Nykykulttuuria ja -yhteiskuntaa ei voi täysin ymmärtää tuntematta niiden tuottamia ja niihin vaikuttavia pelejä. Kaikki suomalaiset pelaavat – oli pelaaminen sitten lauantailottoa, Mölkkyä mökillä, taskuhirviöiden metsästystä matkapuhelimella töihin kävellessä tai Returnalia kotikonsolilla. Pelikulttuurien tutkimuksen huippuyksikön tutkijoiden vasta ilmestynyt Pelit kulttuurina -kirja on puheenvuoro pelisivistyksen puolesta. Kirja näyttää, miten pelit ovat erottamaton osa arkemme ympäristöjä.
In this blog post, we will present some of the initiatives, activities, and research publications produced in our efforts to advance game cultural literacy and game cultural agency and to increase societal understanding of play and players.
Studies on game music are still relatively scarce, whether being viewed from either game or music research disciplines. […]
Publishing the results of your research is certainly a key activity for any research centre. Typically, a publishing […]
Playing digital games has become a hobby like any other, and as younger generations enter the workforce today, […]
Two recent studies of Professor Frans Mäyrä, both published in the open access journal GAME, deal with a key research theme of CoE-GameCult – the cultural agency in games. The first article is titled “The Player as a Hybrid – Agency in Digital Game Cultures” and it outlines how the power relations informing the agency of players have evolved into increasingly complex and hybrid directions. The second article is titled “Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic”. This study deals with the socio-cultural character and agency of game studies more generally, in an intellectual and disciplinary historical context, providing also a historical framing for the agenda behind the Centre of Excellence. Both articles have in common that they deal and emphasise the role of cultural and historical understanding, focusing on dialogue and interplay between elements that are often perceived as discrete or even oppositional.
In this impact story post, we describe our research and other activities aiming to raise public awareness and institutional recognition of creative computing practices related to digital game cultures and the demoscene in particular.
In this blog post, we describe our research and other activities aiming to create and explore play in public spaces for increased wellbeing, social interaction, and economic growth.
In this post, we describe our research and other activities aiming to create better, research-based understanding and promotion of constructive approaches to gaming and (e)sports, and to their relationship to physical, mental, and social well-being.
In this post, we describe our research and other activities aiming to create opportunities for inclusive game creation, and the results and impact we have achieved so far in this area.