Results and impact

The Centre of Excellence in Game Culture Studies has now been operating for two full years. There are many research results already available, both for the key overarching research questions related to understanding the key processes and characteristics of meaning making and cultural agency in games and play, and to the four more focused sub-themes: meaning and form of games, creation of games, players of games, and societal frames of games.

Publications

The broad range and coverage of the CoE GameCult reseach should be highlighted on its own terms as an element of scientific, interdisciplinary, and societal impact. Overall (at the time of annual reporting in August 2020), there already were a total of 221 peer-reviewed and/or expert and general audiences directed publications published from the CoE, all of them contributing to the scientific and societal impacts in their own topic areas.

Selected publications from our primary research themes:

Theme 1: Meaning and form of games

Selected publications

Theme 2: Creation of games

Selected publications

Theme 3: Players of games

Selected publications

Theme 4: Societal frames of games

Selected publications

Societal impact

During its first two years of operation, the CoE’s main areas of societal impact have been creating opportunities for inclusive game creation, exploring play in public spaces, examining (e)sports in relation to physical, mental, and social well-being, and promoting the recognition of demoscene as intangible cultural heritage of humanity.

Our impact stories:

(Links to the published impact stories will be added later.)

  1. Well-being and (e)sports
  2. Creating opportunities for inclusive game creation
  3. Play in public spaces
  4. Recognizing the demoscene as digital culture heritage

Media presence

Our researchers are actively participating as academic experts of games and play in public discussions on various game cultural topics.

Selected media appearances (in Finnish):