Game Research

The game reseach group in Södertörn University

Pornographic Games on Steam: Genres, Modes, and Milieus

Paper in Proceedings of DiGRA 2023,

by Petri Lankoski & Tanja Välisalo

Abstract

Pornographic games have historically been distributed outside of mainstream channels. Steam, in 2018, change its policy allowing uncensored pornographic games to be sold. We found 452 games or DLCs that were tagged as mature content and sexual content. We analyzed 40 of those games in detail. 17.5% of these games only contain nudity while the rest graphically depicted sex. Visual novels and adventure games were the most numerous genres. Drama and fantasy were the most used milieus. Two of the games contained only male-male sex whereas the rest depicted heterosexual sex or heterosexualized same-sex sex. The pornographic scenes or nude images were tied to the game’s progression structure.

Towards a History of Finnish and Swedish Game IndustryPlatforms

Petri Lankoski & Mikolaj Dymek

Abstract

This paper looks at the history of game industry platforms in Finland and Sweden between 1979 and 2020 via 745 games. Both are relatively small countries where developers perform exceptionally well in a global market context. Developers and games developed in both countries are rather similar with some notable differences: Finnish developers focused on mobile games on Symbian in the 2000s, whereas Swedish developers focused on PC and console games, continuing a PC focus during the 2010s. The number of
game companies have increased rapidly in Finland and Sweden since 2010 but peaked in Finland in 2014. From a platform studies perspective, our data highlight rewarding historical insights about
the dynamics of game industry platforms in Finland and Sweden with dimensions such as influence by demo scene, price of hardware/software (computers), mathematics education, third-party
game engines, and finally higher education programmes in game development, consequently framing the data in socio-material perspectives on game industry platforms as application ecologies

Keywords: Finland, Sweden, Game industry history, platform

https://doi.org/10.1145/3582437.3587214

In Foundations of Digital Games 2023 (FDG 2023), April 12–14, 2023, Lisbon, Portugal. ACM, New York, NY, USA, 4 pages.

Ecosystems of indie porn game development: co-dependent partial organisations

Mikolaj Dykek & Petri Lankoski

Abstract

Building on case study data, this paper identifies processes and actors that form an enabling ecosystem for indie porn game development consisting of game platform technologies, asset stores, commission-based artists, F95zone, Steam, Discord, and crowdfunding platforms (e.g., Patreon). Co-creational and organisational perspectives provide a rewarding exploration of this phenomenon.

Keywords: videogames, pornography, ecosystems, crowdfunding, indie games

https://doi.org/10.1145/3582437.3587176

In Foundations of Digital Games 2023 (FDG 2023), April 12–14, 2023, Lisbon, Portugal. ACM, New York,
NY, USA, 4 pages.

Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon

https://doi.org/10.1177/15554120221084453

Petri Lankoski, Thomas Apperley, J. Tuomas Harviainen

Abstract

This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games (Lankoski & Dymek, 2020). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons).1 For example, Summertime Saga (Dark Cookie), the highest-ranked pornographic game, is third in terms of the number of funders, with 27,791 patrons funding $74,657 per month. While Wild Life – An Adult RPG (Adeptus Steve), which reportedly only had 9417 patrons as of 9 June 2021, receives a monthly income of $94,129 from those pledges.2 The current funding levels for both Patreon projects are considerably higher than when we began our sampling: since January 2020, the funding level for Summertime Saga has risen by 27.86%, while for Wild Life – An Adult RPG it has risen by 21.45%.
Keywords
adult games, content analysis, heteronormativity, non-consensual sex, patreon funding, pornography

Paper: Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes

Petri Lankoski & Mikolaj Dymek

In DiGRA 2020 conference proceedings: http://www.digra.org/digital-library/publications/patreon-and-porn-games-crowdfunding-games-reward-categories-and-backstage-passes/

Abstract

Patreon is a crowdfunding platform where pornographic games are funded; even the most successful game developer in terms of the number of members is developing a pornographic game. We looked at 42 developers and their Patreon pages in order to examine the effects of the Patreon crowdfunding model on videogame development. Especially we studied membership rewards. As a result, developers were not only selling the game, but rewards we much about Community, Influence, and Recognition. Regulating Content Access is used regularly but often the latest version of the game is made available to everybody, just later to the members funding the development. We propose that certain rewards are similar to backstage passes in the music business and suggest that Patron pornographic games funding deviates from the crowdfunding model is not following mainly product-oriented commodity logic but a more community-oriented concept.

Keywords: Patreon, pornography, porgraphic games, crowdfunding, rewards

SmartZoos, educational games in zoological gardens

A screenshot of a quiz at Skansen.

SmartZoos is a project funded 2015–2018 by Interreg Central Baltic with the intention of creating educational location-based games for zoos in the Central Baltic region, so as to:

  • attract more (re)visits to the zoos,
  • encourage visiting more areas of the zoos,
  • encourage visiting the other zoos in the area,
  • teach the public about animals and ecology,
  • test the pedagogical effects of letting students create multimedial quizzes.

The project members are Tallinn University (coordinators), Södertörn University, Skansen, Korkeasaari Zoo, and Tallinn Zoo.

The tool set that has been developed within the project is based on a central server that contains the game data, maps of the zoos and all graphics used. In practice the games are limited to quizzes, but support the use of images and video for both questions and answers. The server publishes web pages that let the players both construct and answer quizzes, they are thus as device-independent as possible, only requiring a device with a web browser and position tracking. A number of test quizzes have been developed for the participating zoos and tested by school classes visiting the zoos, resulting in a number of changes of the user interface to make it easier and more enjoyable to navigate.

The work so far has been presented at the ICALT 2017 conference in the paper “Designing learning experiences in zoos: a location-based outdoor service-package”, by Terje Väljataga, Priit Tammets, Kairit Tammets, Pjotr Savitski, Kai-Mikael Jää-Aro, and Ryan Dias.

Some notes on findings:

  • Navigation is complicated. Working out which way is forward on the map display was difficult even for some adult test participants, possibly made worse by the small-size mobile displays.
  • The paths at the zoos do not necessarily afford moving in a straight line between quiz items, and as the app cannot supply directions except through the passive map display, the test participants were occasionally frustrated by not being able to work out how to reach their target.
  • Geolocation turned out to be unexpectedly difficult—while GPS location was known to be unreliable indoors and in general between high building walls, we found that at seemingly random intervals the GPS signal could drop out for minutes at a time, or give a position up to several kilometers away from the true position. As the test participants would abandon the quiz if the geolocation outage lasted longer than a few seconds, we had to add “unlocking codes” that make quiz items available to the player even though their position is nominally unreached.
  • School pupils do not find it inherently motivating to answer quizzes. We have attempted to make the gaming experience more rewarding through animations and “juicy” feedback, in an attempt to make it more interesting to do the quiz.
  • The school pupils we followed frequently used mobile apps in order to communicate with their classmates even during their zoo visit by sending messages and sharing pictures of themselves and the animals.
  • The zoos involved are very wary about letting random members of the public create quizzes that could be accessible to others, preferring to create and maintain quizzes themselves.

We have learned much from this multi-party cooperation and will make use of our experiences in upcoming research projects on educational gaming.