NOMBRE Y APELLIDOS: Jussi Holopainen





Foundations of Gameplay

Game development and interactive media, Blekinge Institute of Technology, Karlskrona, Sweden, 2011.


  • Lankoski, P. & Holopainen, J. (eds.) (forthcoming) Game Design Research, ETC Press.
  • Fernaeus, Y., Holopainen, J., Lindley, S. & Norlin, C. (eds.) (2012) Plei-Plei!, Mobile Life. Accompanying web-site at
  • Holopainen, J. (2011). Foundations of Gameplay. Ph. D. dissertation, Blekinge Institute of Technology. Available at
  • Björk, S. & Holopainen, J. (2004) Patterns in Game Design, Charles River Media.


  • Holopainen, J. & Stain, M. (2015). “Dissecting Playfulness for Practical Design”, in Deterding, S. & Walz, S. P. (eds.) Gameful World: Approaches, Issues, Applications, MIT Press.
  • Montola, M. & Holopainen, J. (2012). “First-person Audience and Social Alibi as Tools of Horror in Freeform Role-Playing Games”, in Torner, E. & White, B. (eds.) Immersions: Breaching Reality through Play, McFarland.
  • Holopainen, J. & Waern, A. (2009). “Designing Pervasive Games for Mobile Phones” in Montola, M., Stenros, J., Waern, A. (eds.) Pervasive Games: Theory and Design, Morgan Kaufmann.
  • Björk, S. & Holopainen, J. (2005). “Games and Design Patterns” in Salen, K., Zimmerman, E. (eds.) The Rules of Play Reader: A Game Design Anthology, MIT Press.
  • Holopainen, J. & Järvinen, A. (2005). “Ludology for Game Developers” in Rabin, S. (ed.) Introduction to Game Development, Charles River Media.
  • Holopainen, J. (2005) “Pelit fantasiana (Games as Fantasy)” in Blomberg, K, Hirsjärvi, I., Kovala, U. (eds.) Totutun tuolla puolen, BTJ Kirjastopalvelu, (in Finnish).


  • Mäyrä, F., Holopainen, J. & Jakobsson, M. (eds. 2012). “Symposium: Research Methodology in Gaming”, Simulation & Gaming, Volume 43, Issue 3.
  • Ollila, E.M.I, Suomela, R. & Holopainen, J. (2008). “Using prototypes in early pervasive game development”, Computers in Entertainment, Volume 6, Issue 2.
  • Björk, S., Holopainen, J., Ljungstrand, P, Mandryk, R. (2002) “Special Issue on Ubiquitous Games” in Personal and Ubiquitous Computing, vol. 6 no. 5-6 (December 2002) pp. 358-361.
  • Björk, S., Holopainen, J., Ljungstrand, P., Åkesson, K-P. (2002). “Designing Ubiquitous Computing Games – A Report from a Workshop Exploring Ubiquitous Computing Entertainment” in Personal and Ubiquitous Computing 6(5/6): 443-458 (2002)


  • December 2015. Panel speaker at “The Future of Applied Game Design”, jamToday 2015, Barcelona, Spain.
  • November 2015. Invited talk “Designing for Public Urban Playfulness”, Clash of Realities, Cologne, Germany.
  • November 2015. Invited talk “Designing for Urban Playfulness”, Ludification of Technology, Karlsruhe, Germany.
  • August 2015. Panel speaker at book launch of “Gameful World”, Melbourne, Australia.
  • December 2014. Invited talk “Core Concepts for Playful Design”, VeGA Camp, Stuttgart, Germany.
  • October 2014. Conference talk “Combining Behavioural Change Techniques and Playability Heuristics in Mobile Health Game Design”, Games for Health Europe 2014, Utrecht, Netherlands.
  • May 2011. Invited lecture “Leikillisyyden rooli käyttökokemuksen muodostumisessa (The role of playfulness in user experience)”, Information Design Seminar, Lahti, Finland.
  • December 2009. Invited talk “Beyond Just Games: Playfulness as a Design Driver”, SIGGRAPH Asia, Yokohama, Japan.
  • October 2009. Panel speaker at “Games as Art?”, ManSEDANse electronic music, art, and culture festival (, Tampere, Finland.
  • September 2008. Invited 2-hour lecture “Principles of Game Design”, Utrecht School of the Arts, Netherlands.
  • June 2008. Invited talk “Designing Gameplay” at NLGD Games Festival, Utrecht, Netherlands (
  • November 2007. Invited talk “Massively Multiplayer Mobile Phone Games” at Mobile Monday, Helsinki, Finland (
  • October 2006. Invited lecture “Play and Games”, Insomnia electronic music festival, Tromsø, Norway.
  • September 2007. Panel speaker at “Game Ontologies”. DiGRA 2007, Tokyo, Japan.
  • July 2006. Invited lecture “Introduction to Game Design Patterns”, Berlin Games Academy, Berlin, Germany.
  • July 2006. Invited lecture “Introduction to Game Design Patterns”, IGDA Frankfurt Chapter Meeting, Frankfurt, Germany.
  • May 2006. Guest lectures “Game Design Patterns” and “Social Interaction in Mobile Phone Games” at University of Linköping, Sweden.
  • March 2006. Lecture “Making the most of Mobile devices for gaming!”, Nokia Learning Institute, Paris, France.
  • March 2006. Lecture “Making the most of Mobile devices for gaming!”, Nokia Learning Institute, San Francisco, USA.
  • February 2006. Keynote “Game Design Research” at SiDER conference, Gothenburg, Sweden.
  • November 2005. Guest lecture “Introduction to Ludology” at University of Lapland, Finland.
  • 2005-2006. Consultant for game design at ELVI – Environment for Lucrative Virtual Interaction project funded by the Objective 2 Programme of the European Union.
  • November 2003. Lecture “Mobiilipelit ja yhteisöllisyys: rauhaa, rakkautta ja rautaa rajalle (Mobile games and communities: peace, love, and steel to the borders)” at MindTrek, Tampere, Finland.
  • November 2003. Speaker at panel “Pervasive Games” at Level Up – 1st international Digital Games Research Conference, Utrecht, The Netherlands.
  • October 2003. Lecture “Pelien suunnittelun mallit ja metodit (Game design patterns and methods)” at Agora Gamelab Seminar, Jyväskylä, Finland.
  • August 2003. “Game Design Patterns” at GDC Europe, London, UK.
  • May 2003. Invited lecture “Game Prototyping” at Interaction Design Institute Ivrea, Italy.
  • March 2003. “Game Design Patterns” at GDC, San Jose, USA.
  • March 2003. Invited lecture “Experimental Game Prototyping for a Better Tomorrow” at MGAIN: Mobile Entertainment Conference, Manchester, UK.
  • July 2001. Lecture “Problems of Machine-Consciousness” at “Aspects of Machine-Consciousness: Art, Science and Spirituality” seminar, Jyväskylä Arts Festival, Jyväskylä, Finland.


  • Budde, M., Oexler, R., Beigl, M., Holopainen, J. (2016 forthcoming). “Sensified Gaming – Design Patterns and Game Design Elements for Gameful Environmental Sensing”, In Proceedings of 13th International Conference on Advances in Computer Entertainment Technology, Osaka, Japan.
  • Kultima, A., Nummenmaa, T., Savolainen, S., Holopainen, J., Heljäkkä, K., Kankainen, V., Alha, K., Mäyrä, F. (2016). ”Towards a framework for analyzing playful interventions: Lessons from a pink sandbox full of dice”. In Proceedings of 10th International Conference on Design & Emotion, Amsterdam, Netherlands.
  • Muscat, A., Goddard, W., Holopainen, J., Duckworth, J. (2016). ” First-Person Walkers: Understanding the Walker Experience through Four Design Themes”. In Proceedings of DiGRA 2016, Dundee, United Kingdom.
  • Nummenmaa, T., Tyni, H., Kultima, A., Alha, K., Holopainen, J. (2015). ” Need to Touch, Wonder of Discovery, and Social Capital: Experiences with Interactive Playful Seats”. In Proceedings of 12th International Conference on Advances in Computer Entertainment Technology 2015, Iskandar, Malaysia.
  • Boberg, M., Karapanos, E., Holopainen, J., Lucero, A. (2015). “PLEXQ: Towards a Playful Experiences Questionnaire.” In Proceedings of CHI PLAY 2015, London, United Kingdom.
  • Deterding, S., Lucero, A., Holopainen, J., Min, C., Cheok, A., Waern, A., Walz, S. P. (2015) “Embarrassing Interactions.” In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2365-2368.
  • Krome, S., Holopainen, J., Greuter, S., Walz, S. P., Gerlicher, A., Schleehauf, M. (2014). ”Exploring Game Ideas for Stresslessness in the Automotive Domain.” In Proceedings of the 10th Australasian Conference on Interactive Entertainment.
  • Krome, S., Holopainen, J., Walz, S. P. (2014, September). ”Approaching A Design Space For Gameful Interactions In The Context Of Piloted Driving.” In Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 1-5). ACM.
  • Krome, S., Holopainen, J., Walz, S. P. (2013) ”Enjoyable Stress Reduction: Approaching A Design Space For The Piloted Driving Context.” In Adjunct Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. Eindhoven, NL.
  • Stober, J. M., Walz, S. P., Holopainen, J. (2013). ”Hacking as a Playful Strategy for Designing Artistic Games”. In Context Matters! Exploring and Reframing Games in Context. Proceedings of the Vienna Games Conference 2013. New Academic Press, Vienna.
  • Lucero, A., Holopainen, J., Ollila, E., Suomela, R., Karapanos, E. (2013). “The playful experiences (PLEX) framework as a guide for expert evaluation”. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (pp. 221-230). ACM.
  • Lucero, A., Holopainen, J., Jokela, T. (2012). “MobiComics: Collaborative Use of Mobile Phones and Large Displays for Public Expression”, MobileHCI 2012, September 2012, San Francisco, USA.
  • Holopainen, J., Lucero, A., Saarenpää, H., Nummenmaa, T., El Ali, A., Jokela, T.  (2011). “Social and Privacy Aspects of a System for Collaborative Public Expression”, ACE 2011, November 2011, Lisbon, Portugal.
  • Stenros, J., Holopainen, J., Waern, A., Ollila, E., Montola, M. (2011). “Narrative Friction in ARGs: Design Insights from Conspiracy For Good”, DiGRA 2011, September 2011, Utrecht, Netherlands.
  • Fernaeus, Y., Holopainen, J., Bekker, T. (2011). “Please enjoy!?: 2nd workshop on playful experiences in mobile HCI”, 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI ’11), September 2011, Stockholm, Sweden.
  • Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., Montola, M. (2011). “Applying the PLEX Framework in Designing for Playfulness”, DPPI’11, June 2011, Milan, Italy.
  • Lucero, A., Holopainen, J., Jokela, T. (2011). “Pass-them-around: Collaborative Use of Mobile Phones for Photo Sharing”, CHI’11, May 2011, Vancouver, Canada.
  • Holopainen, J., Nummenmaa, T., Kuittinen, J. (2010). “Modelling Experimental Game Design”, Nordic DiGRA 2010, August 2010, Stockholm, Sweden.
  • Kuittinen, J & Holopainen, J. (2009). “Some Notes on the Nature of Game Design”, DIGRA 2009 Conference, September 2009, London, UK.
  • Korhonen, H., Saarenpää, H., Paavilainen, J., Holopainen, J. (2009). “Player Perception of Context Information Utilization in Pervasive Mobile Games”, DiGRA 2009 conference, September 2009, London, UK.
  • Nummenmaa, T., Kuittinen, J., Holopainen, J. (2009). “Simulation as a Game Design Tool”, ACE 2009, October 2009, Athens, Greece.
  • Holopainen, J. & Björk, S. (2008). “Gameplay Design Patterns for Motivation”. Proceedings of ISAGA 2008, July 2008, Kaunas, Lithuania.
  • Holopainen, J., Björk, S., Kuittinen, J. (2007). “Teaching Gameplay Design Patterns”. Proceedings of ISAGA 2007, July 2007, Nijmegen, Netherlands. Won the Best Paper Award of the conference.
  • Ravaja, N., Saari, T., Laarni, J., Kallinen, K., Salminen, M., Holopainen, J. and Järvinen, A. (2005). “The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events”. Proceedings of Changing Views DIGRA Conference, June 2005, Vancouver, Canada.
  • Ravaja, N., Saari, T., Salminen, M., Laarni, J., Holopainen, J. and Järvinen, A. (2004). “Emotional response patterns and sense of presence during video games: Potential criterion variables for game design”, Proceedings of NordCHI 2004. 23.-27.10. 2004, Tampere, Finland.
  • Björk, S. & Holopainen, J. (2003). “Game Design Patterns”, Game Developers Conference, International Game Developers Association, March 2003, San Jose, USA.
  • Björk, S. & Holopainen, J. (2003). “Describing Games – An Interaction-Centric Structural Framework”. Proceedings of Level Up – 1st international Digital Games Research Conference 2003, 4-6 November 2003 University of Utrecht, The Netherlands.
  • Björk S., Lundgren S., Holopainen, J. (2003). ”Game Design Patterns”. Proceedings of Level Up – 1st international Digital Games Research Conference 2003, 4-6 November 2003 University of Utrecht, The Netherlands.
  • Andersen, K., Holopainen, J., Wakkary, R. (2001). “reGossip: Playing Games at INTERACT”. Interact 2001, IFIP TC.13 Conference On Human-Computer Interaction, July 2001, Tokyo, Japan.
  • Holopainen, J. & Meyers, S. (2000). “Neuropsychology and Game Design”. Paper at Consciousness Reframed III, 2000, Newport, UK.
  • Lehikoinen, J., Holopainen, J., Salmimaa, M., Aldrovandi, A. (1999). “MEX: A Distributed Software Architecture for Wearable Computers”. Proceedings of ISWC 1999, San Francisco, USA.


  • 2011. Play Society, case in Next Media programme for Tivit – Finnish Strategic Centre for Science, Technology and Innovation. Helsinki Institute for Information Technology and University of Tampere. Case leader.
  • 2009 – 2011. Transforming Digital Play, workpackage Games and Innovation, university and industry collaboration project funded by Tekes – The Finnish Funding Agency for Technology and Innovation. University of Tampere and University of Jyväskylä. Member of the advisory group.
  • 2007 – 2009. Games as Services, Tekes-project. University of Tampere and Helsinki Institute for Information Technology. Member of the steering group.
  • 2006 – 2009. Fun of Gaming (FUGA) EU-project. Member of the industrial advisory board. See .
  • 2004 – 2008. Integrated Project on Pervasive Gaming, IPerG,  EU-project. Workpackage leader, Nokia representative in the executive board . See
  • 2002 –. Game Design Patterns Project. Interactive Institute & Chalmers University of Technology. Lead researcher. See
  • 2006 – 2008. GameSpace, Tekes-project. University of Tampere.  Member of the steering group.
  • 2003 – 2006. Mobile Content Communities. Tekes-project. University of Tampere, Helsinki Institute for Information Technology, Helsinki School of Economics, University of California, Berkeley and MIT Media Laboratory.  Member of the steering group.
  • 2003 – 2005. Wireless Gaming Solutions for the Future (Mogame), Tekes-project. Member of the steering group.
  • Communication and Community in Digital Entertainment Services, University of Tampere. Member of the steering group. See Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services: Tampere University Press, Tampere, Finland, 2002
  • 1999 – 2001. Pirates! Ubiquituous computer game. Interactive Institute, Sweden. Project initiator and manager.




2016 – Royal Melbourne Institute of Technology University. Research associate at RMIT Europe, Barcelona, Spain, and a core member of the Centre for Game Design Research.

– Member of the executive board of Digital Games Research Association

Game design


Game Design, Games Research, User Experience Research

Finnish, English, Swedish, German, Spanish


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