Research on Interactive Co-creation in Horror and Thriller TV Series
A research pass on how horror and thriller TV series open themselves up to interactive co-creation with their audiences.

Games · Art · Analysis — making things weird & wonderful
A research pass on how horror and thriller TV series open themselves up to interactive co-creation with their audiences.

Looking into what keeps players climbing in Celeste even when the game makes them fail, over and over again.

A play diary and personal reflection from the Aalto 2024 local canon sessions.

Reading the PVs of open-world martial-arts games alongside the public opinion they stirred up.

Comparing how ARPG mobile games resemble and differ from one another, with Honkai Impact 3rd as the case study.

Tracing where the exquisiteness of the picture-book puzzle "A Guidebook of Babel" actually comes from — its art design.

How "Sanfu" folds Chinese horror puzzles into its storytelling through narrative presentation.

How Volcano Princess builds an emotional experience that immerses players in the role of a father.

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