Staffan Björk

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Publications by Staffan Björk (bibliography)

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» 2008 «

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Lankoski, Petri and Björk, Staffan (2008): Character-Driven Game Design: Characters, Conflict, and Gameplay. In: GDTW 2008 November 12-13, 2008, Liverpool, UK. pp. 59-66. Available online

Contemporary computer and video games utilize characters in large extent. However, game research literature says only little about how to design gameplay so that it reflects characters’ personality; mainly focusing on the narration and graphical presentation of the characters. This paper presents a character-driven game design method, which uses ideas from dramatic character design to include gameplay into the design process. Based upon previous work on NPC design and a new analysis, several design choices regarding gameplay are identified. These choices are described as gameplay design patterns and related to how specific features in a character design can support gameplay. In conjunction with the patterns, the concepts of recognition, alliance, and alignment are used to introduce the method and provide examples. The paper concludes with a discussion on how the method can affect the overall gameplay in games.

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Svensson, Anders, Björk, Staffan and Åkesson, Karl-Petter (2008): Tangible handimation real-time animation with a sequencer-based tangible interface. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 547-550. Available online

In this paper, we present the development of Tangible Handimation, a sequencer-inspired animation system for recording and playback of whole or individual parts of animations through direct manipulation and tangible interfaces. The development of the system from a keyboard and mouse set-up, Handimation, is described including a workshop with professionals. Users reported the system as enabling real-time performances and making the animation process more democratic, and based upon their input support for imminent feed-forward information was added to the design.

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» 2007 «

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Lankoski, Petri and Björk, Staffan (2007): Gameplay design patterns for believable non-player characters. In: Akira, Baba (ed.) Proceedings of DiGRA 2007 Conference: Situated Play September 24-28, 2007, Tokyo, Japan. pp. 416-423. Available online

Descriptions of humans require several qualities for people to experience them as believable: human body; selfawareness, intentional states, and self impelled actions; expression of emotions; ability to use natural language; and persistent traits. Based on these we analyze non-player character Claudette Perrick in The Elders Scroll IV: Oblivion to detect how these qualities can be created in the interactive environment of a game. We derive the gameplay design patterns Awareness of Surrounding, Visual Body Damage, Dissectible Bodies, Initiative, Own Agenda, Sense of Self, Emotional Attachment, Contextual Conversational Responses, and Goal-Driven Personal Development, which point to design choices that can be made when designing believable non-player characters in games.

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Lankoski, Petri and Björk, Staffan (2007): Gameplay Design Patterns for Social Networks and Conflicts. In: Merabti, Madjid, Lee, Newton, Pan, Zhigeng, Wong, Kevin and Rhalibi, Abdennour El (eds.) GDTW2007 Proceedings November 14-15, 2007, Liverpool, UK. pp. 76-85. Available online

This paper explores how games can be designed to make the social networks of characters as part of the gameplay. We start with a premise that game characters and social relations between them are import in games. We examine several games and derive gameplay design patterns from those games. Models from social network analysis, actor-network theory and Egri’s model for dramatic conflict is used to focus the analysis. In addition to isolating design patterns from existing features of the games, we look situations where game structures do not support social networks or conflicts as proposed in above-mentioned theories. Patterns identified include Competing for Attention, Gain Allies, Social Dilemma, Internal Conflict, and Social Maintenance.

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Peitz, Johan, Saarenpää, Hannamari and Björk, Staffan (2007): Insectopia: exploring pervasive games through technology already pervasively available. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 107-114. Available online

» 2006 «

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Peitz, Johan, Björk, Staffan and Jäppinen, Anu (2006): Wizard's apprentice gameplay-oriented design of a computer-augmented board game. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 18. Available online

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Peitz, Johan, Björk, Staffan and Jäppinen, Anu (2006): Wizard's apprentice gameplay-oriented design of a computer-augmented board game. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 79. Available online

» 2005 «

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Lundgren, Sus and Björk, Staffan (2005): Forces, Clashes and Remnants: a Model for Event-Driven Iterative Multidisciplinary Game Design. In: Proceedings of ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005 June 15-17, 2005, Valencia, Spain. . Available online

In this paper we present a model that describes how design disciplines interact with each other in multidisciplinary game design. We base this model on experience from the design of a computeraugmented card game, myTHeme. Our purpose is to show how hardware, software and game rules interact with and affect each other during the design process of games that are computer augmented. The model revolves around a fl exible core of design requirements, suitable for multidisciplinary design projects. This model is an adaptation of the classic iterative design model, helping to explain clashes between design areas and aid focus shifting from one design discipline to another.

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Lundgren, Sus and Björk, Staffan (2005): Forces, clashes and remnants: a model for event-driven iterative multidisciplinary game design. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 326-329. Available online

» 2003 «

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Lundgren, Sus and Björk, Staffan (2003): Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction. In: Proceedings of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment TIDSE 2003, Darmstadt, Germany. .

We report how new types of games can be created using the possibilities of embedded computing, sensors, new output devices and ad-hoc wireless networks while keeping characteristics from traditional noncomputerized games. Applying both a technological and use-oriented research approach, we identified a number of new interaction acts made possible by the new technology. These are described using game mechanics, a concept developed by the game design community. The identified mechanics, together with examples of games using them, are described as well as the benefits and limitations of using the game mechanic concept.

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Björk, Staffan, Lundgren, Sus and Holopainen, Jussi (2003): Game Design Patterns. In: Proceedings of Level Up - 1st International Digital Games Research Conference 2003 2003, Utrecht, the Netherlands. . Available online

We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play. The model consists of a structural framework to describe the components of games, and patterns of interaction that describes how components are used by players (or a computer) to affect various aspects of the game play. Focusing on the patterns and identified methods for using them, we describe the development of the model and how we are currently working to enlarge and validate the collection of patterns.

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» 2002 «

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Öquist, Gustav, Björk, Staffan and Goldstein, Mikael (2002): Utilizing Gaze Detection to Simulate the Affordances of Paper in the Rapid Serial Visual Presentation Format. In: Paterno, Fabio (ed.) Mobile Human-Computer Interaction - 4th International Symposium - Mobile HCI 2002 September 18-20, 2002, Pisa, Italy. pp. 378-382. Available online

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Björk, Staffan, Holopainen, Jussi, Ljungstrand, Peter and Åkesson, Karl-Petter (2002): Designing Ubiquitous Computing Games - A Report from a Workshop Exploring Ubiquitous Computing Entertainment. In Personal and Ubiquitous Computing, 6 (5) pp. 443-458

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Björk, Staffan, Holopainen, Jussi, Ljungstrand, Peter and Mandryk, Regan L. (2002): Editorial: Special Issue on Ubiquitous Games. In Personal and Ubiquitous Computing, 6 (5) pp. 358-361

» 2000 «

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Björk, Staffan, Redström, Johan, Ljungstrand, Peter and Holmquist, Lars Erik (2000): POWERVIEW: Using Information Links and Information Views to Navigate and Visualize Information on Small Displays. In: Thomas, Peter J. and Gellersen, Hans-Werner (eds.) Handheld and Ubiquitous Computing - Second International Symposium - HUC 2000 September 25-27, 2000, Bristol, UK. pp. 46-62. Available online

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Björk, Staffan (2000): Hierarchical Flip Zooming: Enabling Parallel Exploration of Hierarchical Visualization. In: Advanced Visual Interfaces 2000 2000. pp. 232-237.

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Björk, Staffan and Redström, Johan (2000): Redefining the Focus and Context of Focus+Context Visualizations. In: InfoVis 2000 2000. pp. 85-90. Available online

» 1999 «

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Falk, Jennica, Redström, Johan and Björk, Staffan (1999): Amplifying Reality. In: Gellersen, Hans-Werner (ed.) Handheld and Ubiquitous Computing - First International Symposium - HUC99 September 27-29, 1999, Karlsruhe, Germany. pp. 274-280. Available online

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Björk, Staffan, Holmquist, Lars Erik and Redström, Johan (1999): A Framework for Focus+Context Visualization. In: InfoVis 1999 1999. pp. 53-. Available online

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Changes to this page (author)

20 Feb 2010: Enabled abstracts to be shown on Staffan Bj?rk's author page.
19 Jun 2009: Author was edited
19 Jun 2009: Author was edited
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02 Jun 2009: Author was edited
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02 Feb 2009: Author was added to the bibliography (approved by an editor)
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02 Feb 2009: Author was added to the bibliography (approved by an editor)
02 Feb 2009: Author was added to the bibliography (approved by an editor)
23 Dec 2007: Author was added to the bibliography (approved by an editor)
23 Dec 2007: Author was added to the bibliography (approved by an editor)
09 Dec 2007: Author was added to the bibliography (approved by an editor)

Publication statistics

Publication period:1999-2008
Publication count:19
Number of co-authors:15



Productive colleagues

Staffan Björk's 3 most productive colleagues in number of publications:

Lars Erik Holmquist:42
Mikael Goldstein:19
Peter Ljungstrand:15


Collaboration count

Number of publications with 3 favourite co-authors:

Johan Redström:4
Sus Lundgren:4
Petri Lankoski:3

 

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Learn more about Staffan Björk:
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- ACM
- CSB

Mar 22

I'm an enemy of what I call 'computer theology.' There's a class conflict out there. There's a techno-elite that lives in a different world.

-- Walter Mossberg

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