Petri Lankoski

dblp:19/5280 · DBLP profile ↗
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14ranked-venue papers
10as first author
6since 2021 · last 2026
0000-0002-5247-6807ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 10 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 13 · 10 first-author · 6 since 2021
YearPublicationVenuePosition
2026 How do adult game developers deal with platform censorship?
abstract
Recent platform crackdowns on adult content, driven by payment processors and anti-porn advocacy groups, have made platform governance an increasingly important issue for game developers. Adult games provide a visible case of how moderation policies reshape both distribution and design practices. This paper presents exploratory findings based on analysing multiple versions of pornographic games and tracking content changes around moments when new platform restrictions were introduced. The analysis identifies three recurring adaptation strategies: (1) modifying content to meet platform standards, (2) externalising explicit material through (Semi)official patches, and (3) using Code words that preserve meaning while avoiding explicit categorisation. These practices suggest that developers and players rely on shared folk theories of discovery to navigate regulatory constraints. Rather than producing simple compliance, platform censorship appears to reorganise adult game ecosystems and shape design decisions, influencing how themes are represented, mechanics communicate meaning, and content is modularised across platforms.
Petri Lankoski
FDG1
2026 Emotions, Protective Frame, and Videogame Body Genres
abstract
Videogames can evoke markedly different emotional experiences, yet it remains difficult to explain how such differences emerge. This paper examines videogame emotions through the concepts of body genres and the protective frame. Drawing on Linda Williams’ theory of body genres and Apter’s concept of the protective frame, we analyse how games produce intense bodily and emotional responses while maintaining a sense of safety that allows players to engage with disturbing or transgressive situations. Through examples from horror, melodramatic, and pornographic games, including The Medium, Silent Hill 3, and The Last of Us Part II,we show how gameplay structures elicit fear, disgust, empathy, and arousal. When the protective frame destabilises, these experiences may shift from hedonic enjoyment toward more reflective, eudaimonic engagement.
Petri Lankoski
FDG1
2026 Christianity in Horror Videogames: A Qualitative Content Analysis
David Zolnierski, Fatima Jonsson, Petri Lankoski
FDG3
2023 Pornographic Games on Steam: Genres, Modes, and Milieus
Petri Lankoski, Tanja Välisalo
DiGRA1
2023 Ecosystems of indie porn game development: co-dependent partial organisations
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.
Mikolaj Dymek, Petri Lankoski
FDG2
2023 Towards a History of Finnish and Swedish Game Industry Platforms
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 has increased rapidly in Finland and Sweden since 2010 but peaked in Finland in 2014. From a platform studies perspective our data highlights 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.
Petri Lankoski, Mikolaj Dymek
FDG1
2020 Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes
Petri Lankoski, Mikolaj Dymek
DiGRA1
2013 Modeling Player-Character Engagement in Single-Player Character-Driven Games
Petri Lankoski
Advances in Computer Entertainment1
2008 Lies and Seductions
Petri Lankoski, Tommi Horttana
ICIDS1
2007 Gameplay Design Patterns for Believable Non-Player Characters
Petri Lankoski, Staffan Björk
DiGRA Conference1
2005 Designing Immersive Sound for a Pervasive Mobile Game
Inger Ekman, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä
DiGRA Conference4
2005 Building and Reconstructing Character. A Case Study of Silent Hill 3
Petri Lankoski
DiGRA Conference1
2004 Integrating a game with a story--lessons from interactive television concept design
Inger Ekman, Petri Lankoski
Comput. Graph.2
2003 Characters in Computer Games: Toward Understanding Interpretation and Design
Petri Lankoski, Satu Heliö, Inger Ekman
DiGRA Conference1