Magnus Johansson
Senior Lecturer/Associate Professor at Department of Game Design
- Telephone:
- +46 18 471 84 26, +46 498 10 84 26
- Mobile phone:
- +46 70 167 99 45
- E-mail:
- magnus.johansson@speldesign.uu.se
- Visiting address:
- Strandgatan 1b (Residenset)
621 57 VISBY - Postal address:
- Uppsala universitet, Campus Gotland
62167 Visby
Download contact information for Magnus Johansson at Department of Game Design
Biography
Magnus Johansson is a researcher and lecturer at the Department of Game design, Uppsala University, Campus Gotland. He received his doctorate in Computer and systems Sciences from Stockholm University in June 2013.
His research interest is often focused on the player, groups of players and the activity of playing games. Previous publications deal with the social aspects of online games such as social norms, player created rules and toxic gaming. Other perspectives that Johansson have studied includes how to create socially believable non-player characters, design and evaluation of games from a usability perspective, and also thoughts on how to design for meaningful learning. Future and ongoing studies and collaborations include a research project funded by the Swedish research council with a focus on how anonymity influences online interaction, and co-arranging workshops discussing “social believability in games”.
Research interests: game studies, usability issues, player experiences, social dimensions of games, how to design for trust/distrust and betrayal, social believeable Non Player Characters, the psychology of gaming
Themes that I have supervised: ethical dilemmas in games, Media studies, Moba games, Social perspectives of games and playing, player characters, and philosophical perspectives on games and playing
Games I play myself: Dungeons and dragons, Rune quest, Dying light 2, Dead Island 2, Far Cry, State of Survival, GTA, Baldur´s Gate 3, to name a few

Publications
Selection of publications
Understanding the user experience of AI through the lens of game studies
Part of Eludamos, p. 183-195, 2019
- Download full text (pdf) of Understanding the user experience of AI through the lens of game studies
Prosocial Behavior in an Online Game Community: An Ethnographic Study
Part of PROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17), 2017
I am being watched by the Tribunal: trust and control in Multiplayer Online Battle Arena games
Part of Foundations of Digital Games, 2015
Analyzing AI in NPCs: An analysis of twelve games
Part of Multiplayer, Routledge, 2014
Analyzing the social dynamics of non-player characters
Part of Frontiers in Gaming Simulation, p. 173-187, 2014
Design for meaningful learning: balancing learning- and game components
Part of DSV writers hut 2014, 2014
Social believability in games — the early years
Part of FDG 2014 Workshop Proceedings, 2014
How to Design for Meaningful Learning - Finding the Balance Between Learning and Game Components
Part of Proceedings of the 8th European Conference on Games Based Learning (ECGLB 2014), p. 216-222, 2014
Played and Designed Sociality in a Massive Multiplayer Online Game
Part of Eludamos, p. 35-54, 2013
Evaluating Game Heuristics for Measuring Player Experience
Part of GAME-ON'13 - The 14th International Conference on Intelligent Games and Simulations 2013, p. 15-19, 2013
Analyzing the believability of game character behavior using the Game Agent Matrix
Part of DiGRA 2013 - DeFragging Game Studies, 2013
‘If you obey all the rules, you miss all the fun’: A study on guilds and clans in online games
Part of Journal of Gaming & Virtual Worlds, p. 77-95, 2013
The Need for Socially Believable NPCs: Game Designers' View
Part of ECREA’s Pre-Conference, 2012
Complexity at the cost of control in game design?
2012
“Where Is My Mind”: The Evolution Of NPCs In Online Worlds
2011
Social play?: a study of social interaction in temporary group formation (PUG) in World of Warcraft
Part of Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (2010), 2010
And Justice for All- the 10 commandments of Online Games- and the some…
2010
Modelling the social fabric for normative NPCs in MMOGs
Part of Social Network Analysis and Norms for MAS, p. 79-84, 2010
Demystifying guilds: MMORPG-playing and norms
Part of Breaking New Ground, 2009
Massively multiple online role playing games as normative multiagent systems
Part of Normative Multi-Agent Systems, 2009
Recent publications
A deconstruction of expertise and performance through arcade games
Part of IEEE Transactions on Games, p. 249-256, 2025
Part of Mindtrek '24, p. 1-11, 2024
- DOI for Just because you're paranoid, doesn't mean they aren't after you: Meaningful distrust and game design patterns - a study of 4 games
- Download full text (pdf) of Just because you're paranoid, doesn't mean they aren't after you: Meaningful distrust and game design patterns - a study of 4 games
Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Part of Sociological Research Online, p. 486-503, 2022
- DOI for Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
- Download full text (pdf) of Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Game or watch: The effect of interactivity on arousal and engagement in video game media
Part of IEEE Transactions on Games, p. 308-317, 2022
Understanding the user experience of AI through the lens of game studies
Part of Eludamos, p. 183-195, 2019
- Download full text (pdf) of Understanding the user experience of AI through the lens of game studies
All publications
Articles in journal
A deconstruction of expertise and performance through arcade games
Part of IEEE Transactions on Games, p. 249-256, 2025
Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Part of Sociological Research Online, p. 486-503, 2022
- DOI for Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
- Download full text (pdf) of Beyond a dichotomous understanding of online anonymity: bridging the macro and micro level
Game or watch: The effect of interactivity on arousal and engagement in video game media
Part of IEEE Transactions on Games, p. 308-317, 2022
Understanding the user experience of AI through the lens of game studies
Part of Eludamos, p. 183-195, 2019
- Download full text (pdf) of Understanding the user experience of AI through the lens of game studies
The AIIDE 2015 Workshop Program
Part of The AI Magazine, p. 91-94, 2016
Played and Designed Sociality in a Massive Multiplayer Online Game
Part of Eludamos, p. 35-54, 2013
‘If you obey all the rules, you miss all the fun’: A study on guilds and clans in online games
Part of Journal of Gaming & Virtual Worlds, p. 77-95, 2013
Chapters in book
Analyzing AI in NPCs: An analysis of twelve games
Part of Multiplayer, Routledge, 2014
Comprehensive doctoral thesis
Conference papers
Part of Mindtrek '24, p. 1-11, 2024
- DOI for Just because you're paranoid, doesn't mean they aren't after you: Meaningful distrust and game design patterns - a study of 4 games
- Download full text (pdf) of Just because you're paranoid, doesn't mean they aren't after you: Meaningful distrust and game design patterns - a study of 4 games
Prosocial Behavior in an Online Game Community: An Ethnographic Study
Part of PROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17), 2017
I am being watched by the Tribunal: trust and control in Multiplayer Online Battle Arena games
Part of Foundations of Digital Games, 2015
Analyzing the social dynamics of non-player characters
Part of Frontiers in Gaming Simulation, p. 173-187, 2014
Design for meaningful learning: balancing learning- and game components
Part of DSV writers hut 2014, 2014
Social believability in games — the early years
Part of FDG 2014 Workshop Proceedings, 2014
How to Design for Meaningful Learning - Finding the Balance Between Learning and Game Components
Part of Proceedings of the 8th European Conference on Games Based Learning (ECGLB 2014), p. 216-222, 2014
Evaluating Game Heuristics for Measuring Player Experience
Part of GAME-ON'13 - The 14th International Conference on Intelligent Games and Simulations 2013, p. 15-19, 2013
Analyzing the believability of game character behavior using the Game Agent Matrix
Part of DiGRA 2013 - DeFragging Game Studies, 2013
The Need for Socially Believable NPCs: Game Designers' View
Part of ECREA’s Pre-Conference, 2012
Complexity at the cost of control in game design?
2012
“Where Is My Mind”: The Evolution Of NPCs In Online Worlds
2011
Social play?: a study of social interaction in temporary group formation (PUG) in World of Warcraft
Part of Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (2010), 2010
And Justice for All- the 10 commandments of Online Games- and the some…
2010
Modelling the social fabric for normative NPCs in MMOGs
Part of Social Network Analysis and Norms for MAS, p. 79-84, 2010
Demystifying guilds: MMORPG-playing and norms
Part of Breaking New Ground, 2009
Massively multiple online role playing games as normative multiagent systems
Part of Normative Multi-Agent Systems, 2009