Kai Tuuri

dblp:58/1688 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0003-3520-5471ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2025 Validating Motives of Autonomous Players (MAP) inventory: a bottom-up model of general motivational factors to videogame play
abstract
Abstract In this study, we develop and validate Motives of Autonomous Players (MAP) inventory. Several models on videogame motives have been published recently, but typically these models focus either on specific videogame types, on individual games, or on a particular theory on human motivation. The MAP model takes an integrative approach that considers why people play games in general. This is done by adopting an inductive bottom-up research attitude and by focusing on motives that can be argued to be broadly applicable for all kinds of videogames, ranging from casual mobile games to massively multiplayer online role-playing games. Since the MAP model is based on extensive player data that represent a great variety of player motives, the results are widely applicable in player modeling and in understanding player–game interaction at large. The initial MAP model was developed by analyzing open-ended gaming motive descriptions (N = 1,648) by a content analysis procedure. A preliminary 101-item MAP inventory was included in a UK-based survey (N = 600). A nine-factor model was identified and further validated as a 34-item version by making a confirmatory factor analysis with a USA-based survey data (N = 600). Additional analyses on construct validity were performed for investigating how motives to play videogames predict players’ game enjoyment factors that were kept analytically distinct from general motivational factors to play videogames.
Jukka Vahlo, Kai Tuuri
User Model. User Adapt. Interact.2
2022 Discovering the Motivational Constitution of 'Playing Games for Fun'
Kai Tuuri, Jukka Vahlo
ICEC1
2021 Identifying the Impact of Game Music both Within and Beyond Gameplay
Kai Tuuri, Oskari Koskela, Jukka Vahlo, Heli Tissari
ICEC1
2021 Linkages Between Gameplay Preferences and Fondness for Game Music
Jukka Vahlo, Oskari Koskela, Kai Tuuri, Heli Tissari
ICEC3
2017 Who Controls Who? Embodied Control Within Human-Technology Choreographies†
abstract
In this paper, we explore issues of embodied control that relate to current and future technologies in which body movements function as an instrument of control. Instead of just seeing ourselves in control, it is time to consider how these technologies actually control our moving bodies and transform our lived spaces. By shifting the focus from devices to choreographies among devices, we perform a theoretical analysis of the multidimensional aspects that reside within embodied interaction with technology. We suggest that it is beneficial to acknowledge and reformulate the phenomena of embodied control that go beyond the instrumental user-to-device control scheme. Drawing upon the phenomenology of the body, ecological psychology and embodied cognitive science, we identify three different dimensions of embodied control: instrumental, experiential and infrastructural. Design implications of this theoretical model are also discussed.
Kai Tuuri, Jaana Parviainen, Antti Pirhonen
Interact. Comput.1
2011 Design and evaluation of prosody-based non-speech audio feedback for physical training application
Kai Tuuri, Tuomas Eerola, Antti Pirhonen
Int. J. Hum. Comput. Stud.1