<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-18T18:43:53Z</responseDate><request verb="GetRecord" identifier="oai:gupea.ub.gu.se:2077/29072" metadataPrefix="dim">https://gupea.ub.gu.se/server/oai/request</request><GetRecord><record><header><identifier>oai:gupea.ub.gu.se:2077/29072</identifier><datestamp>2013-04-23T14:41:04Z</datestamp><setSpec>com_2077_9908</setSpec><setSpec>com_2077_4716</setSpec><setSpec>com_2077_10556</setSpec><setSpec>col_2077_9909</setSpec><setSpec>col_2077_10557</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="author">Bergström, Karl</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2012-04-11T08:19:58Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2012-04-11T08:19:58Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued">2012-04-11</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="isbn">978-91-628-8462-8</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/2077/29072</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="sv">can design facilitate togetherness through games? Seeing the outcomes of&#xd;
a successful interaction ritual – positive emotional energy and a sense of&#xd;
group solidarity – as the main components of the togetherness of games, this&#xd;
thesis seeks to shed light on how design can improve the use of games as&#xd;
vehicles of interaction. The thesis combines six different articles on games,&#xd;
gaming and gamers; the articles illuminate the different ingredients of the&#xd;
interaction ritual afforded by playing games and covers digital-, board- and&#xd;
tabletop role-playing games. The methods used are artefact analysis, observation&#xd;
and reflexive interviewing.&#xd;
The two articles on games; Exploring Aesthetic Ideals of Gameplay and&#xd;
Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games&#xd;
focus on gameplay aesthetics and present a way of looking at the underlying&#xd;
game-mechanical foundations of gameplay aesthetics – the experiential&#xd;
aspect of the meeting between the player and the rules. The former introduces&#xd;
the concept of aesthetic gameplay ideals and the latter explores this&#xd;
further through the use of design patterns.&#xd;
The two articles on gaming; Undercurrents – A Computer-based Gameplay&#xd;
Tool to Support Tabletop Role-playing and Framing Storytelling with Games look&#xd;
at tools to support gameplay and provide a concrete example of how superfluous&#xd;
work during play can be reduced, leaving more time and energy&#xd;
to the core activity. The former is a description of the produced prototype&#xd;
and its design process; the latter expands upon earlier research and outlines&#xd;
some additional theoretical quandaries when supporting complex storytelling&#xd;
activities.&#xd;
The two articles on gamers; The Implicit Rules of Board Games – On the particulars&#xd;
of the lusory agreement and Creativity Rules – How rules impact player&#xd;
creativity in three tabletop role-playing games focus on the rules and the gamer,&#xd;
and delve into the complex social structures surrounding the play of games,&#xd;
as well as how communication on different attitudes when it comes to rules&#xd;
are important to create congruent gaming groups. The former looks at board&#xd;
games and the latter at the practise of tabletop role-playing, both placing&#xd;
emphasis upon the fact that the printed rules of a game artefact only constitute&#xd;
part of the gaming agreement.&#xd;
Together with a research summary outlining how gaming can be viewed&#xd;
as an interaction ritual from a design perspective, this work also aims at&#xd;
shortening the divide between gamer and designer, providing both with&#xd;
frameworks for communicating on interaction with games.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="sv">eng</dim:field>
   <dim:field mdschema="dc" element="relation" qualifier="haspart" lang="sv">Lundgren, S., Bergström, K. &amp;amp; Björk, S. 2009. Exploring Aesthetic Ideals of Gameplay, DiGRA&#xd;
Bergström, K., Björk, S. &amp;amp; Lundgren, S. 2010. Exploring Aesthetical Gameplay Design Patterns –&#xd;
Camaraderie in Four Games, Mindtrek.&#xd;
Bergström, K., Jonsson, S. &amp;amp; Björk, S. 2010. Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying, NDiGRA&#xd;
Bergström, K. 2011. Framing Storytelling with Games, ICIDS.&#xd;
Bergström, K. 2010. The Implicit Rules of Board Games – on the particulars of the lusory agreement, Mindtrek.&#xd;
Bergström, K., in press. Creativity Rules – how rules impact player creativity in three tabletop roleplaying&#xd;
games, IJRP.</dim:field>
   <dim:field mdschema="dc" element="subject" lang="sv">game research</dim:field>
   <dim:field mdschema="dc" element="subject" lang="sv">interaction design</dim:field>
   <dim:field mdschema="dc" element="subject" lang="sv">interaction ritual</dim:field>
   <dim:field mdschema="dc" element="subject" lang="sv">togetherness</dim:field>
   <dim:field mdschema="dc" element="subject" lang="sv">gamer groups</dim:field>
   <dim:field mdschema="dc" element="title" lang="sv">Playing for Togetherness - Designing for Interaction Rituals through Gaming</dim:field>
   <dim:field mdschema="dc" element="type">Text</dim:field>
   <dim:field mdschema="dc" element="type" qualifier="svep">Doctoral thesis</dim:field>
   <dim:field mdschema="dc" element="type" qualifier="degree" lang="sv">Doctor of Philosophy</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="mail" lang="sv">karlb@tii.se</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="origin" lang="sv">Göteborgs universitet. IT-fakulteten</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="department" lang="sv">Department of Applied Information Technology ; Institutionen för tillämpad informationsteknologi</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="defenceplace" lang="sv">Onsdagen den 23 Maj 2012, kl. 1300, Hörsal Quark, Hus Patricia, Forskningsgången 6</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="defencedate">2012-05-23</dim:field>
   <dim:field mdschema="dc" element="gup" qualifier="dissdb-fakultet">ITF</dim:field>
   <dim:field mdschema="others" element="access-status">open.access</dim:field>
</dim:dim>
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