2022
Kankainen, Ville; Käihkö, Ilmari
On Wargames and War: Modelling Carl von Clausewitz’s Theory of War
In: Sjöblom, Björn; Linderoth, Jonas; Frank, Anders (Ed.): Representing Conflicts in Games: Antagonism, Rivalry, and Competition, Routledge, 2022, ISBN: 9781032278278.
Book chapter
Abstract | Links | Tags: Clausewitz, Game studies, Games, War studies, Wargames
@incollection{Kankainen2022,
title = {On Wargames and War: Modelling Carl von Clausewitz’s Theory of War},
author = {Ville Kankainen and Ilmari Käihkö},
editor = {Björn Sjöblom and Jonas Linderoth and Anders Frank},
url = {https://researchportal.tuni.fi/en/publications/on-wargames-and-war-modelling-carl-von-clausewitzs-theory-of-war},
doi = {10.4324/9781003297406-8},
isbn = {9781032278278},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Representing Conflicts in Games: Antagonism, Rivalry, and Competition},
publisher = {Routledge},
chapter = {5},
abstract = {The stated purpose of Carl von Clausewitz’s magnum opus On War, in which he presented the most comprehensive theory of war to date, was educational. Clausewitz saw that proper education departed from theory and concepts, which students were encouraged to reflect over and clarify. Although their common use in pedagogy, wargames often continue to struggle with incorporation of the seven factors always present at war in Clausewitz’ theory – violence, friction, chance, politics, trinity, victory and ethics. As a result, many games offer a rather conventional understanding of war that does not match reality. This chapter investigates how Clausewitz’s theory of war has been modelled in two popular ‘commercial-off-the-shelf’ tabletop wargames: Twilight Struggle and Paths of Glory. Based on an analysis of how the seven concepts of war have been modelled in these games, the chapter discusses how Clausewitz’s theory of war can be used to improve the pedagogy of war.},
keywords = {Clausewitz, Game studies, Games, War studies, Wargames},
pubstate = {published},
tppubtype = {incollection}
}
Karhulahti, Veli-Matti; Heljakka, Katriina; Jo, Dongwon
From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea
In: Korean Studies, iss. Early release, 2022, ISSN: 1529-1529.
Journal article Open access
Abstract | Links | Tags: Claw crane, Cuteness, Doll drawing, K-drama, Kidults, Kolikkopelit, Leikkiminen, Pehmolelut, Pelikulttuuri, Romantic play, Seurustelu, Transmedia culture
@article{Karhulahti2022i,
title = {From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea},
author = {Veli-Matti Karhulahti and Katriina Heljakka and Dongwon Jo},
url = {http://urn.fi/URN:NBN:fi:jyu-202212195750},
doi = {10.1353/ks.2018.0037},
issn = {1529-1529},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
journal = {Korean Studies},
issue = {Early release},
publisher = {University of Hawaii press},
abstract = {The claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the claw crane as a historical artifact that promotes diverse forms of human interaction and engagement in the techno-cultural and social context of South Korea. The claw crane (or in South Korea, rather the “toy crane”) is investigated by means of historical design analysis, a review of contemporary South Korean media texts, and field observations in Seoul. We suggest the claw crane to serve as a multipurpose medium for playful interactions beyond the act of play itself—and in South Korea, having become a means for playful courting and emotional support, which at times of anxiety, stress, and uncertainty may contribute to one’s confidence and belief in the future.},
keywords = {Claw crane, Cuteness, Doll drawing, K-drama, Kidults, Kolikkopelit, Leikkiminen, Pehmolelut, Pelikulttuuri, Romantic play, Seurustelu, Transmedia culture},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko; Kinnunen, Jani
Digipelien ominaisuudet ja koukuttavuus
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 53-56, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Addiction, Addictive, Digital games
@other{Meriläinen2022e,
title = {Digipelien ominaisuudet ja koukuttavuus},
author = {Mikko Meriläinen and Jani Kinnunen},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://researchportal.tuni.fi/en/publications/digipelien-ominaisuudet-ja-koukuttavuus},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {53-56},
publisher = {Kustannus Oy Duodecim},
keywords = {Addiction, Addictive, Digital games},
pubstate = {published},
tppubtype = {other}
}
Meriläinen, Mikko; Kinnunen, Jani
Digipelien ominaisuuksien vaikutus riippuvuus- tai haittariskiin
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 56-57, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Addiction, Digital games, Harms
@other{Meriläinen2022d,
title = {Digipelien ominaisuuksien vaikutus riippuvuus- tai haittariskiin},
author = {Mikko Meriläinen and Jani Kinnunen},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://researchportal.tuni.fi/en/publications/digipelien-ominaisuuksien-vaikutus-riippuvuus-tai-haittariskiin},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {56-57},
publisher = {Kustannus Oy Duodecim},
keywords = {Addiction, Digital games, Harms},
pubstate = {published},
tppubtype = {other}
}
Meriläinen, Mikko
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 192-196, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Digital games, Harm reduction, Harms
@other{Meriläinen2022c,
title = {Digipelihaittojen ehkäisy},
author = {Mikko Meriläinen},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://researchportal.tuni.fi/en/publications/digipelihaittojen-ehk%C3%A4isy},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {192-196},
publisher = {Kustannus Oy Duodecim},
keywords = {Digital games, Harm reduction, Harms},
pubstate = {published},
tppubtype = {other}
}
Kinnunen, Jani; Meriläinen, Mikko; Männikkö, Niko; Mustonen, Terhi
Digipelaamisen yhteiskunnallinen merkitys
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 37-39, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Addiction, Digital gaming, Society
@other{Kinnunen2022b,
title = {Digipelaamisen yhteiskunnallinen merkitys},
author = {Jani Kinnunen and Mikko Meriläinen and Niko Männikkö and Terhi Mustonen},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://researchportal.tuni.fi/fi/publications/digipelaamisen-yhteiskunnallinen-merkitys},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {37-39},
publisher = {Kustannus Oy Duodecim},
keywords = {Addiction, Digital gaming, Society},
pubstate = {published},
tppubtype = {other}
}
Karhulahti, Veli-Matti
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 177, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Concentration, Digital games, Electronic sports, Games, Performance, Playing, Problem gambling, Work efficiency, Working life
@other{Karhulahti2022h,
title = {Digipelaaminen ja työelämä},
author = {Veli-Matti Karhulahti},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://converis.jyu.fi/converis/portal/detail/Publication/144313570?auxfun=&lang=en_GB
},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {177},
publisher = {Kustannus Oy Duodecim},
keywords = {Concentration, Digital games, Electronic sports, Games, Performance, Playing, Problem gambling, Work efficiency, Working life},
pubstate = {published},
tppubtype = {other}
}
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja; Saarikoski, Petri (Ed.)
Pelitutkimuksen vuosikirja 2022
Suomen pelitutkimuksen seura, 2022, ISSN: 1798-355X.
Book Open access
Abstract | Links | Tags: Äänivaikutelmat, Ääniviestimet, Digitaaliset pelit, E-urheilu, FPS-pelit, Hybridileikki, Hyvinvointi, Identiteetti, Ikärajaluokitukset, Kirjat, Kuvaleikki, Leluleikki, Muistokirjoitukset, Nallehaaste, Nuoret, Nykyuskonnollisuus, Overwatch, Pehmolelut, Pelien sääntely, Pelikäytös, Pelikohu, Pelikulttuuri, Pelikulttuurinen toimijuus, Pelit, Rahapelaaminen, Sananvapaus, Sukupuoli, Sukupuolivähemmistöt, Syrjintä, Trash talk, Verkkopelaaminen, Videopelaaminen, Viestintäkäyttäytyminen
@book{Arjoranta2022c,
title = {Pelitutkimuksen vuosikirja 2022},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo and Petri Saarikoski},
url = {https://pelitutkimus.journal.fi/issue/view/8827},
issn = {1798-355X},
year = {2022},
date = {2022-12-19},
urldate = {2022-12-19},
publisher = {Suomen pelitutkimuksen seura},
abstract = {Kirja sisältää neljä vertaisarvioitua artikkelia:
Äänivaikutelmat ja sukupuolen moninaisuus FPS-pelien ääniviestimissä (Vilppu Järvinen, Pekka Isotalus)
Pelit, sananvapaus ja sääntely (Riku Neuvonen)
Sanailua, suunsoittoa ja syrjintää: Nuorten kokemuksia pelikäytöksestä (Mikko Meriläinen, Maria Ruotsalainen)
Nallehaaste sosiaalisen hyvinvoinnin ja leikillisen resilienssin rakentajana: Tutkimus pandemianaikaisesta pehmoleluleikistä Suomessa (Katriina Heljakka)
Vuosikirjassa on myös arviot kirjoista Grimmin saduista Controliin – Esseitä pelien ja kirjallisuuden rajalta ja Pelit kulttuurina sekä kuusi lektiota.
Kirjan lopettaa kaksi muistokirjoitusta, Richard D. DukellTero Pasaselle.},
keywords = {Äänivaikutelmat, Ääniviestimet, Digitaaliset pelit, E-urheilu, FPS-pelit, Hybridileikki, Hyvinvointi, Identiteetti, Ikärajaluokitukset, Kirjat, Kuvaleikki, Leluleikki, Muistokirjoitukset, Nallehaaste, Nuoret, Nykyuskonnollisuus, Overwatch, Pehmolelut, Pelien sääntely, Pelikäytös, Pelikohu, Pelikulttuuri, Pelikulttuurinen toimijuus, Pelit, Rahapelaaminen, Sananvapaus, Sukupuoli, Sukupuolivähemmistöt, Syrjintä, Trash talk, Verkkopelaaminen, Videopelaaminen, Viestintäkäyttäytyminen},
pubstate = {published},
tppubtype = {book}
}
Äänivaikutelmat ja sukupuolen moninaisuus FPS-pelien ääniviestimissä (Vilppu Järvinen, Pekka Isotalus)
Pelit, sananvapaus ja sääntely (Riku Neuvonen)
Sanailua, suunsoittoa ja syrjintää: Nuorten kokemuksia pelikäytöksestä (Mikko Meriläinen, Maria Ruotsalainen)
Nallehaaste sosiaalisen hyvinvoinnin ja leikillisen resilienssin rakentajana: Tutkimus pandemianaikaisesta pehmoleluleikistä Suomessa (Katriina Heljakka)
Vuosikirjassa on myös arviot kirjoista Grimmin saduista Controliin – Esseitä pelien ja kirjallisuuden rajalta ja Pelit kulttuurina sekä kuusi lektiota.
Kirjan lopettaa kaksi muistokirjoitusta, Richard D. DukellTero Pasaselle.
Suominen, Jaakko; Koskimaa, Raine; Arjoranta, Jonne
In: Pelitutkimuksen vuosikirja, pp. 137-139, Suomen pelitutkimuksen seura, 2022, ISSN: 1798-355X.
Publication for professional or general audience Open access
Links | Tags: Game researcher, In memoriam
@other{Suominen2022e,
title = {Tero Pasanen (1978–2022)},
author = {Jaakko Suominen and Raine Koskimaa and Jonne Arjoranta},
url = {https://pelitutkimus.journal.fi/article/view/125387/75320},
issn = {1798-355X},
year = {2022},
date = {2022-12-19},
urldate = {2022-12-19},
booktitle = {Pelitutkimuksen vuosikirja},
pages = {137-139},
publisher = {Suomen pelitutkimuksen seura},
keywords = {Game researcher, In memoriam},
pubstate = {published},
tppubtype = {other}
}
Friman, Usva
Sukupuoli ja pelikulttuurinen toimijuus suomalaisnaisten digitaalisessa pelaamisessa: Lektio
In: Pelitutkimuksen vuosikirja, pp. 105–110, Suomen pelitutkimuksen seura, 2022, ISSN: 1798-355X.
Publication for professional or general audience Open access
Links | Tags: Digitaalinen pelaaminen, Lektio, Pelikulttuurinen toimijuus, Sukupuoli, Suomalaisnaiset
@other{Friman2022f,
title = {Sukupuoli ja pelikulttuurinen toimijuus suomalaisnaisten digitaalisessa pelaamisessa: Lektio},
author = {Usva Friman},
url = {https://urn.fi/URN:NBN:fi:tuni-202212209403
https://pelitutkimus.journal.fi/article/view/122646},
issn = {1798-355X},
year = {2022},
date = {2022-12-19},
urldate = {2022-12-19},
booktitle = {Pelitutkimuksen vuosikirja},
pages = {105–110},
publisher = {Suomen pelitutkimuksen seura},
keywords = {Digitaalinen pelaaminen, Lektio, Pelikulttuurinen toimijuus, Sukupuoli, Suomalaisnaiset},
pubstate = {published},
tppubtype = {other}
}
Meriläinen, Mikko; Ruotsalainen, Maria
Sanailua, suunsoittoa ja syrjintää: Nuorten kokemuksia pelikäytöksestä
In: Pelitutkimuksen vuosikirja, pp. 49–71, 2022, ISSN: 1798-355X.
Journal article Open access
Abstract | Links | Tags: Nuoret, Pelikäytös, Syrjintä, Trash talk, Verkkopelaaminen
@article{Meriläinen2022f,
title = {Sanailua, suunsoittoa ja syrjintää: Nuorten kokemuksia pelikäytöksestä},
author = {Mikko Meriläinen and Maria Ruotsalainen},
url = {https://pelitutkimus.journal.fi/article/view/116988
http://urn.fi/URN:NBN:fi:jyu-202301051152},
issn = {1798-355X},
year = {2022},
date = {2022-12-19},
urldate = {2022-12-19},
journal = {Pelitutkimuksen vuosikirja},
pages = { 49–71},
publisher = {Suomen pelitutkimuksen seura},
abstract = {Artikkelissa tarkastellaan laadullisen kyselyaineiston (N=180) avulla suomenkielisten, 15–25-vuotiaiden nuorten kokemuksia pelikäytöksestä digitaalisten pelien parissa. Teema-analyysin avulla rakennetut teemat valottavat epäasiallisen pelikäytöksen syitä ja seurauksia, kilpailullisten pelien suunsoittokulttuuria, pelikulttuureissa esiintyvää rakenteellista syrjintää, sekä myönteistä pelikäytöstä. Pelikäytös näyttäytyy artikkelissa monipuolisena ja monimutkaisena kokonaisuutena, johon vaikuttavat niin yksilöiden ominaisuudet ja mieltymykset kuin pelikulttuurien ja yhteiskunnan rakenteet. Artikkelin lopussa esitetään ehdotuksia keinoista vähentää asiatonta pelikäytöstä.
This article explores the experiences of online gaming conduct of Finnish-speaking, 15–25-year-old digital gameplayers through qualitative questionnaire data (N=180). Themes constructed through thematic analysis shed light on the reasons and outcomes of hostile online behaviour, trash talk culture prevalent in competitive online games, structural discrimination in gaming cultures, and prosocial online gaming behaviour. Online gaming conduct is shown to be a complex whole impacted by both individual features and preferences and structures in society and game cultures. At the end of the article, suggestions are made for ways of reducing hostile and discriminating online conduct in gaming.},
keywords = {Nuoret, Pelikäytös, Syrjintä, Trash talk, Verkkopelaaminen},
pubstate = {published},
tppubtype = {article}
}
This article explores the experiences of online gaming conduct of Finnish-speaking, 15–25-year-old digital gameplayers through qualitative questionnaire data (N=180). Themes constructed through thematic analysis shed light on the reasons and outcomes of hostile online behaviour, trash talk culture prevalent in competitive online games, structural discrimination in gaming cultures, and prosocial online gaming behaviour. Online gaming conduct is shown to be a complex whole impacted by both individual features and preferences and structures in society and game cultures. At the end of the article, suggestions are made for ways of reducing hostile and discriminating online conduct in gaming.
Harrer, Sabine; Harviainen, J. Tuomas
Where Are the White Perpetrators in All the Colonial Board Games? A Case Study on Afrikan Tähti
In: Sjöblom, Björn; Linderoth, Jonas; Frank, Anders (Ed.): Representing Conflicts in Games: Antagonism, Rivalry, and Competition, Routledge, 2022, ISBN: 9781003297406.
Book chapter
Abstract | Links | Tags: Afrikan Tähti, Board games, Colonial board games
@incollection{Harrer2022,
title = {Where Are the White Perpetrators in All the Colonial Board Games? A Case Study on Afrikan Tähti},
author = {Sabine Harrer and J. Tuomas Harviainen},
editor = {Björn Sjöblom and Jonas Linderoth and Anders Frank},
url = {https://researchportal.tuni.fi/fi/publications/where-are-the-white-perpetrators-in-all-the-colonial-board-games-},
doi = {https://doi.org/10.4324/9781003297406-14},
isbn = {9781003297406},
year = {2022},
date = {2022-11-29},
urldate = {2022-11-29},
booktitle = {Representing Conflicts in Games: Antagonism, Rivalry, and Competition},
publisher = {Routledge},
abstract = {This chapter analyzes the ways in which colonial board games represent European-coded atrocities, by way of locating the presence of the white perpetrator. Using as its case study the popular Finnish board game Afrikan Tähti, originally published in 1951, the chapter shows how playful aesthetics and rules can simultaneously lead to the affirmation and the hiding of colonial exploitation. Looking at game mechanics, game board structure, the game’s economy and implied player identity, the chapter recommends new ways of reflecting on game representation in the context of complicity, whitewashing and the ongoing glorification of colonialism in board game culture.},
keywords = {Afrikan Tähti, Board games, Colonial board games},
pubstate = {published},
tppubtype = {incollection}
}
Järvelä, Simo; Wei, Lewen; Hassan, Lobna; Hamari, Juho
In: 25th International Academic Mindtrek conference (Academic Mindtrek 2022), pp. 53-61, ACM, New York, USA, 2022, ISBN: 9781450399555.
In proceedings Open access
Abstract | Links | Tags: Behavioral intention, Gamification, Narrative engagement, Serious mobile game design, Storification
@inproceedings{Järvelä2022,
title = {Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions},
author = {Simo Järvelä and Lewen Wei and Lobna Hassan and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202212149188
https://trepo.tuni.fi/bitstream/handle/10024/144255/Storifying_a_Serious_Mobile_Game.pdf?sequence=1&isAllowed=y},
doi = {10.1145/3569219.3569343},
isbn = {9781450399555},
year = {2022},
date = {2022-11-16},
urldate = {2022-11-16},
booktitle = {25th International Academic Mindtrek conference (Academic Mindtrek 2022)},
issuetitle = {November 16–18, 2022, Tampere, Finland},
pages = {53-61},
publisher = {ACM, New York, USA},
abstract = {Storifying gameful designs helps to engage players with desirable behavioral implications via enhanced narrative experience, the benefits of which are particularly prominent for developing serious mobile games to overcome their technical and contextual constraints. To understand the multifaceted nature of players’ narrative engagement with storified gameplay and provide guidance for future designs accordingly, in the present study, we conducted an online survey (N = 238) among users of eQuoo, a mobile app developed for improving users’ well-being with heavy storytelling components. With reflective-formative partial least squares modeling, we found participants’ evaluation of eQuoo’s storification features was positively associated with their narrative presence and identification in a statistically significant manner, which were further positively associated with their future use intention of and purchase intention on eQuoo. The findings with respect to the third dimension of narrative engagement examined in the study, suspension of disbelief, however, were comparatively inconsistent. Theoretical and design implications were discussed for future research and practice on storification and gamification on mobile platforms.
},
keywords = {Behavioral intention, Gamification, Narrative engagement, Serious mobile game design, Storification},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Fernandez Galeote, Daniel; Macey, Joseph; Jylhä, Henrietta
Forests in Digital Games - An Ecocritical Framework
In: Karpouzis, Kostas; Gualeni, Stefano; Pirker, Johanna; Fowler, Allan (Ed.): FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM, 2022, ISBN: 978-1-4503-9795-7.
In proceedings Open access
Abstract | Links | Tags: Digital gaming, Ecocriticism, Ideology, Sustainability, Woodland
@inproceedings{Thibault2022,
title = {Forests in Digital Games - An Ecocritical Framework},
author = {Mattia Thibault and Fernandez Galeote, Daniel and Joseph Macey and Henrietta Jylhä},
editor = {Kostas Karpouzis and Stefano Gualeni and Johanna Pirker and Allan Fowler},
url = {https://dl.acm.org/doi/pdf/10.1145/3555858.3555941},
doi = {10.1145/3555858.3555941},
isbn = {978-1-4503-9795-7},
year = {2022},
date = {2022-11-04},
urldate = {2022-11-04},
booktitle = {FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games},
publisher = {ACM},
abstract = {Forests are, both culturally and ecologically, one of the most important environments on our planet. As such, there are countless representations of them - with Digital Games being no exception. In this paper we adopt the perspective of ecocriticism, which regards the analysis of the textual portrayal of physical environments of the natural world. In particular, we propose here a framework for the analysis of forest representations in digital games, mindful of the many different layers that coexist together: cultural, discursive, representational and ludic. In order to test our framework and to showcase its potential, in the last section we present a brief analysis of the slicing game Jack Lumber and of the ideological tensions that emerge from the game.},
keywords = {Digital gaming, Ecocriticism, Ideology, Sustainability, Woodland},
pubstate = {published},
tppubtype = {inproceedings}
}
Tuuri, Kai; Vahlo, Jukka
Discovering the Motivational Constitution of ‘Playing Games for Fun’
In: Göbl, Barbara; van der Spek, Erik; Baalsrud Hauge, Jannicke; McCall, Rod (Ed.): Entertainment Computing – ICEC 2022., Springer International Publishing, 2022, ISSN: 0302-9743.
In proceedings
Abstract | Links | Tags: Fun, Gameplay, Motivation, Self-determination
@inproceedings{Tuuri2022,
title = {Discovering the Motivational Constitution of ‘Playing Games for Fun’},
author = {Kai Tuuri and Jukka Vahlo},
editor = {Barbara Göbl and Erik van der Spek and Baalsrud Hauge, Jannicke and Rod McCall},
url = {https://link.springer.com/chapter/10.1007/978-3-031-20212-4_3},
doi = {https://doi.org/10.1007/978-3-031-20212-4_3},
issn = {0302-9743},
year = {2022},
date = {2022-10-24},
urldate = {2022-10-24},
booktitle = {Entertainment Computing – ICEC 2022.},
issuetitle = {21st IFIP TC 14 International Conference, ICEC 2022},
journal = {Lecture Notes in Computer Science},
volume = {13477},
publisher = {Springer International Publishing},
abstract = {Regardless of its all-encompassing and ubiquitous nature, game and play researchers have often steered away from applying fun as a research concept. If a concept seems to be associated with everything, it logically follows that the concept lacks explanatory power. In this paper, we do not merely settle for the blunt conclusion that fun is not an interesting research concept. Rather we start to explore the phenomenon of fun by approaching it through three lenses: motivation to play, gameplay experience, and psychological need satisfaction. By analyzing two large survey samples collected in Finland (N = 879) and South-Korea (N = 1519), we cluster survey participants into player types according to their gameplay motivations. It is revealed that all players are more motivated by fun than by other need-based gaming motives, but also that a significant minority of players are only motivated by fun. By studying player preferences of the player types, it is furthermore highlighted that these Fun-Seekers generally dislike most gameplay activities and differ from other player types also regarding their genre play habits. Practical and theoretical implications of these findings are discussed.},
keywords = {Fun, Gameplay, Motivation, Self-determination},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti; Siutila, Miia; Vahlo, Jukka; Koskimaa, Raine
Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report
In: Collabra, vol. 8, iss. 1, 2022, ISSN: 2474-7394.
Journal article Open access
Abstract | Links | Tags: Addiction, Health, Phenomenology, Psychopathology, Video games
@article{Karhulahti2022e,
title = {Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report},
author = {Veli-Matti Karhulahti and Miia Siutila and Jukka Vahlo and Raine Koskimaa},
url = {http://urn.fi/URN:NBN:fi:jyu-202211015042},
doi = {10.1525/collabra.38819},
issn = {2474-7394},
year = {2022},
date = {2022-10-24},
urldate = {2022-10-24},
journal = {Collabra},
volume = {8},
issue = {1},
abstract = {The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differences between gaming disorder and intensive play, the latter of which often involves several gaming hours per day without related health problems. In this study, we approached the above question by interpretive phenomenological analysis with interviews in two groups of highly involved videogame players: those who seek or have sought clinical help for their problems with gaming (n=6), and those who play esports more than 4 hours per day without self-reported related health problems (n=10). The interviews were carried out by using a new Phenomenology of Play (POP) interview frame. These data were contextualized with interviews of medical experts (n=6) who have experience of working with the former group. The findings imply that experiences of disorder derive from gaming interfering with what one wants to be, do, and have throughout life, whereas the experiences of intensive esport play derive from gaming being integrated into self throughout life. To our knowledge, this was the first registered report using qualitative phenomenological methods—we encourage researchers to explore the utility of registered reports with other qualitative methods to further optimize scientific progress.},
keywords = {Addiction, Health, Phenomenology, Psychopathology, Video games},
pubstate = {published},
tppubtype = {article}
}
Tuuri, Kai; Koskela, Oskari; Vahlo, Jukka
In Pursuit of Measuring Pre-reflective Music Listening Experiences
In: AM '22: Proceedings of the 17th International Audio Mostly Conference, ACM, 2022, ISBN: 978-1-4503-9701-8.
In proceedings Open access
Abstract | Links | Tags: Embodied cognition, Imagination, Listening, Modes of listening, Music, Pre-reflective experience
@inproceedings{Tuuri2022b,
title = {In Pursuit of Measuring Pre-reflective Music Listening Experiences},
author = {Kai Tuuri and Oskari Koskela and Jukka Vahlo},
url = {https://dl.acm.org/doi/10.1145/3561212.3561220
https://dl.acm.org/doi/pdf/10.1145/3561212.3561220
},
doi = {https://doi.org/10.1145/3561212.3561220},
isbn = {978-1-4503-9701-8},
year = {2022},
date = {2022-10-10},
urldate = {2022-10-10},
booktitle = {AM '22: Proceedings of the 17th International Audio Mostly Conference},
publisher = {ACM},
abstract = {While the diverse effects and uses of music and sound have been extensively documented within music psychology, relatively little attention has been paid to the process and experience of listening itself. Previous literature have, however, considered different ways of attending to sounds via the concept of listening modes, which highlights the different ways and strategies through which listeners intentionally orientate themselves to the activity of listening and creating the experiential meaning of the sound. In this paper, we continue on these lines by focusing on the very basic attentional dispositions for listening that often remain unconscious. As op posed to more deliberate and intentional listening strategies, this pre-reflective domain of listening is characterised by its receptive quality, that is, being attuned to sound in a pre-conceptual and pre cognitive manner without cognitive appraisal of its meaning. Based on previous theoretisations and following ideas from embodied and enactive cognition, we re-conceptualise pre-reflective listening through five modes of listening. Moreover, in order to bring these theoretical considerations into dialogue with empirical research we also operationalise the suggested listening modes into prototyped survey items and discuss methodological issues with the aim of building a groundwork for developing psychometric measures of pre-reflective music listening experiences.},
keywords = {Embodied cognition, Imagination, Listening, Modes of listening, Music, Pre-reflective experience},
pubstate = {published},
tppubtype = {inproceedings}
}
Välisalo, Tanja; Vahlo, Jukka; Tuuri, Kai
Player Perceptions of Informal Learning in Non-Educational Games
In: Costa, Conceição; Luz, Filipe Costa; Fachada, Nuno (Ed.): Proceedings of the 16th European Conference on Games Based Learning, Academic Conferences International, 2022, ISSN: 2049-0992.
In proceedings Open access
Abstract | Links | Tags: Gameplay motives, Gameplay preferences, Informal learning, Learner types, Learning outcomes, Non-educational games
@inproceedings{Välisalo2022d,
title = {Player Perceptions of Informal Learning in Non-Educational Games},
author = {Tanja Välisalo and Jukka Vahlo and Kai Tuuri},
editor = {Conceição Costa and Luz, Filipe Costa and Nuno Fachada},
url = {https://papers.academic-conferences.org/index.php/ecgbl/article/view/745
http://urn.fi/URN:NBN:fi:jyu-202210174884},
doi = {https://doi.org/10.34190/ecgbl.16.1.745},
issn = {2049-0992},
year = {2022},
date = {2022-10-07},
urldate = {2022-10-07},
booktitle = {Proceedings of the 16th European Conference on Games Based Learning},
issuetitle = {ECGBL 2022},
volume = {16},
number = {1},
publisher = {Academic Conferences International},
abstract = {The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning outcomes with motivations to play games and preferences for gameplay activities. The research data was collected through an online survey panel. The respondents were asked to describe in open-text answers what they had learned by playing games, and their motives and gameplay activity preferences were measured using two psychometric instruments, Motives of the Autonomous Player, MAP (Vahlo and Tuuri, submitted) and the gameplay activity inventory GAIN (Vahlo et al, 2018). The open-text responses analysed using data-driven content analysis, which resulted in 11 main categories of learning outcomes. Cluster analysis of the main categories revealed three clusters indicating informal game-based learner types: (1) Learning perseverance, learning mainly related to coping skills and self-enhancement, (2) Learning practices and communalities, focusing on practical and interpersonal skills, and (3) Learning to perform, emphasising cognitive and sensori-motor competencies. Comparisons of the learning outcome clusters with motives and gameplay preferences revealed the learner types had distinct profiles which denote differences between learner types in the overall motivation to play games, in certain motivational factors, and in preferences of gameplay activities. Based on this analysis we suggest the existence of two distinct continuums, transfer of learning, and the situational dependence to gameplay activities, where these learner types are located.},
keywords = {Gameplay motives, Gameplay preferences, Informal learning, Learner types, Learning outcomes, Non-educational games},
pubstate = {published},
tppubtype = {inproceedings}
}
Järvenpää, Hanna
In: Barnboken, vol. 45, 2022, ISSN: 0347-772X.
Journal article Open access
Abstract | Links | Tags: Aesthetics and pedagogy, Augmented reality, Digital children’s literature, Picturebook apps, Playfulness, Shared reading
@article{Järvenpää2022,
title = {Interpretation, Negotiation, Play: A Multiple Case Study of Playful Reader Engagement with an Augmented Reality Picturebook},
author = {Hanna Järvenpää},
url = {http://urn.fi/URN:NBN:fi:jyu-202210114843},
doi = {10.14811/clr.v45.717},
issn = {0347-772X},
year = {2022},
date = {2022-10-06},
urldate = {2022-10-06},
journal = {Barnboken},
volume = {45},
abstract = {Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have substantial pedagogical and aesthetic knowledge to successfully support children’s engagement with hybrid and multimodal literary works. This knowledge involves understanding both children’s literature and the digital medium.},
keywords = {Aesthetics and pedagogy, Augmented reality, Digital children’s literature, Picturebook apps, Playfulness, Shared reading},
pubstate = {published},
tppubtype = {article}
}
Grasmo, Hanne; Stenros, Jaakko
Nordic Erotic Larp: Designing for Sexual Arousal
In: International Journal of Role-Playing, iss. 12, pp. 62-105, 2022, ISSN: 2210-4909.
Journal article Open access
Abstract | Links | Tags: Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal
@article{Grasmo2022,
title = {Nordic Erotic Larp: Designing for Sexual Arousal},
author = {Hanne Grasmo and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202210107540},
issn = {2210-4909},
year = {2022},
date = {2022-10-05},
urldate = {2022-10-05},
journal = {International Journal of Role-Playing},
issue = {12},
pages = {62-105},
abstract = {Erotic larp is an emerging trend in the Nordic countries. Sexuality and socio-dramatic play have been combined in numerous ways in the past; what is new about this concentration of erotic embodied adult pretend play is that it is emerging from a culture of reflexive, critical, and bespoke design, as a tradition of art games. By studying 25 design abstracts of Nordic art larps from the last decade, this article seeks not only to map, classify, organize, and understand the phenomena of erotic larp design, but to discuss how norms of sexuality are reflected in the Nordic larp community through looking at how sexuality is thematised, described, signalled, and designed. The analysis in this article is rooted in game studies and informed by sexuality studies. In the design abstracts, we uncover how sexuality is thematised by the designers and signalled to the players, as well as how larp rules, mechanics, and expectations are designed for erotic role-play interactions. The article shows that a Nordic tradition of larps with design for erotic and sexual play has emerged during the 201 Os, how new larp mechanics scaffold erotic role-play in ways that give room for sexual arousal through layered alibis, and that these form of larps are inclusive of people of marginalised genders and sexualities, as well as of sexual kinks. The discussion also addresses the tension between liberation and oppression of sexuality in erotic larp design, as well as tensions around player agency and compelling game mechanics.},
keywords = {Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal},
pubstate = {published},
tppubtype = {article}
}
Nygren, Nina V.; Kankainen, Ville; Brunet, Lucas
Offsetting Game—Framing Environmental Issues in the Design of a Serious Game
In: Simulation & Gaming, vol. 53, iss. 6, pp. 579-675, 2022, ISSN: 1046-8781.
Journal article Open access
Abstract | Links | Tags: Biodiversity offsetting, Conservation conflicts, Frame analysis, Game design, Nature conservation, Serious games, Simulation games, Stakeholders
@article{Nygren2022,
title = {Offsetting Game—Framing Environmental Issues in the Design of a Serious Game},
author = {Nina V. Nygren and Ville Kankainen and Lucas Brunet},
url = {https://urn.fi/URN:NBN:fi:tuni-202210047407},
doi = {10.1177/10468781221126786},
issn = {1046-8781},
year = {2022},
date = {2022-09-28},
urldate = {2022-09-28},
journal = {Simulation & Gaming},
volume = {53},
issue = {6},
pages = {579-675},
abstract = {Background
Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues.
Aim
To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs.
Method
We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself.
Results
Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.},
keywords = {Biodiversity offsetting, Conservation conflicts, Frame analysis, Game design, Nature conservation, Serious games, Simulation games, Stakeholders},
pubstate = {published},
tppubtype = {article}
}
Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues.
Aim
To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs.
Method
We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself.
Results
Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.
Lu, Chien; Peltonen, Jaakko; Nummenmaa, Timo; Nummenmaa, Jyrki
Nonparametric Exponential Family Graph Embeddings for Multiple Representation Learning
In: Proceedings of Machine Learning Research, JMLR, 2022.
In proceedings Open access
Abstract | Links | Tags: Algorithms, Embedding model, Graph data, Nonparametric
@inproceedings{Lu2022,
title = {Nonparametric Exponential Family Graph Embeddings for Multiple Representation Learning},
author = {Chien Lu and Jaakko Peltonen and Timo Nummenmaa and Jyrki Nummenmaa},
url = {https://proceedings.mlr.press/v180/lu22a/lu22a.pdf},
year = {2022},
date = {2022-09-26},
urldate = {2022-09-26},
booktitle = {Proceedings of Machine Learning Research},
issuetitle = {The 38th Conference on Uncertainty in Artificial Intelligence},
publisher = {JMLR},
abstract = {In graph data, each node often serves multiple functionalities. However, most graph embedding models assume that each node can only possess one representation. We address this issue by proposing a nonparametric graph embedding model. The model allows each node to learn multiple representations where they are needed to represent the complexity of random walks in the graph. It extends the Exponential family graph embedding model with two nonparametric prior settings, the Dirichlet process and the uniform process. The model combines the ability of Exponential family graph embedding to take the number of occurrences of context nodes into account with nonparametric priors giving it the flexibility to learn more than one latent representation for each node. The learned embeddings outperforms other state of the art approaches in link prediction and node classification tasks.},
keywords = {Algorithms, Embedding model, Graph data, Nonparametric},
pubstate = {published},
tppubtype = {inproceedings}
}
Silvast, Antti; Saarikoski, Petri; Pasanen, Tero (Ed.)
WiderScreen 1-2/2022: Digitaalisen kulttuurin institutionalisoituminen
vol. 25, no. 1-2, 2022, ISSN: 1795-6161.
Special issue Open access
Links | Tags: Digitaalinen kulttuuri, Digital culture, Institutionalisoituminen, Institutionalization
@collection{Silvast2022,
title = {WiderScreen 1-2/2022: Digitaalisen kulttuurin institutionalisoituminen},
editor = {Antti Silvast and Petri Saarikoski and Tero Pasanen},
url = {http://widerscreen.fi/numerot/2022-1-2/},
issn = {1795-6161},
year = {2022},
date = {2022-09-15},
urldate = {2022-09-15},
journal = {WiderScreen},
volume = {25},
number = {1-2},
publisher = {Filmiverkko ry},
howpublished = {Online},
keywords = {Digitaalinen kulttuuri, Digital culture, Institutionalisoituminen, Institutionalization},
pubstate = {published},
tppubtype = {collection}
}
Suominen, Jaakko
Pokémon Go (2016) -pelin suosion nostalgiaselittäminen
In: Widerscreen, vol. 25, iss. 1-2, 2022, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Domestikaatio, Lisätty todellisuus, Mobiilipelit, Nostalgia, Pokémon Go
@article{Suominen2022b,
title = {Pokémon Go (2016) -pelin suosion nostalgiaselittäminen},
author = {Jaakko Suominen},
url = {http://widerscreen.fi/numerot/2022-1-2/pokemon-go-2016-pelin-suosion-nostalgiaselittaminen/},
issn = {1795-6161},
year = {2022},
date = {2022-09-15},
urldate = {2022-09-15},
journal = {Widerscreen},
volume = {25},
issue = {1-2},
abstract = {Nostalgialla tarkoitetaan katkeransuloista tunnetta, joka ilmenee kaipuuna johonkin aiemmin olleeseen tai aiemmin koettuun asiaan tai tilanteeseen. Tässä artikkelissa käsittelen, miten lisätyn todellisuuden pelin Pokémon Go:n suosiota selitettiin nostalgian avulla julkisuudessa pelin tultua markkinoille heinäkuussa 2016. Sovellan aiemmin tehtyjä nostalgian luokitteluja ja esittelen nostalgialla selittämisen jaottelun, joka sisältää yksinkertaisen ja tulkitsevan nostalgiaselityksen mediakulttuurin kontekstissa. Nostalgialla selittäminen näkyy erityisesti populaarimediassa mutta myös mediatuotteiden suosiota ja käyttöä koskevissa asiantuntijapuheenvuoroissa sekä tutkimuksessa. Tässä teemanumeron artikkelissa tarkastelen nostalgialla selittämistä keinona, jolla institutionaaliset toimijat, kuten tiedotusvälineiden edustajat ja tutkijat kesyttävät tai kotoistavat uusia kulttuurituotteita vuorovaikutuksessa käyttäjien kanssa osaksi vakiintuneita toiminnan muotoja. Artikkelin lähteinä toimivat Pokémon- ja nostalgiatutkimuksen lisäksi vuonna 2016 julkaistut Pokémon Go:ta käsittelevät uutiset.},
keywords = {Domestikaatio, Lisätty todellisuus, Mobiilipelit, Nostalgia, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
Suominen, Jaakko; Silvast, Antti; Pasanen, Tero; Reunanen, Markku
In: Widerscreen, vol. 25, iss. 1-2, 2022, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Digitaaliset pelit, Digital games, Institutions, Instituutiot, Mediasosiologia, Omaksuminen, Tieteen- ja teknologiantutkimus
@article{Suominen2022,
title = {Uutuudesta yhteiskunnan osaksi: Instituutionäkökulma pelialan kulttuuriseen omaksumiseen 1990-luvulta 2010-luvulle},
author = {Jaakko Suominen and Antti Silvast and Tero Pasanen and Markku Reunanen},
url = {http://widerscreen.fi/numerot/2022-1-2/uutuudesta-yhteiskunnan-osaksi-instituutionakokulma-pelialan-kulttuuriseen-omaksumiseen-1990-luvulta-2010-luvulle/},
issn = {1795-6161},
year = {2022},
date = {2022-09-15},
urldate = {2022-09-15},
journal = {Widerscreen},
volume = {25},
issue = {1-2},
abstract = {Digitaalisen pelaamisen arkipäiväistyminen on tuonut pelit julkiseen keskusteluun viimeistään 1990-luvulta lähtien. Artikkelissa tutkitaan digitaalisen pelialan omaksumista Suomessa instituutioiden synnyn ja muodonmuutosten kautta. Artikkeli käsittelee muodonmuutoksia neljällä keskeisellä, mutta toisistaan eroavalla alueella: koulutusjärjestelmissä, pelialan julkisessa rahoituksessa, elektronisessa urheilussa ja kulttuuriperinnön säilyttämiseen tähtäävissä muistiorganisaatioissa. Artikkeli soveltaa Mikael Hårdin ja Andrew Jamisonin käsitteellistä mallia tieteen ja teknologian kulttuurisesta omaksumisesta ja rakentaa kulttuuri- ja yhteiskuntatieteellistä ymmärrystä omaksumiseen liittyvistä institutionalisoitumisen prosesseista. Artikkelin aineistoina on käytetty pelialan institutionalisoitumisesta kertovia julkisia uutisia, asiakirjoja ja raportteja, joista on koottu ja analysoitu temaattisesti erilaisia institutionalisoitumisen ilmenemismuotoja. Keskeisimpiä löydöksiämme ovat harrastajakentän ja julkisten toimijoiden välinen kiinteä vuorovaikutus sekä olemassa olevien instituutioiden sopeutuminen digitaalisten pelien mukanaan tuomiin uusiin haasteisiin.
As digital games have become commonplace, they have also become part of public discourse starting from the 1990s the latest. In this article, we discuss the appropriation of digital games from the perspective of institutions: how they came to be and evolved over time. We study the subject through four interrelated yet distinct lenses: education, public funding, electronic sports and memory institutions. We apply Mikael Hård’s and Andrew Jamison’s model of cultural appropriation of technology and science with the intent of broadening the cultural and sociological understanding on how novelties become institutionalized. The study is based on public news, documents and reports dealing with game-related organizations, which have been thematically analyzed to reveal different forms of institutionalization. Two of our most important findings concern the tight interaction between hobbyist and official efforts, and how existing institutions have reacted to meet the needs of digital games.},
keywords = {Digitaaliset pelit, Digital games, Institutions, Instituutiot, Mediasosiologia, Omaksuminen, Tieteen- ja teknologiantutkimus},
pubstate = {published},
tppubtype = {article}
}
As digital games have become commonplace, they have also become part of public discourse starting from the 1990s the latest. In this article, we discuss the appropriation of digital games from the perspective of institutions: how they came to be and evolved over time. We study the subject through four interrelated yet distinct lenses: education, public funding, electronic sports and memory institutions. We apply Mikael Hård’s and Andrew Jamison’s model of cultural appropriation of technology and science with the intent of broadening the cultural and sociological understanding on how novelties become institutionalized. The study is based on public news, documents and reports dealing with game-related organizations, which have been thematically analyzed to reveal different forms of institutionalization. Two of our most important findings concern the tight interaction between hobbyist and official efforts, and how existing institutions have reacted to meet the needs of digital games.
Suominen, Jaakko; Pasanen, Tero; Koskinen, Karoliina
Lapuanpeli (1930) osallistavana ajankohtaismediana ja mediahistoriallisena lähteenä
In: Historiallinen Aikakauskirja, vol. 120, no. 3, 2022, ISSN: 2489-6969.
Journal article
Abstract | Links | Tags: Ajankohtaismedia, Board games, Lapua game, Lapuanpeli, Lautapelit, Mediahistoria
@article{Suominen2022c,
title = {Lapuanpeli (1930) osallistavana ajankohtaismediana ja mediahistoriallisena lähteenä},
author = {Jaakko Suominen and Tero Pasanen and Karoliina Koskinen},
url = {https://agricolaverkko.fi/tietosanomat/historiallinen-aikakauskirja-3-2022-ilmestynyt/},
issn = {2489-6969},
year = {2022},
date = {2022-09-14},
urldate = {2022-09-14},
journal = {Historiallinen Aikakauskirja},
volume = {120},
number = {3},
abstract = {Artikkelissa tutkitaan F. Tilgmann -yhtiön Kuvataide-osaston julkaisemaa Lapuanpeli-lautapeliä (1930), jonka aiheena oli Lapuanliikkeen talonpoikaismarssi. Lautapeleissä oli aiemminkin käsitelty ajankohtaistapahtumia, erityisesti sotia, mutta poliittinen mielenilmaus oli pelien aiheena poikkeuksellinen. Monica Ehrströmin kuvittama peli ei kuvannut talonpoikaismarssia täysin dokumentaarisesti vaan yhdisteli marssin tapahtumia vapaasti, korosti ja liioitteli sekä käytti myös kiertoilmaisuja patrioottisen, mutta samalla kuvitteellisen lopputuloksen aikaansaamiseksi.},
keywords = {Ajankohtaismedia, Board games, Lapua game, Lapuanpeli, Lautapelit, Mediahistoria},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti
Reasons for Qualitative Psychologists to Share Human Data
In: British Journal of Social Psychology, 2022, ISSN: 0144-6665.
Journal article Open access
Abstract | Links | Tags: Ethics, Human data, Open science, Qualitative Methods
@article{Karhulahti2022b,
title = {Reasons for Qualitative Psychologists to Share Human Data},
author = {Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202209124552},
doi = {10.1111/bjso.12573},
issn = {0144-6665},
year = {2022},
date = {2022-09-06},
urldate = {2022-09-06},
journal = {British Journal of Social Psychology},
abstract = {Qualitative data sharing practices in psychology have not developed as rapidly as those in parallel quantitative domains. This is often explained by numerous epistemological, ethical and pragmatic issues concerning qualitative data types. In this article, I provide an alternative to the frequently expressed, often reasonable, concerns regarding the sharing of qualitative human data by highlighting three advantages of qualitative data sharing. I argue that sharing qualitative human data is not by default ‘less ethical’, ‘riskier’ and ‘impractical’ compared with quantitative data sharing, but in some cases more ethical, less risky and easier to manage for sharing because (1) informed consent can be discussed, negotiated and validated; (2) the shared data can be curated by special means; and (3) the privacy risks are mainly local instead of global. I hope this alternative perspective further encourages qualitative psychologists to share their data when it is epistemologically, ethically and pragmatically possible.},
keywords = {Ethics, Human data, Open science, Qualitative Methods},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Vahlo, Jukka; Martončikc, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report
In: Addiction Research & Theory, 2022, ISSN: 1606-6359.
Journal article Open access
Abstract | Links | Tags: Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use
@article{Karhulahti2022c,
title = {Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report},
author = {Veli-Matti Karhulahti and Jukka Vahlo and Marcel Martončikc and Matti Munukka and Raine Koskimaa and Mikaela von Bonsdorff},
url = {https://doi.org/10.1080/16066359.2022.2115033},
doi = {10.1080/16066359.2022.2115033},
issn = {1606-6359},
year = {2022},
date = {2022-09-05},
urldate = {2022-09-05},
journal = {Addiction Research & Theory},
abstract = {Gaming-related health problems have been researched since the 1980s with numerous different ontol-ogies as reference systems, from self-assessed‘game addiction’to‘pathological gambling’(in theDiagnostic and Statistical Manual of Mental Disorders[DSM]-IV),‘internet gaming disorder’(in the thirdsection of the DSM-5) and most recently‘gaming disorder’(in theInternational Classification of Diseases[ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologiesdiffer in identifying associated problem groups. By using four central screening instruments, each rep-resenting a different ontological basis, we hypothesized differences and similarities inprevalence,over-lap, andhealth. A nationally representative (N¼8217) sample of Finnish participants was collected. Thescreening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and thebinomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the prob-lem groups had lower mental health than the general population, yet exploratory analyses impliedequivalent or significantlyhigherphysical health. We also found strong exploratory evidence for mis-chievous responding to complicate the measurement of gaming problems. Considering that severalmajor differences were confirmed between the four gaming problem constructs, we recommendresearchers to clearly define theirconstruct of interest, i.e. whether they are studying the ICD-11 basedofficial mental disorder, the DSM-5 proposed‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses.},
keywords = {Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use},
pubstate = {published},
tppubtype = {article}
}
Välisalo, Tanja; Ruotsalainen, Maria
In: Game Studies: the international journal of computer game research, vol. 22, iss. 3, 2022, ISSN: 1604-7982.
Journal article Open access
Abstract | Links | Tags: Belonging, Discourse analysis, Homosexuality, MMO, Overwatch, Representation
@article{Välisalo2022b,
title = {“Sexuality Does Not Belong to the Game”: Discourses in Overwatch Community and the Privilege of Belonging},
author = {Tanja Välisalo and Maria Ruotsalainen},
url = {http://gamestudies.org/2203/articles/valisalo_ruotsalainen},
issn = {1604-7982},
year = {2022},
date = {2022-08-31},
urldate = {2022-08-31},
journal = {Game Studies: the international journal of computer game research},
volume = {22},
issue = {3},
abstract = {Players can experience a sense of belonging to videogames and the transmedial worlds surrounding them. There nevertheless exist ongoing negotiations over who has the right to belong to these spaces. Multiple works addressing related issues have highlighted that white heterosexual men still maintain the position of power in the majority of game communities (e.g., Consalvo, 2012; Paul, 2018). This position can translate into an ease of belonging while others can find themselves struggling for the right to belong.
We examine the transmedial world of Overwatch, an online game, as a place of belonging and non-belonging. Since the game’s launch, two characters have been revealed as queer. In contrast, a third character is considered a gay icon by fans, even though there is no official narrative supporting this. We analyze discussions around these cases using rhetoric-performative discourse analysis (Palonen & Saresma, 2017), an approach originally developed for research of political populism. In addition to similar affective and persuasive rhetoric in both contexts, politics have become an inherent part of online and fan communities (Dean, 2017), making this approach even more apt.
Our analysis makes visible how belonging and non-belonging are constructed in Overwatch communities in relation to gender, sexuality, their intersections and also to identities such as “player” and “fan.” We take into account ongoing design choices in the game’s development and analyze how the complex structures of production and reception interact with these discourses. Discussions analyzed here expand beyond Overwatch, touching upon highly politicized issues of gender and sexuality in games, the right to be represented and the current political climate in Western countries, and reenact divisions present more broadly in media discussions. Our findings also show how characters function as a nexus for these political debates and as limits and horizons for belonging.},
keywords = {Belonging, Discourse analysis, Homosexuality, MMO, Overwatch, Representation},
pubstate = {published},
tppubtype = {article}
}
We examine the transmedial world of Overwatch, an online game, as a place of belonging and non-belonging. Since the game’s launch, two characters have been revealed as queer. In contrast, a third character is considered a gay icon by fans, even though there is no official narrative supporting this. We analyze discussions around these cases using rhetoric-performative discourse analysis (Palonen & Saresma, 2017), an approach originally developed for research of political populism. In addition to similar affective and persuasive rhetoric in both contexts, politics have become an inherent part of online and fan communities (Dean, 2017), making this approach even more apt.
Our analysis makes visible how belonging and non-belonging are constructed in Overwatch communities in relation to gender, sexuality, their intersections and also to identities such as “player” and “fan.” We take into account ongoing design choices in the game’s development and analyze how the complex structures of production and reception interact with these discourses. Discussions analyzed here expand beyond Overwatch, touching upon highly politicized issues of gender and sexuality in games, the right to be represented and the current political climate in Western countries, and reenact divisions present more broadly in media discussions. Our findings also show how characters function as a nexus for these political debates and as limits and horizons for belonging.
Arjoranta, Jonne
How are Games Interpreted? Hermeneutics for Game Studies
In: Game Studies: the international journal of computer game research, vol. 22, iss. 3, 2022, ISSN: 1604-7982.
Journal article Open access
Abstract | Links | Tags: Game hermeneutics, Hermeneutics, Ludo-hermeneutics, philosophical hermeneutics, Real-time hermeneutics
@article{Arjoranta2022,
title = {How are Games Interpreted? Hermeneutics for Game Studies},
author = {Jonne Arjoranta},
url = {http://gamestudies.org/2203/articles/arjoranta_how_are_games_interpreted},
issn = {1604-7982},
year = {2022},
date = {2022-08-31},
urldate = {2022-08-31},
journal = {Game Studies: the international journal of computer game research},
volume = {22},
issue = {3},
abstract = {This paper presents a hermeneutic theory for game studies. It starts by giving an overview of hermeneutics, shows how in understanding games it is useful to divide hermeneutics into two aspects -- real-time hermeneutics and game hermeneutics -- and finishes by detailing complementary approaches to hermeneutics for games. The article builds upon earlier work in the hermeneutics of games and draws from philosophical hermeneutics.},
keywords = {Game hermeneutics, Hermeneutics, Ludo-hermeneutics, philosophical hermeneutics, Real-time hermeneutics},
pubstate = {published},
tppubtype = {article}
}
Ruotsalainen, Maria
Overwatch Esports and The (Re)Configurations of Gender and Nationality
2022, ISBN: 978-951-39-9184-5 .
Doctoral thesis Open access
Abstract | Links | Tags: Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research
@phdthesis{Ruotsalainen2022d,
title = {Overwatch Esports and The (Re)Configurations of Gender and Nationality},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:ISBN:978-951-39-9184-5
https://jyx.jyu.fi/bitstream/handle/123456789/82456/1/978-951-39-9184-5_vaitos23082022.pdf},
isbn = {978-951-39-9184-5 },
year = {2022},
date = {2022-08-23},
urldate = {2022-08-23},
publisher = {University of Jyväskylä},
abstract = {The dissertation comprises five research articles and a compilation portion, focusing on gender and nationality in competitive Overwatch. Overwatch is a team-based first-person shooter that Blizzard Entertainment published in 2014. From the beginning onwards, it has had an active esports scene. In 2018, the game’s publisher took hold of the whole esports scene and organised it in a league format—strikingly similar to how traditional sports leagues in North America are organised—and to a yearly (2016–2019) organised Overwatch World Cup. Against this backdrop, I examine how gender and nationality are portrayed within the production of competitive Overwatch Esports and how they are performed and negotiated within the reception of competitive Overwatch. Drawing from the concept of banal nationalism, I suggest the production choices of Overwatch esports are meant to evoke nationalist sentiments from the viewers and fans, intimately tying in with the ongoing sportification of Overwatch esports and esports in general. The ongoing sportification of Overwatch esports also affects how gender, particularly masculinity, is portrayed and positioned within this particular esports. The influence of traditional sports strengthens the position of hegemonic masculinity, often leading to portrayals of athletic masculinity as the desirable masculinity within the Overwatch esports ecosystem. However, examining the reception of Overwatch esports reveals a richer and more varied picture of how masculinity and gender are negotiated within Overwatch esports. The players, fans, and viewers both affirm and resist the nationalist ethos and the sportified aesthetics and the configurations of the masculinity they suggest, drawing also from alternative ways to frame competitive gaming. Particularly relevant for this is anime aesthetics which are used by fans to frame Overwatch esports. This also affects what kind of desirable masculinity is negotiated amongst fans: The hegemonic masculinity is reconfigured to a form of hybrid masculinity, with elements of athletic masculinity, geek masculinity, and Kawaii masculinity, allowing (white and Asian) men to have more varied gender expression. Unfortunately, this allowance has little to no bearing on the positions of the others and women continue being marginalised in Overwatch esports.
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus},
keywords = {Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research},
pubstate = {published},
tppubtype = {phdthesis}
}
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus
Karhulahti, Veli-Matti; Nerg, Henri; Laitinen, Tanja; Päivinen, Antti; Chen, Yingrong
In: Current Psychology, 2022, ISSN: 1046-1310.
Journal article Open access
Abstract | Links | Tags: COVID-19, Gaming, Qualitative Methods, Technology use, Wellbeing
@article{Karhulahti2022,
title = {Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic},
author = {Veli-Matti Karhulahti and Henri Nerg and Tanja Laitinen and Antti Päivinen and Yingrong Chen},
url = {http://urn.fi/URN:NBN:fi:jyu-202208254339},
doi = {10.1007/s12144-022-03586-x},
issn = {1046-1310},
year = {2022},
date = {2022-08-22},
urldate = {2022-08-22},
journal = {Current Psychology},
abstract = {In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subordinate themes were refined into testable hypotheses. The study encourages policies that promote socially supportive gaming during pandemic-like situations to consider including personally meaningful solitary play in their recommendations and highlighting context-specificity over generalization. Finally, as almost all our data points echoing experiences of decreasing gaming activity came from China, we stress the importance of culturally diverse samples in the psychological study of global phenomena.},
keywords = {COVID-19, Gaming, Qualitative Methods, Technology use, Wellbeing},
pubstate = {published},
tppubtype = {article}
}
Blom, Joleen
In: Replaying Japan, vol. 4, pp. 23-34, 2022, ISSN: 2433-8060.
Journal article Open access
Abstract | Links | Tags: Animal Crossing: New Horizons, Character trade, Characters, Nintendo, Video games
@article{Blom2022c,
title = {Attachment, Possession or Personalization?: Why the Character Trade in Animal Crossing: New Horizons Exploded},
author = {Joleen Blom},
url = {https://urn.fi/URN:NBN:fi:tuni-202208106341},
doi = {10.34382/00017634},
issn = {2433-8060},
year = {2022},
date = {2022-07-31},
urldate = {2022-07-31},
journal = {Replaying Japan},
volume = {4},
pages = {23-34},
abstract = {A month after the release of the video game Animal Crossing: New Horizons (Nintendo 2020), virtual player markets arose where players could exchange characters and other goods, but this simultaneously led to players scamming each other during those trades. A year later Nintendo announced the Amiibo Sanrio Collaboration Pack, a set of character cards to be used in New Horizons, which a minute after its release was completely sold out so that consumers could only obtain the cards at private online vendors, another market economy, for a much higher price. This article is occupied with the question of why players are so willing to go through such great lengths to obtain virtual characters they desire, even risking being deceived? What do these characters mean to them? The article argues that the affective relationships between players and virtual characters cannot be understood independently from the marketing practices of a video game. It shows how the Animal Crossing ludo mix strategy’s uneven distribution of characters in- and outside of New Horizons is the underlying reason for fraudulent player practices to occur. It explains how Animal Crossing uses a blend of monetization approaches resembling the current game monetization trend of free-to-play games with random in-game purchases that use characters as fuel. Finally, it will argue that Nintendo needs to foster a community infrastructure that facilitates a safe exchange of the villagers and other items but due to its neglect to do so, it is actually the player market economies instead that are fostering such responsible gameplay.},
keywords = {Animal Crossing: New Horizons, Character trade, Characters, Nintendo, Video games},
pubstate = {published},
tppubtype = {article}
}
Siutila, Miia; Joelsson, Tapani; Karhulahti, Veli-Matti
”Mammat menee kahville, me koneelle”: Kilpapelaaminen poikien elämässä
In: Nuorisotutkimus, vol. 40, no. 2, pp. 41-60, 2022, ISSN: 0780-0886, (Embargoed until: 2023-07-01. Request copy from author.).
Journal article
Abstract | Links | Tags: Asenteet, Boys, E-urheilu, Education, Elektroninen urheilu, Esports, Harrastukset, Kasvatus, Kilpaurheilu, Nuoret, Pelaaminen, Pojat, Upbringing, Verkkopelit, Videopelit, Youth
@article{Siutila2022,
title = {”Mammat menee kahville, me koneelle”: Kilpapelaaminen poikien elämässä},
author = {Miia Siutila and Tapani Joelsson and Veli-Matti Karhulahti},
url = {https://journal.fi/nuorisotutkimus/article/view/120329},
issn = {0780-0886},
year = {2022},
date = {2022-06-23},
urldate = {2022-06-23},
journal = {Nuorisotutkimus},
volume = {40},
number = {2},
pages = {41-60},
abstract = {Tämä artikkeli käsittelee e-urheilua osana aktiivisesti pelaavien turkulaisten poikien elämää. Laadullisen haastatteluaineiston (N=14) kautta artikkeli avaa nuorten näkemyksiä e-urheilun asemasta sekä henkilökohtaisena että yhteiskunnallisena toimintana. Tutkimus viittaa siihen, että e-urheilun rooli aktiivisesti yhdessä pelaavien poikien arjessa toimii perinteisten urheilulajien tavoin tavoitteellisena kilpailuna kuin myös vähemmän tavoitteellisena sosiaalisena ajanvietteenä. Kyseiselle joukolle e-urheilu on harrastus, jota myös perhe, ystävät ja yhteiskunta yhä useammin tukevat. Ohjattu e-urheilutoiminta sekä siihen liittyvät sosiaaliset infrastruktuurit todennäköisesti edesauttavat terveen videopeliharrastuneisuuden
kehitystä.},
note = {Embargoed until: 2023-07-01. Request copy from author.},
keywords = {Asenteet, Boys, E-urheilu, Education, Elektroninen urheilu, Esports, Harrastukset, Kasvatus, Kilpaurheilu, Nuoret, Pelaaminen, Pojat, Upbringing, Verkkopelit, Videopelit, Youth},
pubstate = {published},
tppubtype = {article}
}
kehitystä.
Friman, Usva
Gender and Game Cultural Agency in The Post-Gamer Era: Finnish Women Players’ Gaming Practices, Game Cultural Participation, and Rejected Gamer Identity
2022, ISBN: 978-951-29-8876-1.
Doctoral thesis
Abstract | Tags: Game cultural agency, Game cultural participation, Gamer identity, Gamers, Gaming practices, Gender, Players, Women
@phdthesis{Friman2022d,
title = {Gender and Game Cultural Agency in The Post-Gamer Era: Finnish Women Players’ Gaming Practices, Game Cultural Participation, and Rejected Gamer Identity},
author = {Usva Friman},
isbn = {978-951-29-8876-1},
year = {2022},
date = {2022-06-03},
urldate = {2022-06-03},
number = {581},
publisher = {University of Turku},
series = {Turun yliopiston julkaisuja, Sarja B, Humaniora},
abstract = {This doctoral dissertation study, positioned in the field of game culture studies, seeks to understand women’s game cultural agency by examining the various aspects of gaming practices, game cultural participation, and gamer identity, as well as effects of gender in Finnish women’s digital gaming. Its main research question is: How can women’s game cultural agency be understood beyond the gamer identity? This main research question is divided into three sub research questions:
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.},
keywords = {Game cultural agency, Game cultural participation, Gamer identity, Gamers, Gaming practices, Gender, Players, Women},
pubstate = {published},
tppubtype = {phdthesis}
}
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.
Ng, Kwok; Kaskinen, Ari-Pekka; Katila, Rauli; Koski, Pasi; Karhulahti, Veli-Matti
Associations Between Sports Videogames and Physical Activity in Children
In: Physical Culture and Sport Studies and Research, vol. 95, iss. 1, pp. 68-75, 2022, ISSN: 2081-2221.
Journal article Open access
Abstract | Links | Tags: Adolescence, Health behaviour, Physical activity relationships, Screen time, Sedentary
@article{Ng2022,
title = {Associations Between Sports Videogames and Physical Activity in Children},
author = {Kwok Ng and Ari-Pekka Kaskinen and Rauli Katila and Pasi Koski and Veli-Matti Karhulahti },
url = {http://urn.fi/URN:NBN:fi:jyu-202208124051},
doi = {10.2478/pcssr-2022-0012},
issn = {2081-2221},
year = {2022},
date = {2022-05-30},
urldate = {2022-05-30},
journal = {Physical Culture and Sport Studies and Research},
volume = {95},
issue = {1},
pages = {68-75},
abstract = {Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender. Methods: A convenience sample of children between 11–12 years of age (n = 114) from three Finnish regions completed a questionnaire on perceptions of their video gaming and physical activity habits. Differences by gender were tested by contingency tables, and blockwise binary logistic regressions were used to examine the strength of association with physical activity behaviour in PAR. Results: Almost all girls had low importance to video gaming and over two thirds (71%) reported their frequency in sports video gaming was less than monthly. Sports video gaming was positively associated with physical activity behaviours (OR = 3.4, CI = 1.3–9.0), but when combined with perceived physical activity importance and spectating in sports, the association was no longer statistically significant. There were no differences in gender for non-sports video gaming. Conclusions: For children who partake in sports video games, the activity can be an integral part of their overall PAR. These preliminary results require further exploring prior to drawing societal implications or sports video games or applying them for intervention to promote physical activity.},
keywords = {Adolescence, Health behaviour, Physical activity relationships, Screen time, Sedentary},
pubstate = {published},
tppubtype = {article}
}
Blom, Joleen; Mikkonen, Kai
Virtual Assistants as Characters—Or Not
In: Narrative, vol. 30, no. 2, pp. 169-181, 2022, ISSN: 1063-3685.
Journal article Open access
Abstract | Links | Tags: Characters, Hikari Azuma, Kyara, Quasi-persons, Voice assistants
@article{Blom2022b,
title = {Virtual Assistants as Characters—Or Not},
author = {Joleen Blom and Kai Mikkonen},
url = {http://hdl.handle.net/10138/345328},
doi = {10.1353/nar.2022.0009},
issn = {1063-3685},
year = {2022},
date = {2022-05-25},
urldate = {2022-05-25},
journal = {Narrative},
volume = {30},
number = {2},
pages = {169-181},
abstract = {New technologies like voice assistants such as Siri, Alexa, and the Google Assistant give the impression that the lines between humans and machines are blurring as machines gradually take up social roles once occupied by humans. To counter that anxiety, this essay argues that these technologies are becoming more like characters, adapting to the templates we initially constructed for fictional beings whose space voice assistants occupy instead. It provides a textual reading of the Japanese voice assistant Hikari Azuma as advertised by the company Vinclu’s website in order to demonstrate how Hikari functions as a kyara, a character without story, whose development depends on the user. The essay proposes that we have to adjust
our conceptual understanding of characters as distinct from human beings and technology. Instead, the essay concludes that we should perceive current technologies like voice assistants as technologies operating on a spectrum in which some machines will look more like characters and others more like software-in-action with no humanlikeness at all.},
keywords = {Characters, Hikari Azuma, Kyara, Quasi-persons, Voice assistants},
pubstate = {published},
tppubtype = {article}
}
our conceptual understanding of characters as distinct from human beings and technology. Instead, the essay concludes that we should perceive current technologies like voice assistants as technologies operating on a spectrum in which some machines will look more like characters and others more like software-in-action with no humanlikeness at all.
Aarseth, Espen; Karhulahti, Veli-Matti
In Search of Characters Without Signifiers
In: Narrative, vol. 30, no. 2, pp. 268-285 , 2022, ISSN: 1063-3685.
Journal article Open access
Abstract | Links | Tags: Characters, Game characters, Implied characters, Minimalist characters
@article{Aarseth2022,
title = {In Search of Characters Without Signifiers},
author = {Espen Aarseth and Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202206163427},
doi = {10.1353/nar.2022.0016},
issn = {1063-3685},
year = {2022},
date = {2022-05-25},
urldate = {2022-05-25},
journal = {Narrative},
volume = {30},
number = {2},
pages = {268-285 },
abstract = {This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the question at face value might appear logically invalid, I argue that at (or just beyond) the minimalist end of the character-representational spectrum, we find what might be called implied characters, that is, characters that are not in any way given, represented, named, or performed, but can only exist in the minds of their players during play, as a formal slot without physical, structural, communicational, or mental properties.},
keywords = {Characters, Game characters, Implied characters, Minimalist characters},
pubstate = {published},
tppubtype = {article}
}
Macey, Anna-Leena; Macey, Joseph; Hamari, Juho
Virtual Reality in Emotion Regulation: A Scoping Review
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 6th International GamiFIN Conference (GamiFIN 2022), Gamification Group, Tampere University, Finland, 2022, (April 26-29, 2022 (Organized as an online conference).).
In proceedings Open access
Abstract | Links | Tags: Emotion regulation, Human-computer interaction, Immersive VR, Scoping review, Technological affordances
@inproceedings{Macey2022d,
title = {Virtual Reality in Emotion Regulation: A Scoping Review},
author = {Anna-Leena Macey and Joseph Macey and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://ceur-ws.org/Vol-3147/paper7.pdf},
year = {2022},
date = {2022-04-29},
urldate = {2022-04-29},
booktitle = {Proceedings of the 6th International GamiFIN Conference (GamiFIN 2022)},
publisher = {Gamification Group, Tampere University, Finland},
series = {CEUR Workshop Proceedings},
abstract = {Academic research investigating virtual reality (VR) is growing rapidly; as a result of VR becoming more easily accessible, it has become a more viable tool for helping individuals regulate their emotions. This research aims to provide an overview of the field and the contexts in which VR has been implemented to facilitate emotion regulation. Results indicate that although VR has been used to facilitate ER for over two decades, empirical research in the field has remained somewhat static until 2018. Furthermore, the contexts in which it has been employed have remained narrow with more than half of all included publications utilising VR to administer exposure therapy. While the recent increase of published works in the field, combined with more varied uses of VR, indicate a broadening of the field this work highlights several gaps in the extant literature, identifying a series of potential avenues for future research.},
note = {April 26-29, 2022 (Organized as an online conference).},
keywords = {Emotion regulation, Human-computer interaction, Immersive VR, Scoping review, Technological affordances},
pubstate = {published},
tppubtype = {inproceedings}
}
Aura, Isabella; Hassan, Lobna; Hamari, Juho
Gameful Civic Education: A Systematic Literature Review of Empirical Research
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 6th International GamiFIN Conference 2022 (GamiFIN 2022), Gamification Group, Tampere University, Finland, 2022, (April 26-29, 2022 (Organized as an online conference).).
In proceedings Open access
Abstract | Links | Tags: Civic education, Game-based approaches, Game-based learning, Gamification, Systematic literature review
@inproceedings{Aura2022,
title = {Gameful Civic Education: A Systematic Literature Review of Empirical Research},
author = {Isabella Aura and Lobna Hassan and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://trepo.tuni.fi/bitstream/handle/10024/141230/2022_Aura_et_al_civic_education_review.pdf?sequence=1&isAllowed=y},
year = {2022},
date = {2022-04-29},
urldate = {2022-04-29},
booktitle = {Proceedings of the 6th International GamiFIN Conference 2022 (GamiFIN 2022)},
publisher = {Gamification Group, Tampere University, Finland},
series = {CEUR Workship Proceedings},
abstract = {Gameful approaches to learning have gradually been established as the go-to rhetoric when attempting to increase engagement with learning. This has especially been the case in educational activities that have long-term missions or teach abstract concepts, such as life skills, communal tolerance, or civic education at large, where there exist several pedagogical challenges in making the context meaningful to the youth. However, currently there is no clear overall view on what kind of gameful affordances are utilized in teaching these subjects and what are their reported impacts. To investigate the state-of-the-art of this corpus, 36 empirical papers were identified and systematically reviewed. The current literature, overall, draws quite an optimistic image of the benefits of game-based approaches in civic education. Most of the reported gamification designs included characters and roleplay, social aspects such as co-op and chat functions, as well as 3D worlds and game maps for students to navigate in. Furthermore, the corpus reported positive impact of gamification on learning in the context of civic education as well as positive impact on cognitive, emotional, motivational and social experiences and motivation. However, the lack of detailed descriptions of the exact attributes that facilitated these favorable shifts indicates a need for more systematic research to identify the long-term and transferable influence game-based approaches have on formal civic education and students’ civic skills.},
note = {April 26-29, 2022 (Organized as an online conference).},
keywords = {Civic education, Game-based approaches, Game-based learning, Gamification, Systematic literature review},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Computer games, Concepts, Definitions, Digital games, Games, Video games
@other{Karhulahti2022g,
title = {Digital Games},
author = {Veli-Matti Karhulahti},
editor = {Paweł Grabarczyk},
url = {https://research.fi/en/results/publication/0392491322
https://eolt.org/articles/digital-games},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {This entry summarizes the history and current use of "digital games" and related terminology, such as "computer games", "electronic games", and "videogames". Despite their etymological variety, a few pragmatic differences between these competing terms exist, which has recently led researchers and practitioners to increasingly apply (even more) general concepts such as "gaming" and "esports". A recommendation is not to interpret and use such terms literally, but to choose related terminology based on context and consistency.},
keywords = {Computer games, Concepts, Definitions, Digital games, Games, Video games},
pubstate = {published},
tppubtype = {other}
}
Stenros, Jaakko
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Cluster definition, Definition, Essential definition, Game, History, Language games, Nominal definition, Ostensive definition, Persuasive definition
@other{Stenros2022b,
title = {Game Definitions},
author = {Jaakko Stenros},
editor = {Paweł Grabarczyk},
url = {https://researchportal.tuni.fi/files/65429645/GameDefinition_Stenros.pdf
https://urn.fi/URN:NBN:fi:tuni-202206285860
https://eolt.org/articles/game-definition},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {Scholars and designers have defined the concept of 'game' in different ways over the decades. Are games an activity or an artifact, a form of art or a series of interesting choices, a mess or socio-material stabilizations? Is there something that all games share or is it all just family resemblances? This article considers different definitions proposed since the 1930s, as well as the idea that there is no special set of features or an essence that all games share.},
keywords = {Cluster definition, Definition, Essential definition, Game, History, Language games, Nominal definition, Ostensive definition, Persuasive definition},
pubstate = {published},
tppubtype = {other}
}
Blom, Joleen
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Actor, Agent, Avatar, Character, Companion, Emotional attachment, Narrative, Player-character, Transmedia
@other{Blom2022e,
title = {Game Character},
author = {Joleen Blom},
editor = {Paweł Grabarczyk},
url = {https://researchportal.tuni.fi/files/63703413/GameCharacter_Blom_3_OAversionTuniCris.pdf
http://urn.fi/URN:NBN:fi:tuni-202206225775
https://eolt.org/articles/game-character},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {This entry explains how game characters have been discussed in Game Studies and adjacent fields, evolving from agents and human-like beings to avatars, player-characters, transmedia characters and companions. Our understanding of game characters is based on our perception of charactersin other media. Although characters are understood as pieces of writing and human-like entities in Literary Studies, Game Studies has focused mainly on the playable figure, that is, the avatar and the player-character with little interest in other types of game characters. Currently, game characters are mainly discussed in two trends: as part of a global and transmedial network of characters over different texts, and as companion characters with which players can form a romantic emotional attachment.
},
keywords = {Actor, Agent, Avatar, Character, Companion, Emotional attachment, Narrative, Player-character, Transmedia},
pubstate = {published},
tppubtype = {other}
}
Mäyrä, Frans
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research
@other{Mäyrä2022,
title = {Game Studies},
author = {Frans Mäyrä},
editor = {Paweł Grabarczyk},
url = {https://urn.fi/URN:NBN:fi:tuni-202206285861
https://trepo.tuni.fi//bitstream/handle/10024/141138/GameStudies_Mayra.pdf?sequence=1
https://eolt.org/articles/game-studies},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {‘Game Studies’ is generally used to signify a humanities-based orientation to the study of games, play and related phenomena. This involves the development of conceptual, theoretical and methodological approaches that address the artistic form and aesthetic experience of games as a form of art and entertainment. As such, Game Studies is also a young academic discipline, which entered academia in the early 2000s. There are different emphases in how contemporary Game Studies is being practised, with some scholars focusing more attention on the formal characteristics of games, some on the role of play and players, game design, or on the historical and political contexts and meanings for games and play.},
keywords = {Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research},
pubstate = {published},
tppubtype = {other}
}
Lankoski, Petri; Apperley, Thomas H.; Harviainen, J. Tuomas
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon
In: Games and Culture, vol. 18, iss. 1, pp. 102-123, 2022, ISSN: 1555-4120, (First published online April-21-2022. Upcoming publication January 2023.).
Journal article Open access
Abstract | Links | Tags: Adult games, Content analysis, Heteronormativity, Non-consensual sex, Patreon funding, Pornography
@article{Lankoski2022,
title = {Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon},
author = {Petri Lankoski and Thomas H. Apperley and J. Tuomas Harviainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202205024229},
doi = {10.1177/15554120221084453},
issn = {1555-4120},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
journal = {Games and Culture},
volume = {18},
issue = {1},
pages = {102-123},
abstract = {This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games (Lankoski & Dymek, 2020). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons).1 For example, Summertime Saga (Dark Cookie), the highest-ranked pornographic game, is third in terms of the number of funders, with 27,791 patrons funding $74,657 per month. While Wild Life – An Adult RPG (Adeptus Steve), which reportedly only had 9417 patrons as of 9 June 2021, receives a monthly income of $94,129 from those pledges.2 The current funding levels for both Patreon projects are considerably higher than when we began our sampling: since January 2020, the funding level for Summertime Saga has risen by 27.86%, while for Wild Life – An Adult RPG it has risen by 21.45%.},
note = {First published online April-21-2022. Upcoming publication January 2023.},
keywords = {Adult games, Content analysis, Heteronormativity, Non-consensual sex, Patreon funding, Pornography},
pubstate = {published},
tppubtype = {article}
}
Macey, Joseph; Cantell, Mikko; Tossavainen, Tommi; Karjala, Antti; Castrén, Sari
In: Journal of Behavioral Addictions, vol. 11, iss. 2, pp. 256–66, 2022, ISSN: 2062-5871.
Journal article Open access
Abstract | Links | Tags: Convergence of gambling and gaming, Gambling, Harm minimisation, Loot boxes, Regulation, Video gaming
@article{Macey2022c,
title = {How Can the Potential Harms of Loot Boxes Be Minimised?: Proposals for Understanding and Addressing Issues at a National Level},
author = {Joseph Macey and Mikko Cantell and Tommi Tossavainen and Antti Karjala and Sari Castrén},
url = {https://urn.fi/URN:NBN:fi-fe2022081154134},
doi = {10.1556/2006.2022.00016},
issn = {2062-5871},
year = {2022},
date = {2022-04-20},
urldate = {2022-04-20},
journal = {Journal of Behavioral Addictions},
volume = {11},
issue = {2},
pages = {256–66},
abstract = {Background and aims
Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders.
Methods
This work uses an exploratory research approach to gather data from a range of sources, including state-of-the-art reports from several fields and qualitative content analysis of invited presentations from a range of stakeholders, including affected individuals, practitioners, and field-specific experts.
Results and Discussion
Several significant themes emerged from the work and are presented alongside a series of proposed action points. Based on this preliminary exploration we propose a series of, non-exhaustive, actions for both primary and secondary prevention. Furthermore, the group identified the potential for responsible gaming practices to be adopted which would help to minimize the harm from overspending in gaming activities. Finally, we identified the need for further research in the field, for example the use of player data and both longitudinal and qualitative studies.
Conclusions
The emergent themes are discussed in relation to both the views of the presenters and existing research in the field and are intended to promote discussion concerning the viability of context-specific approaches to an issue of global reach and significance.},
keywords = {Convergence of gambling and gaming, Gambling, Harm minimisation, Loot boxes, Regulation, Video gaming},
pubstate = {published},
tppubtype = {article}
}
Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders.
Methods
This work uses an exploratory research approach to gather data from a range of sources, including state-of-the-art reports from several fields and qualitative content analysis of invited presentations from a range of stakeholders, including affected individuals, practitioners, and field-specific experts.
Results and Discussion
Several significant themes emerged from the work and are presented alongside a series of proposed action points. Based on this preliminary exploration we propose a series of, non-exhaustive, actions for both primary and secondary prevention. Furthermore, the group identified the potential for responsible gaming practices to be adopted which would help to minimize the harm from overspending in gaming activities. Finally, we identified the need for further research in the field, for example the use of player data and both longitudinal and qualitative studies.
Conclusions
The emergent themes are discussed in relation to both the views of the presenters and existing research in the field and are intended to promote discussion concerning the viability of context-specific approaches to an issue of global reach and significance.
Blom, Joleen
Challenging Linearity: Microstructures and Meaning Making in Trails of Cold Steel III
In: Hutchinson, Rachael; Pelletier-Gagnon, Jérémie (Ed.): Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG, Lexington Books, 2022, ISBN: 978-1-7936-4355-1.
Book chapter
Abstract | Links | Tags: Character, Japanese role-playing games, JRPG
@incollection{Blom2022d,
title = {Challenging Linearity: Microstructures and Meaning Making in Trails of Cold Steel III},
author = {Joleen Blom},
editor = {Rachael Hutchinson and Jérémie Pelletier-Gagnon},
url = {https://rowman.com/ISBN/9781793643551/Japanese-Role-Playing-Games-Genre-Representation-and-Liminality-in-the-JRPG},
isbn = {978-1-7936-4355-1},
year = {2022},
date = {2022-04-15},
urldate = {2022-04-15},
booktitle = {Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG},
publisher = {Lexington Books},
chapter = {4},
abstract = {Book abstract:
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.},
keywords = {Character, Japanese role-playing games, JRPG},
pubstate = {published},
tppubtype = {incollection}
}
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Karhulahti, Veli-Matti; Kauraoja, Valtteri; Ouninkorpi, Olli; Perttu, Soli; Perälä, Jussi; Toivanen, Vilma; Siutila, Miia
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research
In: Journal of Gaming and Virtual Worlds, vol. 14, iss. 1, pp. 85-110, 2022, ISSN: 1757-191X, (Embargoed until: 2023-04-01. Request copy from author.).
Journal article
Abstract | Links | Tags: Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research
@article{Karhulahti2022d,
title = {Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research},
author = {Veli-Matti Karhulahti and Valtteri Kauraoja and Olli Ouninkorpi and Soli Perttu and Jussi Perälä and Vilma Toivanen and Miia Siutila},
url = {http://urn.fi/URN:NBN:fi:jyu-202210244959},
doi = {10.1386/jgvw_00053_1},
issn = {1757-191X},
year = {2022},
date = {2022-04-01},
urldate = {2022-04-01},
journal = {Journal of Gaming and Virtual Worlds},
volume = {14},
issue = {1},
pages = {85-110},
abstract = {This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.},
note = {Embargoed until: 2023-04-01. Request copy from author.},
keywords = {Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research},
pubstate = {published},
tppubtype = {article}
}
Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.)
Pelit kulttuurina
Vastapaino, 2022, ISBN: 978-951-768-972-4.
Book
Abstract | Tags: Elektroninen urheilu, Kulttuurintutkimus, Lautapelit, Leikit, Pelaaminen, Pelit, Peliteollisuus, Pelitutkimus, Rahapelit, Urheilu, Viihde
@book{Friman2022e,
title = {Pelit kulttuurina},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-972-4},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
publisher = {Vastapaino},
abstract = {Esittelyteksti:
Pelit ovat kulttuurimuoto, jolla on pitkät juuret ihmisen historiassa ja joka näkyy nykypäivänä kaikkialla arjessamme. Pelejä suunnitellaan ja kehitetään kaikenikäisille ja niitä pelataan lähes kaikissa ikäryhmissä, yksin ja yhdessä. Pelaamista harrastetaan vapaa-ajalla, harjoitetaan ammattina ja hyödynnetään niin oppimistilanteissa kuin työelämässä koko ajan enemmän.
Suomalaiset ovat pelikansaa. Melkein kaikki pelaavat Suomessa jotain, oli se sitten Lottoa, Mölkkyä, Returnalia tai Clash of Clansia. Suomi kuuluu myös pelinkehityksessä Euroopan kärkikastiin, ja suomalaiset kilpapelaajat niittävät menestystä maailmalla. Pelialan sankaritarinoiden siivittämänä peleihin kohdistuu myös monenlaisia yhteiskunnallisia toiveita ja huolia. Miten pelien Suomea pitäisi ymmärtää?
Kirjassa Pelit kulttuurina neljätoista Suomen eturivin pelitutkijaa kuvaa pelien kulttuurista ja yhteiskunnallista merkitystä Suomessa ja kansainvälisesti. Kirjoittajat kertovat, miten pelejä tehdään, pelataan ja tutkitaan, millaisia yhteisöjä niiden ympärille rakentuu, ja millaisiin yhteiskunnallisiin ilmiöihin ne liittyvät. Digitaalisten viihdepelien lisäksi kirja käsittelee urheilua, rahapelejä ja pelien suhdetta taiteeseen ja leikkiin. },
keywords = {Elektroninen urheilu, Kulttuurintutkimus, Lautapelit, Leikit, Pelaaminen, Pelit, Peliteollisuus, Pelitutkimus, Rahapelit, Urheilu, Viihde},
pubstate = {published},
tppubtype = {book}
}
Pelit ovat kulttuurimuoto, jolla on pitkät juuret ihmisen historiassa ja joka näkyy nykypäivänä kaikkialla arjessamme. Pelejä suunnitellaan ja kehitetään kaikenikäisille ja niitä pelataan lähes kaikissa ikäryhmissä, yksin ja yhdessä. Pelaamista harrastetaan vapaa-ajalla, harjoitetaan ammattina ja hyödynnetään niin oppimistilanteissa kuin työelämässä koko ajan enemmän.
Suomalaiset ovat pelikansaa. Melkein kaikki pelaavat Suomessa jotain, oli se sitten Lottoa, Mölkkyä, Returnalia tai Clash of Clansia. Suomi kuuluu myös pelinkehityksessä Euroopan kärkikastiin, ja suomalaiset kilpapelaajat niittävät menestystä maailmalla. Pelialan sankaritarinoiden siivittämänä peleihin kohdistuu myös monenlaisia yhteiskunnallisia toiveita ja huolia. Miten pelien Suomea pitäisi ymmärtää?
Kirjassa Pelit kulttuurina neljätoista Suomen eturivin pelitutkijaa kuvaa pelien kulttuurista ja yhteiskunnallista merkitystä Suomessa ja kansainvälisesti. Kirjoittajat kertovat, miten pelejä tehdään, pelataan ja tutkitaan, millaisia yhteisöjä niiden ympärille rakentuu, ja millaisiin yhteiskunnallisiin ilmiöihin ne liittyvät. Digitaalisten viihdepelien lisäksi kirja käsittelee urheilua, rahapelejä ja pelien suhdetta taiteeseen ja leikkiin.
Arjoranta, Jonne
Mitä pelit merkitsevät?
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Game culture, Games, Meaning
@incollection{Arjoranta2022b,
title = {Mitä pelit merkitsevät?},
author = {Jonne Arjoranta},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {14},
keywords = {Game culture, Games, Meaning},
pubstate = {published},
tppubtype = {incollection}
}