Overview of Visby city

Areas of our Research

At the Department of Game Design we conduct research in game design and related subjects. Our aim is to deepen the understanding of games, game design and their impact on society.

Introduction to the Games & Society Lab

Doris Rusch lecturing at a conference

Games have become among the most influential media of the 21st century. Yet, we have only just begun to understand their impact on players and society as a whole. The Games & Society Lab looks at game design, gameplay, players and contexts of play in regards to a wide range of socially relevant issues from education to health, personal development, civics and social behavior. 

Read more about the lab on the Games & Society Lab website

Read about ongoing research at the Games & Society Lab

Publications from the department of Game Design

Here you can see the latest publications from people at the department.


  • Article in journal

    Li, Xiaoming; Liu, Hao; Wang, Weixi; Zheng, Ye et al.

    Big data analysis of the Internet of Things in the digital twins of smart city based on deep learning

    Part of Future generations computer systems, p. 167-177, 2022.

  • Conference paper

    Hayashi, Masaki; Kuwahara, Meeko; Sim, Kyudong; Park, Jong-Il

    Ambient Light Sensible Handheld Display: Towards an Ukiyo-e Display that a Person Can Touch, Move, and Feel

    2021.

  • Article in journal

    Hayashi, Masaki; Bachelder, Steven; Tsuruta, Naoya; Teraoka, Takehiro et al.

    Automatic Generation of News Contents from Blog Posts

    Part of International Journal of Asia Digital Art and Design Association, p. 1-7, 2021.

    Open access
  • Article in journal

    Eklund, Lina; von Essen, Emma; Jonsson, Fatima; Johansson, Magnus

    Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level

    Part of Sociological research online, 2021.

    Open access
  • Article in journal

    Hayashi, Masaki; Bachelder, Steven; Sasaki, Kazuo; Tsuruta, Naoya et al.

    Development, Deployment and Evaluation of the ContentManagement System Generating CG AnimationsAutomatically from Blog Entries

    Part of International Journal of Asia Digital Art and Design Association, p. 59-65, 2021.

  • Article in journal

    Kowert, Rachel; Ferguson, Christopher J. J.; Fletcher, Paul C. C.; Rusch, Doris

    Digital Games and Mental Health: Editorial

    Part of Frontiers in Psychology, 2021.

    Open access
  • Article in journal

    Juvrud, Joshua; Ansgariusson, Gabriel; Selleby, Patrik; Johansson, Magnus

    Game or watch: The effect of interactivity on arousal and engagement in video game media

    Part of IEEE Transactions on Games, 2021.

  • Conference paper

    Hayashi, Masaki

    GROWING MUSEUM: Keyword-based Self-growing CG Virtual Museum with Annotation System

    2021.

  • Article in journal

    Powell, Neil; Do, Thao; Bachelder, Steven; Tattari, Sirkka et al.

    Rethinking Decision Support Under Conditions of Irreducible Uncertainty: Co-Designing a Serious Game to Navigate Baltic Sea Nutrient Enrichment

    Part of Society & Natural Resources, p. 1075-1092, 2021.

    Open access
  • Article in journal

    Nylund, Niklas; Prax, Patrick; Sotamaa, Olli

    Rethinking game heritage - towards reflexivity in game preservation

    Part of International Journal of Heritage Studies (IJHS), p. 268-280, 2021.

  • Conference paper

    Takeuchi, Kohei; Hayashi, Masaki; Bachelder, Steven; Hirayama, Makoto J.

    Usability comparison of screen-based and virtual-reality-based virtual museums

    Part of International Workshop on Advanced Imaging Technology (IWAIT) 2021, 2021.

  • Conference paper

    Asada, Akira; Hayashi, Masaki; Hirayama, Makoto

    A museum video guide creation system with CG Made from scripts on the server

    2020.

  • Conference paper

    Shishikui, Yoshiaki; Nakamura, Genki; Hayashi, Masaki

    Assessing viewer satisfaction of CG programs as a substitute for real TV programs

    Part of International Workshop on Advanced Imaging Technology (IWAIT) 2020, 2020.

  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Nakajima, Masayuki

    Automatic Generation of Art Exhibitions from theInternet Resources

    2020.

  • Article in journal

    Rusch, Doris; Phelps, Andrew M.

    Existential Transformational Game Design: Harnessing the "Psychomagic" of Symbolic Enactment

    Part of Frontiers in Psychology, 2020.

    Open access
  • Conference paper

    Phelps, Andrew M.; Rusch, Doris C.

    Navigating Existential, Transformative Game Design

    Part of DiGRA '20 - Proceedings of the 2020 DiGRA International Conference, 2020.

  • Conference paper

    Statham, Nataska; Jacob, João; Fridenfalk, Mikael

    Photogrammetry for Game Environments 2014-2019: What Happened Since The Vanishing of Ethan Carter

    Part of DiGRA'20, 2020.

    Open access
  • Report

    Bachelder, Steven; Powell, Neil; Do, Thao

    Serious Game System - MONITOR ECOTECH

    2020.

    Open access
  • Report

    Do, Thao; Powell, Neil; Bachelder, Steven

    Serious Game System - SELECT ECOTECH

    2020.

    Open access
  • Article in journal

    Statham, Nataska

    Use of Photogrammetry in Video Games: A Historical Overview

    Part of Games and Culture, p. 289-307, 2020.

  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Nakajima, Masayuki

    Vizclass: Making Computer Graphics Video Lecturefrom a Script

    2020.

  • Conference paper

    Takeuchi, Kohei; Hayashi, Masaki; Hirayama, Makoto

    An Immersive Virtual Museum Using a Head Mounted Display

    Part of The 6th IIEEJ International Conference on Image Electronics and Visual Computing (IEVC 2019), 2019.

  • Article in journal

    Eriksson, Johan; Widén, Per; Bachelder, Steven; Hayashi, Masaki

    Blickar och betydelser: Digitala rekonstruktioner av tavelhängningarna på Stockholms slott 1795–1866

    Part of 1700-tal: Nordic Journal for Eighteenth-Century Studies, p. 79-103, 2019.

    Open access
  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Nakajima, Masayuki

    Building Virtual Museum Exhibition System as a Medium

    Part of 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019), 2019.

  • Conference paper

    Takeuchi, Kohei; Hayashi, Masaki; Hirayama, Makoto J.

    Development of VR museum and a comparison with the screen-based virtual musuem

    Part of INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019, 2019.

  • Article in journal

    Prax, Patrick; Sjöblom, Björn; Eklund, Lina; Nylund, Niklas et al.

    Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition

    Part of Nordisk kulturpolitisk tidskrift, p. 332-354, 2019.

    Open access
  • Conference paper

    Prax, Patrick

    Is this still participation?: A case study of the disempowerment of player labourers

    Part of DiGRA '19, 2019.

    Open access
  • Article in journal

    Eklund, Lina; Sjöblom, Björn; Prax, Patrick

    Lost in Translation: Video Games Becoming Cultural Heritage?

    Part of Cultural Sociology, p. 444-460, 2019.

  • Conference paper

    Hayashi, Masaki

    Making Fun with Computer

    2019.

  • Article in journal

    Prax, Patrick; Eklund, Lina; Sjöblom, Björn

    ‘More like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions

    Part of Museum & Society, p. 437-452, 2019.

    Open access
  • Article in journal

    Statham, Nataska

    Scientific Rigour of Online Platforms for 3D Visualization of Heritage

    Part of Virtual Archaeology Review, p. 1-16, 2019.

    Open access
  • Conference paper

    Warpefelt, Henrik; Björn, Strååt

    Towards a Narrative Driven Understanding of Games User Experience

    Part of HCI International 2019, p. 85-89, 2019.

  • Conference paper

    Asada, Akira; Hayashi, Masaki; Hirayama, Makoto J.

    TV production tool to make art programmes based on a simple scenario

    Part of INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019, 2019.

  • Article in journal

    Warpefelt, Henrik; Johansson, Magnus

    Understanding the user experience of AI through the lens of game studies

    Part of Eludamos - Journal for Computer Game Culture, p. 183-195, 2019.

    Open access
  • Conference paper

    Fridenfalk, Mikael

    A Generic Method for Distribution of Examination Problems in e-Learning

    Part of 2018 IEEE 7ih Global Conference on Consumer Electronics (GCCE 2018), p. 645-646, 2018.

  • Article in journal

    Van Rooij, Antonius J.; Ferguson, Christopher J.; Carras, Michelle Colder; Kardefelt-Winther, Daniel et al.

    A weak scientific basis for gaming disorder: Let us err on the side of caution

    Part of Journal of Behavioral Addictions, p. 1-9, 2018.

    Open access
  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Tsuruta, Naoya; Teraoka, Takehiro et al.

    Automatic Generation of a TV Programme from Blog Entries

    Part of Adjunct Proceedings of ACM TVX2018, 2018.

    Open access
  • Article in journal

    Hayashi, Masaki; Bachelder, Steven; Nakajima, Masayuki

    Automatic Generation of CG Animation from the Internet Forum "2 Channeru"

    Part of Journal of the Institute of Image Information and Television Engineers, p. 189-196, 2018.

    Open access
  • Article in journal

    Prax, Patrick

    Between global competition, marketing, deviant play, and cheating - High-end raiding in ‘World of Warcraft’

    Part of Comunicazione Sociali, 2018.

  • Conference paper

    Hayashi, Masaki

    Generating Play with Computer

    2018.

  • Conference paper

    Hayashi, Masaki

    Neurodrug: Slapstick Effects by Destroying Neurons in a Neural Network

    Part of 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), p. 588-589, 2018.

    Open access
  • Chapter in book

    Prax, Patrick; Rajkowska, Paulina

    Problem Gaming from the Perspective of Treatment

    Part of What’s the Problem in Problem Gaming?, p. 91-106, 2018.

    Open access
  • Conference paper

    Tsuruta, Naoya; Teraoka, Takehiro; Kondo, Kunio; Hayashi, Masaki

    TV Show Template for Text Generated TV

    Part of 2018 International Workshop on Advanced Image Technology (IWAIT), 2018.

  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Tsuruta, Naoya; Sasaki, Kazuo et al.

    Wordpress-based Blog System with a Capability of Showing Entries by TV-program-like CG Animations

    2018.

    Open access
  • Article in journal

    Warpefelt, Henrik; Verhagen, Harko

    A model of non-player character believability

    Part of Journal of Gaming & Virtual Worlds, p. 39-53, 2017.

  • Article in journal

    Prax, Patrick

    Envisager la co-création dans les jeux en ligne comme média alternatif [Co-Creativity in Online Games as Alternative Media]

    Part of Néothèque, p. 257-287, 2017.

  • Conference paper

    Xie, Ning; Yuan, Tian Ye; Nakajima, Masayuki; Shen, Hengtao

    LipSync Generation based on Discrete Cosine Transform

    Part of 2017 Nicograph International (Nicoint), p. 76-79, 2017.

  • Conference paper

    Strååt, Björn; Verhagen, Harko; Warpefelt, Henrik

    Probing User Opinions in an Indirect Way: An Aspect Based Sentiment Analysis of Game Reviews

    Part of PROCEEDINGS OF THE 21ST INTERNATIONAL ACADEMIC MINDTREK CONFERENCE (ACADEMIC MINDTREK), p. 1-7, 2017.

  • Conference paper

    Kou, Yubo; Johansson, Magnus; Verhagen, Harko

    Prosocial Behavior in an Online Game Community: An Ethnographic Study

    Part of PROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17), 2017.

  • Conference paper

    Hayashi, Masaki; Bachelder, Steven; Nakajima, Masayuki; Shishikui, Yoshiaki

    Rap Music Video Generator: Write a Script to Make Your Rap Music Video with Synthesized Voice and CG Animation

    2017.

    Open access
Last modified: 2021-04-12