games.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Some Notes on the Nature of Game Design.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Simulation as a game design tool.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Using prototypes in early pervasive game development.
Comput. Entertain., 2008

2005
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Emotional response patterns and sense of presence during video games: potential criterion variables for game design.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

2003
Game Design Patterns.
Proceedings of the Digital Games Research Conference 2003, 2003

Describing Games: An Interaction-Centric Structural Framework.
Proceedings of the Digital Games Research Conference 2003, 2003

2002
Editorial: Special Issue on Ubiquitous Games.
Pers. Ubiquitous Comput., 2002

Designing Ubiquitous Computing Games - A Report from a Workshop Exploring Ubiquitous Computing Entertainment.
Pers. Ubiquitous Comput., 2002

2001
reGossip: Playing Games at Interact 2001.
Proceedings of the Human-Computer Interaction INTERACT '01: IFIP TC13 International Conference on Human-Computer Interaction, 2001

1999
MEX: A Distributed Software Architecture for Wearable Computers.
Proceedings of the Third International Symposium on Wearable Computers (ISWC 1999), 1999


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