CURRICULUM VITAE Frans Mäyrä, Professor, Ph.D.

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Home: Tapettikatu 13 A 11, FIN-33270 Tampere Work: Hypermedia Laboratory, 33014 University of Tampere, FINLAND CURRICULUM VITAE Frans Mäyrä, Professor, Ph.D. gsm 050 336 7650 fax 03 215 7503 email: tlilma@uta.fi http://www.uta.fi/~frans.mayra/ Frans Ilkka Olavi Mäyrä born 26.5.1966, Paavola date: 20 December 2006 Title Current (2006-2011): Professor, Deputy Director Professor of Hypermedia, Digital Culture and Game Studies in the Hypermedia Laboratory, University of Tampere. Head of Game Research Lab group. Deputy Director of the Hypermedia Laboratory. Key responsibilities and positions of trust: - Member of the Steering Board, Tampere Centre for Cultural Studies, - Chair of Syllabus Committee in Hypermedia, - Deputy member of the Research Council of the University of Tampere, - President, Digital Games Research Association (DiGRA, 2003-2006), - Chairman of the Editorial Board of the Studies in Information Sciences (SISCI) publication series, - Member of the Union Council for the Finnish Union of University Professors - Member of the Editorial Board, Games and Culture journal, SAGE, - Member of the Editorial Board, Human IT, Centre for Information Technology Studies as a Human Science, Borås, Sweden, - Member of the Cultural Industry evaluation group, Luova Tampere (Creative Tampere) programme, 2006-2007, - Member of the Board, new media association MindTrek ry, 2004-2005, - Evaluator or reviewer for various funding bodies, scientific journals and other organisations on new media and culture (e.g. European Science Foundation ESF, Netherlands Organisation for Scientific Research/Humanities; Arts and Humanities Research Board, UK; Economic and Social Research Council, UK; Technologie Impulse Gesellschaft, Austria; Electronic Markets journal; also academic publishers The MIT Press, SAGE, Vastapaino; numerous award jury positions, including The World Summit Award 2004 & 2006) - Member of Steering Board, Games2006 Conference, Portalegre, Portugal; Member of Programme Committee, Medi@terra 2006 Conference, Athens, Greece; Member of Programme Committee, Future Play 2006 Conference, London, Canada; Member of Programme Committee, 5th International Conference on Entertainment Computing (ICEC 2006), Cambridge, UK.

2004-2005 Hypermedia Laboratory, University of Tampere Research Director, Deputy Director Research Director in the Hypermedia Laboratory, University of Tampere. Head of Game Research Lab group. Deputy Director of the Hypermedia Laboratory. 2002-2003 Hypermedia Laboratory, University of Tampere Professor, Deputy Director Professor in the Hypermedia Laboratory, University of Tampere. Head of Experience Design Research group. Deputy Director of the Hypermedia Laboratory. Member of the Board of the Hypermedia Laboratory, 2003. Vice-President of MindTrek ry., 2003. Member of the Editorial Board of mediumi, online journal of digital media culture, 2002. 2001 Hypermedia Laboratory, University of Tampere Project Manager Development tasks into studies and research projects of digital media culture. 1999-2000 University of Tampere, Open University Project Director Headed the development of online study environment for studies of audiovisual media culture. 1998-99 University of Tampere, Department of Literature and the Arts Assistant Professor Teaching and research tasks in the areas of cultural and art studies. 1993-98 Researcher - Research Fellow in the project Intertextuality and Identity (1993-94 University of Tampere; dir. professor Pekka Tammi) - Research Fellow in the Graduate School of Literary and Textual Theory (1995-98 Universities of Tampere and Helsinki dir. professor Pekka Tammi) Research into the questions related to the polyphony of identity in the textual and mediated environment. Education 1999 Doctor of Philosophy in the University of Tampere 1996 Licentiate of Philosophy in the University of Tampere 1992 Master of Arts in the University of Tampere 1991-92 Studies in art history and literature in the University of Edinburgh, Scotland 1985-92 Studies in cultural and literary studies, art history, 2 (11)

English philology, social psychology, and other subjects in the University of Tampere Projects and funding Competitive research funding awarded during the last five years: 1. Communication and Community in Digital Entertainment Services Project, 2001-2002; Information Society Institute, 25 228 euros 2. Future Interaction Television Project, 2001-2002; National Technology Agency Tekes and the consortium of companies, 40 627 euros 3. Culture in Information Society: Prestudy; Oy Media Tampere Ltd, 9 760 euros 4. Living with/in Media, flagship project, 2002-2005; Information Society Institute, 140 000 euros 5. Mediamuseo / Media Museum Project, 2003; 12 000 euros, City of Tampere / Tampereen kaupunki, museotoimi 6. Mogame: The Wireless Gaming Solutions of the Future Project, 2003-2004; National Technology Agency Tekes and the consortium of companies, 300 000 euros 7. Children as the Actors of Games Cultures, 2003-2004; Information Society Institute, Nokia & Ministry of Communications, 36 500 euros 8. Morphome: Living in Metamorphosis, 2003-2004: Control and Awareness in a Proactive Home Environment Project; Academy of Finland, 134 000 euros 9. Games and Storytelling, education project, Nokia & Veikkaus, 2003-2006, 50 708 euros 10. Master's Course in Digital Games Research and Design, 2004-2005; education project, Ministry of Education, 25 000 euros 11. MC2: Mobile Content Communities project, 2003-2005; National Technology Agency Tekes and the consortium of companies, 190 582 euros 12. IPerG: Integrated Project on Pervasive Gaming, 2004-2008; European Commission and the consortium, 454 545 euros 13. SuPer: Design and Research Environment for Lottery Games of the Future project, 2004-2006; National Technology Agency Tekes and Veikkaus the National Lottery, 346 248 euros 3 (11)

14. Pelin henki: vuorovaikutteisen viestinnän koulutus pelisuunnittelun avulla, game studies project, 2005-2006; Pirkanmaan TE-keskus, 18 000 euros 15. Startup funding for the International Study of Game Cultures, 2006; Neogames centre/informaatio- ja kommunikaatioteknologian osaamiskeskusohjelma, 15 000 euros 16. InGa: International Study of Game Cultures, 2006-2008; Suomen Kulttuurirahasto, 60 000 euros 17. GameSpace: A Method for Design and Evaluation of Mobile Multiplayer Games, 2006-2008; Tekes & companies, 380 000 euros 18. MEPE: Method for Evaluation of Player Experience, 2007; Veikkaus Oyj, 147 800 euros total = 2 385 998 euros 4 (11)

LIST OF PUBLICATIONS Frans Mäyrä, PhD Professor, Hypermedia Laboratory University of Tampere Publications (most important) Scientific monographs and anthologies: 1. editor: The Metamorphosis of Home: Research into the Future of Proactive Technologies in Home Environments (with Ilpo Koskinen, Tampere University Press, 2005) 2. editor: Lapsuus mediamaailmassa: Näkökulmia lasten tietoyhteiskuntaan (Childhood in the World of Media: Views into Children s Information Society; with Anja Riitta Lahikainen & al., Gaudeamus, 2005) 3. editor: Computer Games and Digital Cultures Conference Proceedings (Tampere University Press, 2002) 4. Demonic Texts and Textual Demons: The Demonic Tradition, the Self, and Popular Fiction (Tampere University Press, 1999) 5. editor (with Aki Järvinen) and one of the authors in the textbook Johdatus digitaaliseen kulttuuriin (Introduction to the Digital Culture; Vastapaino, 1999) 6. editor in Koneihminen: kirjoituksia kulttuurista ja fiktiosta koneen aikakaudella (Man-Machine: Writings about Culture and Fiction in the Era of Machine; with Kai Mikkonen and Timo Siivonen; Atena 1997) 7. Kiehtova ja kauhea demoni kohti tekstin demonisten piirteiden analyysiä (Terrible and Tempting Demon: Towards the Analysis of the Demonic Features of a Text; Publications in Comparative Literature 31, University of Tampere, 1996) Book titles, forthcoming: 1. Introduction to Game Studies: Games in Culture (publishing agreement, forthcoming, SAGE) Articles in Refereed Journals and Conferences: 1. Welcome to Mapping the Global Game Cultures: Issues for a Socio- Cultural Study of Games and Players (in Manthos Santorineos, ed., Proceedings of Gaming Realities Conference, Athens, October 6-8, 2006) 5 (11)

2. Probing A Proactive Home: Challenges in Researching and Designing Everyday Smart Environments (with Anne Soronen, Ilpo Koskinen, Kristo Kuusela, Jussi Mikkonen, Jukka Vanhala and Mari Zakrzewski; Human Technology, Vol. 2(2), October 2006) 3. Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design (with Laura Ermi; Game Studies 5:1, October 2005) 4. Fundamental Components of the Gameplay Experience: Analysing Immersion (with Laura Ermi; Selected Papers Proceedings of DiGRA 2005 Conference: Changing Views Worlds in Play, 2005) 5. Designing Sound for a Pervasive Mobile Game (with Inger Ekman et al.; Proceedings of ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005) 6. Challenges for Pervasive Mobile Game Design: Examining Players Emotional Responses (with Laura Ermi; Proceedings of ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005) 7. Living in a Zoo - Bringing User Experiences with Technology to Life (with Katja Battarbee & Anne Soronen.; NordiCHI 2004 Conference Proceedings) 8. Approaching Game Design: The Case The Songs of the North (with Petri Lankoski & al.; NordiCHI 2004 Conference Proceedings) 9. Ethics of Living Technology Design Principles for Proactive Home Environments (with Tere Vadén, Human IT, 7:2, 2004) 10. Power and Control of Games: Children as the Actors of Game Cultures (with Laura Ermi, in Level Up - Digital Games Research Conference Proceedings. Eds. Marinka Copier & Joost Raessens. Utrecht: University of Utrecht, 2003) Forthcoming Articles: 1. Viesti, kuva, peli: virtuaaliutopioista pelikulttuurien syntyyn (in: Tarkemmin katsoen: visuaalisen kulttuurin lukukirja, eds. Leena-Maija Rossi & Anita Seppä; forthcoming, Gaudeamus) Other Articles: 1. Fundamental Components of the Gameplay Experience: Analysing Immersion (with Laura Ermi; in Worlds in Play, Suzanne de Castell and Jennifer Jenson, eds., volume forthcoming, Peter Lang Publishers) 2. Internet-pelaamisen muodonmuutos (In: Hyvinvointikatsaus 6 (11)

tilastollinen aikakauslehti 4/2006) 3. Pelien kehitys ja tutkimus murrosvaiheessa (Aamulehti, alakertaartikkeli, 9.6.2006) 4. Pelikulttuurit ja tietoyhteiskunnan muutos (Tiedosta, 1:2006) 5. A Moment in the Life of a Generation: Why Game Studies Now? (Games and Culture 1:2006) 6. Proactive Computing in the Home Environment (ACM interactions, 12:4 (July - August 2005; with Jukka Vanhala & Ilpo Koskinen) 7. Players Emotional Experiences with Digital Games (with Laura Ermi; in Digital Arts and Culture DAC 2005 Conference Proceedings) 8. The Role of Players in Game Design: A Methodological Perspective (with Olli Sotamaa, Laura Ermi, Anu Jäppinen, Tero Laukkanen & Jani Nummela; in Digital Arts and Culture DAC 2005 Conference Proceedings) 9. Digitaaliset pelit nuorten arjessa (with Laura Ermi, Nuorisotutkimus 3:2005) 10. Pragmatic Aesthetics as a Design Resource for Proactive Information Technology (with Kristo Kuusela, Ilpo Koskinen, Katja Battarbee, Anne Soronen & Jussi Mikkonen; in Designing Pleasurable Products Conference DPPI 2005 Proceedings) 11. Johdanto: nopea viillos kauhuun (Introduction to Horror; Ulkomaisia kauhukirjailijoita, Jukka Halme & Juri Nummelin, eds., BTJ Kirjastopalvelu, 2005) 12. William Peter Blatty (Biographical article; Ulkomaisia kauhukirjailijoita, Jukka Halme & Juri Nummelin, eds., BTJ Kirjastopalvelu, 2005) 13. Angela Carter (Biographical article; Ulkomaisia kauhukirjailijoita, Jukka Halme & Juri Nummelin, eds., BTJ Kirjastopalvelu, 2005) 14. Introduction: Living in Metamorphosis The Whys and Hows of Proactive Home Design Research (with Tere Vadén & Ilpo Koskinen; in Frans Mäyrä & Ilpo Koskinen, eds., The Metamorphosis of Home: Research into the Future of Proactive Technologies in Home Environments, Tampere University Press, 2005) 15. The Ethics of Proactive Technology (with Tere Vadén; in Frans Mäyrä & Ilpo Koskinen, eds., The Metamorphosis of Home: Research into the Future of Proactive Technologies in Home Environments, Tampere University Press, 2005) 7 (11)

16. Epilogue: Reflections from the First Year (Ilpo Koskinen; in Frans Mäyrä & Ilpo Koskinen, eds., The Metamorphosis of Home: Research into the Future of Proactive Technologies in Home Environments, Tampere University Press, 2005) 17. Monipolvinen tietokoneharrastuksen historia: arvio Petri Saarikosken kirjasta Koneen lumo - mikrotietokoneharrastus Suomessa 1970-luvulta 1990-luvun puoliväliin (book review in the journal Tekniikan Waiheita: teknologian historian aikakauslehti, 1/2005) 18. The city shaman dances with virtual wolves Researching pervasive mobile gaming (reveiver magazine, #12, 2005) 19. Digitaaliset lelut ja maailmat: pelaamisen vetovoima (Digital Games and Worlds: Attractions of Playing; with Laura Ermi and Satu Heliö; Lapsuus mediamaailmassa, Gaudeamus, 2005) 20. Mediakasvu ja pelaamisen hallinta (The Media Growth and Control of Playing; with Laura Ermi and Satu Heliö; Lapsuus mediamaailmassa, Gaudeamus, 2005) 21. Pelien ja elämysten tietoyhteiskunta? Tietoyhteiskuntakäsitteen arkipäivästä (Tietoyhteiskunta: myytit ja todellisuus, Antti Kasvio, Tommi Inkinen & Hanna Liikala, eds., Tampere University Press, 2005) 22. Virtuaaliset pelit ja leikit (Leikin pikkujättiläinen, Liisa Piironen, ed., WSOY 2004) 23. Foreword (Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, eds. Markus Montola & Jaakko Stenros. Solmukohta 04. Ropecon ry, 2004) 24. EduGames tulevaisuuden oppimismenetelmä? (EduGames the Learning Method of the Future? in: TUOVI: ITK 03 Tutkijatapaamisen artikkelit. Eds. Jarmo Levonen & Tiina Järvinen. Hypermedia Laboratory Net Series 3. Tampere: University of Tampere, 2003) 25. Mikä nuoria peleissä viehättää? (What Fascinates Young People in Games? with Laura Ermi; in Nuorten elinolot 3: Teknologisoituva nuoruus. Ed. Sonja Kangas & T. Kuure. Helsinki: Nuorisotutkimusseura, 2003) 26. Nettikulttuuri, pelit ja mediakasvatus (Net Culture, Games and Media Education; in Median sylissä kirjoituksia lasten mediakasvatuksesta, ed. Sara Sintonen, Helsinki: Finn Lectura, 2002) 27. All Your Base Are Belong to Us (Introduction to Digital Game Studies) (in Computer Games and Digital Cultures Conference Proceedings, 2002) 28. Digital Culture The symptom or the Cure? (Critic s News, 2/2002) 8 (11)

29. Keyword article Community (mediumi 1.1, 2002) 30. etampere monikasvoinen tulevaisuus (etampere the Many-faced Future and Netti-Nysse tietoyhteiskuntaa katutasolla (Netti-Nysse Information Society at the Street Level) (mediumi 1.0, 2001) 31. Kiikarissa kulttuurinen oppijuus. Kokemuksia mediakulttuurin verkkoopinnoista (Looking Glass at the Cultural Learning Experiences in the Online Studies of Media Culture; Aikuiskasvatuksen vuosikirja, KVS 2001) 32. Tutkimusretki fantasiaan (Exploration into Fantasy; Peili 2/2001) 33. Verkkoympäristö ja oppimisen kulttuurit (The Network Environment and the Cultures of Learning; Oppiminen verkossa, BTJ Kirjastopalvelu 2001) 34. Muodonmuuttajien maat. Moniulotteinen roolipelikulttuuri (The Countries of Shapeshifters The Many-Dimensional Culture of Role- Players; in: Kulttikirja. Tutkimuksia nykyajan kultti-ilmiöistä. Ed. Tuija Saresma & Urpo Kovala. SKS, 2003.) 35. Pirulle pikkusormi? Elokuvan tulevaisuus digitaalisena peliteollisuutena (Little Finger to the Devil? The Future of Cinema as Digital Game Industry; AVEKin uutiset 1/2001) 36. Median verkossa: audiovisuaalista mediakulttuuria verkko-opintoina (In the Net of Media Audiovisual Media Culture as Online Studies; Aikuiskasvatus 2/2000) 37. Introduction Kulttuuri muodonmuutosten ajalla (Culture at the Time of Transformations; with Aki Järvinen; Johdatus digitaaliseen kulttuuriin, Vastapaino 1999) 38. Internetin kulttuurinen luonne: kaaosherroja ja verkonkutojia (The Cultural Character of the Internet Chaos Lords and Weavers of the Net; Johdatus digitaaliseen kulttuuriin, Vastapaino 1999) 39. Nykykauhun iloiset pirut kauhukulttuurin muuttuva minähirviö (The Merry Devils of Contemporary Horror: the Changing Self-Monsters in Horror Culture; Kirjallisuus, tunteet ja keskipäivän demoni, KTSV 51:2, SKS 1999) 40. Tunteet(on) kirjallisuudentutkimus? kysymys kognitosentrismin kritiikistä (The (Un)Emotional Literary Studies? A Question of Critique for Cognitocentrism; Kirjallisuus, tunteet ja keskipäivän demoni, KTSV 51:2, SKS 1999) 41. Riemuitseva hirviö pahan voimien poetiikkaa (The Exulting Monster About the Poetics of Evil; Missä mennään? Kirjallisuuden lajeja ja ilmiöitä; toim. Eskola Granlund Ihonen, TaJu 1999) 9 (11)

42. Introduction Kolmiääninen johdanto Koneihmiseen (The Three- Voiced Introduction to the Man-Machine; with Kai Mikkonen and Timo Siivonen; Koneihminen, 1997) 43. Sähködemoni ja koneihminen: matka hyvän ja pahan tuolle puolen (The Electric Demon and the Man-Machine: A Journey Beyond Good and Evil; Koneihminen, 1997) 44. Tragedian daimonista tekstin demonisuuteen (From the Daimon of Tragedy into the Demonic Text; niin&näin 4/97, the philosophical periodical) 45. Veren kirjat kauhukulttuurin paradokseja (Books of Blood the Paradoxes in Horror Culture; in Sivupolkuja, SKS 1996, toim. Norkola & Rikkinen) 46. Tarinoiden taikapiiri: Sanataiteen perusopetus (The Magic Circle of Stories the Basic Training of Creative Writing; Puumerkistä sähköpostiin, Äidinkielen opettajain liiton vuosikirja XLI, 1995) 47. Koneihminen kone vai ihminen: koneet ovat osa alitajuntaamme (Man-Machine Machine or Man: Machines are a Part of Our Subconsciousness; in Kulttuuritutkimus 11 [1994]:2) 48. Järjen Isä älä lastasi vihaa: kristillisen rationalismin kuolintuskat W.P. Blattyn Manaajassa (Father of Reason, Do Not Hate Your Child the Christian Rationalism's Pangs of Death in W.P.Blatty's The Exorcist; Haamulinnan perillisiä, Kirjastopalvelu 1992, Mehtonen and Savolainen, eds.) Substantial scholarly online publications: 1. M1 Introduction to the History and Culture of Digital Games. Master s Course in Digital Games Research and Design. University of Tampere online course 2004; http://www.uta.fi/hyper/gamestudies, password protected. 2. Laura Ermi, Satu Heliö, Frans Mäyrä, Pelien voima ja pelaamisen hallinta. Lapset ja nuoret pelikulttuurien toimijoina. Hypermedialaboratorion verkkojulkaisuja 6. Tampereen yliopisto, 2004. http://tampub.uta.fi/tup/951-44-5939-3.pdf 3. Aki Järvinen, Satu Heliö, Frans Mäyrä, Communication and Community in Digital Entertainment Services. Prestudy Research Report. Hypermedia Laboratory Net Series 2. University of Tampere, 2002. http://tampub.uta.fi/tup/951-44-5432-4.pdf 4. P1 Johdatus audiovisuaaliseen mediakulttuuriin. Introduction to the Audiovisual Media Culture, University of Tampere online course 1999-2002; http://webct.uta.fi, password protected. 10 (11)

5. P5 Mediakulttuurin uudet muodot. New Forms of Media Culture, University of Tampere online course 1999-2002; http://webct.uta.fi, password protected. In addition, several articles on the issues of subcultures, aesthetics and poetics. Teaching duties Worked as a supervisor and examiner of several doctoral (PhD), licentiate, MA and BA thesis works related to issues of games, online community, digital media culture, history of technology and interactive aesthetics (University of Tampere; University of Helsinki, University of Jyväskylä, University of Turku; University of Oulu; MediaLab, University of Art and Design, Helsinki; Tampere Polytechnic School of Art and Media). Currently supervising four PhD theses in the area of digital media culture and game studies. Director and one of the authors of a WWW-based online course environment of media studies (University of Tampere) Several lecture series and courses on issues of digital culture, digital media, interactive aesthetics, and Internet services (several universities and polytechnics) Several lecture series and courses on literature, art, creative writing and on the methodology of art studies and cultural studies (several universities) Lectures, talks and speeches on national and international seminars and conferences Main organiser or one of the main organisers of national and international conferences and seminars (including Computer Games and Digital Cultures 2002, Kulttuuri ja digitaalisuus 2001, Interaktiivinen tulevaisuus ja ihminen 2001 in Tampere, and Interfaces: Current Literary / Textual Theories Baltic and Nordic Perspectives in Tallinn, Estonia 25.-29.5.1998) Media Appearances Regularly interviewed expert whose work is regularly covered by international and Finnish media in press, radio, television and Internet. 11 (11)