2023
Wiik, Elisa
“I Just Can’t Commit to That Level Anymore”: Players, Demands of Games, and Player Services
In: American Journal of Play, vol. 15, no. 1, pp. 82-109, 2023, ISSN: 1938-0399.
Journal article Open access
Abstract | Links | Tags: Analog games, Digital games, Game demands, Player services, Quitting game play
@article{Wiik2023,
title = {“I Just Can’t Commit to That Level Anymore”: Players, Demands of Games, and Player Services},
author = {Elisa Wiik},
url = {https://urn.fi/URN:NBN:fi:tuni-202305165814
https://www.museumofplay.org/journalofplay/issues/volume-15-number-1/
https://www.museumofplay.org/app/uploads/2023/04/15-1-Article-5-Cant-Commit.pdf},
issn = {1938-0399},
year = {2023},
date = {2023-05-16},
urldate = {2023-05-16},
journal = {American Journal of Play},
volume = {15},
number = {1},
pages = {82-109},
abstract = {People, the author holds, instinctively believe quitting a game to be a simple choice: you are either playing or you are not. But she finds quitting play more complex. To understand better the whole ecosystem of play, she maps out the reasons Finnish players abandon or reduce their gaming and examines these reasons through the lens of specific demands. Using an online survey and interviews, she reveals that the dedication and effort needed to play—and the expected audience for a game—can drive players away from the games they once so enjoyed. She concludes that using the player service model promoted by Jaako Stenros and Olli Sotamaa in 2009 can identify the actions game designers might take to lessen the effect of these game demands.},
keywords = {Analog games, Digital games, Game demands, Player services, Quitting game play},
pubstate = {published},
tppubtype = {article}
}
Sotamaa, Olli; Tyni, Heikki; Myöhänen, Taina
In: European Journal of Cultural Studies, 2023, ISSN: 1367-5494.
Journal article Open access
Abstract | Links | Tags: Data analytics, Data work, Data-driven development, Datafication, Game industry, Game production
@article{Sotamaa2023,
title = {‘Even if the Algorithm is a Terrible Workmate, You Just Need to Learn to Live with It’: Perceptions of Data Analytics Among Game Industry Professionals},
author = {Olli Sotamaa and Heikki Tyni and Taina Myöhänen},
url = {https://journals.sagepub.com/doi/10.1177/13675494231168568
https://trepo.tuni.fi/handle/10024/149415},
doi = {https://doi.org/10.1177/13675494231168568},
issn = {1367-5494},
year = {2023},
date = {2023-05-13},
urldate = {2023-05-13},
journal = {European Journal of Cultural Studies},
abstract = {The digital game industry has actively integrated data-driven methods into its core processes. This interview-based study shows how game industry professionals perceive the role of data as part of their everyday work. Analysing the data-related notions and negotiations helps to explicate how mainstream data imaginaries are both reproduced and challenged in the different phases and contexts of game making. The analysis is divided into the following themes: data is everywhere, data is messy, data is constructed and data redefines creativity. The qualitative inquiry shows how the meaning of game data cannot be reduced to individual metrics or analytics services, or new positions like data analysts. Data-driven development is based on particular values and assumptions, and it creates new practices, working cultures and conflicting forms of agency.},
keywords = {Data analytics, Data work, Data-driven development, Datafication, Game industry, Game production},
pubstate = {published},
tppubtype = {article}
}
Turtiainen, Riikka; Friman, Usva
In: Brigden, Noelle K.; Hejtmanek, Katie Rose; Forbis, Melissa M. (Ed.): Gender and Power in Strength Sports: Strong As Feminist, pp. 29-53, Routledge, 2023, ISBN: 9781003370925.
Book chapter
Abstract | Links | Tags: CrossFit culture, CrossFit games, Female athletes, Gender
@incollection{Turtiainen2023,
title = {Strength Over Gender? Discussing and Presenting the Ambivalent Female Strength in the CrossFit Games 2019},
author = {Riikka Turtiainen and Usva Friman},
editor = {Noelle K. Brigden and Katie Rose Hejtmanek and Melissa M. Forbis},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781003370925-4/strength-gender-discussing-presenting-ambivalent-female-strength-crossfit-games-2019-riikka-turtiainen-usva-friman
https://www.researchgate.net/publication/369160739_Strength_Over_Gender_Discussing_and_Presenting_the_Ambivalent_Female_Strength_in_the_CrossFit_Games_2019},
doi = {http://dx.doi.org/10.4324/9781003370925},
isbn = {9781003370925},
year = {2023},
date = {2023-05-05},
urldate = {2023-05-05},
booktitle = {Gender and Power in Strength Sports: Strong As Feminist},
pages = {29-53},
publisher = {Routledge},
series = {Routledge Critical Studies in Sport},
abstract = {In this chapter, we pay attention to the ambivalence of the CrossFit culture, which both resists and reinforces hegemonic femininity by expanding the possibilities of the strong female body. CrossFit seems to emphasize physical capabilities over gender, and in its world championship competition the CrossFit Games, female and male athletes are given similar attention. As a fitness regimen and a brand CrossFit is also actively promoting its ethos of equality. However, hegemonic masculinity and heteronormativity are both enforced and challenged within the CrossFit community. Our analysis focuses on the Rogue Iron Game live stream broadcast of the individual women athlete’s events in the 2019 Reebok CrossFit Games competition, published as eleven separate YouTube videos. Through a close reading of this audiovisual material, we interpret the representations and discourses concerning female athlete’s strength in the context of this sporting event. We utilize feminist thematic analysis and combine this approach with a critical understanding of CrossFit as a neoliberal and postfeminist manifestation. As a result, we present three essential themes discussed and presented in the context of female strength: (1) looking strong, (2) strong and dominating performance, and (3) women’s strength versus men.},
keywords = {CrossFit culture, CrossFit games, Female athletes, Gender},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko; Pasanen, Tero; Harviainen, J. Tuomas
Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle
In: Media & Viestintä, vol. 46, no. 1, pp. 138-154, Media- ja viestintätieteellinen seura Mevi, 2023, ISSN: 2342-477X.
Publication for professional or general audience Open access
Links | Tags: Analyysiartikkeli, Suomalaiset peliyhtiöt, Vastuullisuusviestintä
@other{Suominen2023,
title = {Suomalaisten peliyhtiöiden vastuullisuusviestintä 2010-luvulta 2020-luvulle},
author = {Jaakko Suominen and Tero Pasanen and J. Tuomas Harviainen},
url = {https://journal.fi/mediaviestinta/article/view/128178/77317},
doi = {https://doi.org/10.23983/mv.128178},
issn = {2342-477X},
year = {2023},
date = {2023-03-29},
urldate = {2023-03-29},
booktitle = {Media & Viestintä},
volume = {46},
number = {1},
pages = {138-154},
publisher = {Media- ja viestintätieteellinen seura Mevi},
keywords = {Analyysiartikkeli, Suomalaiset peliyhtiöt, Vastuullisuusviestintä},
pubstate = {published},
tppubtype = {other}
}
Alha, Kati; Leorke, Dale; Koskinen, Elina; Paavilainen, Janne
Augmented Play: An Analysis of Augmented Reality Features in Location-based Games
In: Convergence: The International Journal of Research into New Media Technologies, vol. 29, iss. 2, 2023, ISSN: 1354-8565.
Journal article Open access
Abstract | Links | Tags: Augmented reality, Location-based game, Mobile games
@article{Alha2023b,
title = {Augmented Play: An Analysis of Augmented Reality Features in Location-based Games},
author = {Kati Alha and Dale Leorke and Elina Koskinen and Janne Paavilainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202303223074
},
doi = {https://doi.org/10.1177/13548565231156495},
issn = {1354-8565},
year = {2023},
date = {2023-02-13},
urldate = {2023-02-13},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {29},
issue = {2},
abstract = {As well as popularising location-based games, Pokémon GO helped connect location-based play with augmented reality (AR), bringing this still-nascent technology into the mainstream. Despite growing use of AR, its long-promised revolutionary potential remains stifled by limited innovation, technical barriers and lack of uptake by users. To explore how AR figures into location-based games, we analysed 11 location-based games with AR features. We identify four overarching ways these games incorporate the physical environment into gameplay: through superimposition, blending, immersivity and materiality. Our findings show that AR is most commonly a gimmick rather than a central element of the game experience and remains substantially hindered by technical glitches and limitations. While more advanced and deeply integrated AR mechanics are emerging, its use in location-based games remain far from the ‘technological imaginaries’ that have accompanied its development as AR continually oscillates between its status as a ‘mundane’ and ‘always-imminent’ technology.},
keywords = {Augmented reality, Location-based game, Mobile games},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Adamkovič, Matúš; Vahlo, Jukka; Martončik, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Reply to Billieux and Fournier (2022): Collaborative Shortcut to Ontological Diversity COMMENT
In: Addiction Research & Theory, vol. 31, no. 3, pp. 174-177, 2023, ISSN: 1476-7392.
Publication for professional or general audience Open access
Links | Tags: Computer games, Game research, Gaming, Problematic gaming, Video games
@other{Karhulahti2023,
title = {Reply to Billieux and Fournier (2022): Collaborative Shortcut to Ontological Diversity COMMENT},
author = {Veli-Matti Karhulahti and Matúš Adamkovič and Jukka Vahlo and Marcel Martončik and Matti Munukka and Raine Koskimaa and Mikaela von Bonsdorff},
url = {https://www.tandfonline.com/doi/full/10.1080/16066359.2022.2160448
https://converis.jyu.fi/converis/portal/detail/Publication/164776636},
doi = {https://doi.org/10.1080/16066359.2022.2160448},
issn = {1476-7392},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
booktitle = {Addiction Research & Theory},
volume = {31},
number = {3},
pages = {174-177},
keywords = {Computer games, Game research, Gaming, Problematic gaming, Video games},
pubstate = {published},
tppubtype = {other}
}
Siitonen, Marko
Playing Critically: Using Digital Intercultural Simulation Games in Higher Education
In: Sommier, Melodine; Roiha, Anssi; Lahti, Malgorzata (Ed.): Interculturality in Higher Education: Putting Critical Approaches into Practice, pp. 131-146, Routledge, 2023, ISBN: 978-1-003-32270-2.
Book chapter
Abstract | Links | Tags: Critical pedagogy, Cultural competence, Digital games, Educational games, Higher education, Intercultural interaction, Interculturalism, Simulation games
@incollection{Siitonen2023,
title = {Playing Critically: Using Digital Intercultural Simulation Games in Higher Education},
author = {Marko Siitonen},
editor = {Melodine Sommier and Anssi Roiha and Malgorzata Lahti},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781003322702-9/playing-critically-marko-siitonen
https://converis.jyu.fi/converis/portal/detail/Publication/164645380?auxfun=&lang=en_GB
},
doi = {https://doi.org/10.4324/9781003322702-9},
isbn = {978-1-003-32270-2},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
booktitle = {Interculturality in Higher Education: Putting Critical Approaches into Practice},
pages = {131-146},
publisher = {Routledge},
abstract = {Intercultural educators have long used simulation games as pedagogical tools. Research has indicated their great potential for purposes such as teaching ethics and civics which align with the aims of critical pedagogy. These include facilitating dialogue, illustrating the dynamics of systemic structures, the centrality of language and communication, and understanding the fluidity and complexity of systemic power and privilege in general. Still, there are also certain difficulties or weaknesses, the most notable of which is the juxtaposition of simulations’ tendency to simplify reality and critical pedagogy’s aim to uncover the complex ways in which structures and power are intertwined. This chapter considers possible starting points for designing and utilising simulation games in critical intercultural education. Looking at game design, the concepts of games of emergence and procedural rhetoric are considered. Regarding gameplay and the following debriefing, the concept of a ‘third space’ is explored as a possible way into imagining differently.},
keywords = {Critical pedagogy, Cultural competence, Digital games, Educational games, Higher education, Intercultural interaction, Interculturalism, Simulation games},
pubstate = {published},
tppubtype = {incollection}
}
Alha, Kati
Pokémon Go (2016): A Location Based Game Breaks Through
In: Perron, Bernard; Boudreau, Kelly; Wolf, Mark J. P.; Arsenault, Dominic (Ed.): Fifty Key Video Games, pp. 196-202, Routledge, 2023, ISBN: 978-1-003-19920-5, (Embargoed document. Embargo ends 27/07/24.).
Book chapter
Abstract | Links | Tags: Location-based game, Play, Playful behavior, Pokémon Go, Video games
@incollection{Alha2023,
title = {Pokémon Go (2016): A Location Based Game Breaks Through},
author = {Kati Alha},
editor = {Bernard Perron and Kelly Boudreau and Mark J.P. Wolf and Dominic Arsenault},
url = {https://www.taylorfrancis.com/books/mono/10.4324/9781003199205/fifty-key-video-games-dominic-arsenault-kelly-boudreau-bernard-perron-mark-wolf
https://researchportal.tuni.fi/en/publications/pok%C3%A9mon-go-2016-a-location-based-game-breaks-through},
doi = {https://doi.org/10.4324/9781003199205},
isbn = {978-1-003-19920-5},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
booktitle = {Fifty Key Video Games},
pages = {196-202},
publisher = {Routledge},
abstract = {During the summer of 2016, Pokémon Go was everywhere. It was difficult to go outside without noticing players hunting and catching Pokémon creatures in real-world locations; location-based gaming had become a mainstream activity. Through novel gameplay and unprecedented success, Pokémon Go became one of the biggest and most impactful games of the time. While the game collected praise of its positive impacts on exercising and outdoor activity, the success also caused disruptive behavior, such as players taking over locations from their previous use, trespassing on private properties, or causing danger in traffic. Many of the game’s biggest impacts are of a social nature: it enabled random encounters between strangers, created opportunities to both build new relationships and strengthen existing ones, and increased the feeling of community and belonging. Not all audiences have been included in the same manner, though: the game is not equally accessible or safe to play in all locations or by all groups of people. Despite its shortcomings, Pokémon Go managed to bring gaming to new audiences and increased the acceptability of play and playful behavior in our society – for all ages.},
note = {Embargoed document. Embargo ends 27/07/24.},
keywords = {Location-based game, Play, Playful behavior, Pokémon Go, Video games},
pubstate = {published},
tppubtype = {incollection}
}
Meriläinen, Mikko
In: Entertainment Computing, vol. 44, 2023, ISSN: 1875-9521.
Journal article Open access
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth
@article{Meriläinen2023,
title = {Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202303223093
},
doi = {https://doi.org/10.1016/j.entcom.2022.100538},
issn = {1875-9521},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
journal = {Entertainment Computing},
volume = {44},
abstract = {Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.},
keywords = {Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth},
pubstate = {published},
tppubtype = {article}
}
Välisalo, Tanja
Who is Your Favourite Character?: Audience Engagement with Fictional Characters
2023, ISBN: 978-951-39-9275-0.
Doctoral thesis Open access
Abstract | Links | Tags: Audience, Audience studies, Character engagement, Elokuvahahmot, Fanit, Fans, Fictional characters, Fiktiiviset hahmot, Film characters, Game characters, Hahmosuhde, Pelaajat, Pelihahmot, Players (non-music), Transmedia, Yleisö, Yleisötutkimus
@phdthesis{Välisalo2023,
title = {Who is Your Favourite Character?: Audience Engagement with Fictional Characters},
author = {Tanja Välisalo},
url = {https://jyx.jyu.fi/handle/123456789/84564
https://jyx.jyu.fi/bitstream/handle/123456789/84564/978-951-39-9275-0_vaitos_2023_01_09_jyx.pdf?sequence=1&isAllowed=y},
isbn = {978-951-39-9275-0},
year = {2023},
date = {2023-01-09},
urldate = {2023-01-09},
publisher = {University of Jyväskylä},
abstract = {Transmediality, where narratives and fictional worlds are dispersed on multiple media platforms, has become a dominant feature of media production. As fictional characters are central to our relationship with stories and storyworlds, the transition into transmediality poses the question of how audiences engage with fictional characters in transmedia. This dissertation addresses this question empirically by focusing on how audiences articulate and construct character engagement, how character engagement is positioned in relation to transmedia engagement in general, and how character engagement is intertwined with broader meaning-making processes. This empirical study was conducted within two contexts, the audiences of The Hobbit film trilogy and the players of the multiplayer online game, Overwatch. Both media products are part of a larger transmedia universe. The main research data consisted of surveys and online discussions. Textual data from survey responses and online discussions were analysed using open coding and thematic analysis, and discourse analysis methodology was applied to parts of the online discussions. These methods were supplemented by descriptive statistics and analysis of transmedia content. The results offer empirical evidence to the notion that character engagement is connected to how audiences engage with the transmedia universe. Audiences articulate character engagement based on character traits, such as appearance, personality, gender, sexuality, as well as elements of character creation, such as character design or actor’s performance. Analysis of these articulations revealed different interpretative contexts for character engagement: (1) individual text/work, (2) transmedia universe, (3), genre(s), (4) medium(s), and (5) socio-cultural context(s). Different audiences prioritize different contexts, which can lead to negotiations and struggles over meanings. These articulations and negotiations reveal and construct hierarchies among audiences and creators. Characters are also used in in creating places of belonging outside of these structures. Fictional characters are indeed central to our relationship with fiction; however, they are also important in negotiating, defining and constructing broader structures of belonging, identity, and power through fiction.
Transmedia, jossa narratiivit ja fiktiiviset maailmat muodostuvat samanaikaisesti useissa eri mediamuodoissa, on tullut vallitsevaksi mediatuotannon muodoksi. Koska fiktiiviset hahmot ovat keskeisiä suhteellemme tarinoihin ja tarinamaailmoihin, transmediatuotannon yleistyminen saa kysymään, millainen on yleisöjen suhde fiktiivisiin hahmoihin transmediassa. Tämä väitöskirja lähestyy kysymystä tarkastelemalla sitä, miten yleisöt artikuloivat ja rakentavat hahmosuhdettaan, miten hahmosuhde asettuu osaksi vuorovaikutusta transmediasisältöjen kanssa, ja miten hahmosuhde kietoutuu yhteen laajempien merkityksellistämisen prosessien kanssa. Empiirinen tutkimus toteutettiin Hobitti-elokuvatrilogian yleisöjen ja verkkomoninpeli Overwatchin pelaajien parissa. Molemmat teokset ovat osa laajempia transmediauniversumeja. Pääasiallinen tutkimusaineisto koostui kyselyaineistoista ja verkkokeskusteluista. Tekstimuotoisen kysely- ja keskusteluaineiston analyysiin hyödynnettiin avointa koodausta ja teemoittelua, osaan keskusteluaineistosta sovellettiin lisäksi diskurssianalyysia. Menetelmiä täydennettiin kuvailevalla tilastoanalyysilla ja transmedia-aineiston sisällönanalyysilla. Tulokset tarjoavat empiirisiä todisteita sille, että yleisön hahmosuhde on yhteydessä siihen, millaisilla tavoilla yleisö on vuorovaikutuksessa transmedian kanssa. Yleisöt artikuloivat kiinnittymistään hahmopiirteiden, esimerkiksi ulkomuodon, persoonallisuuden, sukupuolen, ja seksuaalisuuden kautta, mutta myös hahmon toteutuksen, kuten näyttelijän suorituksen tai hahmon adaptaation perusteella. Yleisöjen artikulaatioiden tarkastelu paljasti erilaisia tulkinnallisia konteksteja hahmoihin kiinnittymiselle: (1) yksittäisen tekstin/teoksen, (2) transmediauniversumin, (3) genre(je)n, (4) mediumi(e)n, ja (5) sosio-kulttuurisen kontekstin. Eri yleisöt priorisoivat eri konteksteja, mikä johtaa neuvotteluihin ja kamppailuihin merkityksistä. Nämä puolestaan paljastavat ja rakentavat hierarkioita yleisöjen ja tuottajien keskuudessa. Hahmojen avulla myös luodaan kuulumisen paikkoja näiden rakenteiden ulkopuolella. Fiktiiviset hahmot ovat siis keskeisiä suhteellemme fiktioon, mutta niillä on myös rooli laajempien kuulumisen, identiteetin ja vallan rakenteiden neuvottelussa, määrittelyssä ja rakentamisessa.},
keywords = {Audience, Audience studies, Character engagement, Elokuvahahmot, Fanit, Fans, Fictional characters, Fiktiiviset hahmot, Film characters, Game characters, Hahmosuhde, Pelaajat, Pelihahmot, Players (non-music), Transmedia, Yleisö, Yleisötutkimus},
pubstate = {published},
tppubtype = {phdthesis}
}
Transmedia, jossa narratiivit ja fiktiiviset maailmat muodostuvat samanaikaisesti useissa eri mediamuodoissa, on tullut vallitsevaksi mediatuotannon muodoksi. Koska fiktiiviset hahmot ovat keskeisiä suhteellemme tarinoihin ja tarinamaailmoihin, transmediatuotannon yleistyminen saa kysymään, millainen on yleisöjen suhde fiktiivisiin hahmoihin transmediassa. Tämä väitöskirja lähestyy kysymystä tarkastelemalla sitä, miten yleisöt artikuloivat ja rakentavat hahmosuhdettaan, miten hahmosuhde asettuu osaksi vuorovaikutusta transmediasisältöjen kanssa, ja miten hahmosuhde kietoutuu yhteen laajempien merkityksellistämisen prosessien kanssa. Empiirinen tutkimus toteutettiin Hobitti-elokuvatrilogian yleisöjen ja verkkomoninpeli Overwatchin pelaajien parissa. Molemmat teokset ovat osa laajempia transmediauniversumeja. Pääasiallinen tutkimusaineisto koostui kyselyaineistoista ja verkkokeskusteluista. Tekstimuotoisen kysely- ja keskusteluaineiston analyysiin hyödynnettiin avointa koodausta ja teemoittelua, osaan keskusteluaineistosta sovellettiin lisäksi diskurssianalyysia. Menetelmiä täydennettiin kuvailevalla tilastoanalyysilla ja transmedia-aineiston sisällönanalyysilla. Tulokset tarjoavat empiirisiä todisteita sille, että yleisön hahmosuhde on yhteydessä siihen, millaisilla tavoilla yleisö on vuorovaikutuksessa transmedian kanssa. Yleisöt artikuloivat kiinnittymistään hahmopiirteiden, esimerkiksi ulkomuodon, persoonallisuuden, sukupuolen, ja seksuaalisuuden kautta, mutta myös hahmon toteutuksen, kuten näyttelijän suorituksen tai hahmon adaptaation perusteella. Yleisöjen artikulaatioiden tarkastelu paljasti erilaisia tulkinnallisia konteksteja hahmoihin kiinnittymiselle: (1) yksittäisen tekstin/teoksen, (2) transmediauniversumin, (3) genre(je)n, (4) mediumi(e)n, ja (5) sosio-kulttuurisen kontekstin. Eri yleisöt priorisoivat eri konteksteja, mikä johtaa neuvotteluihin ja kamppailuihin merkityksistä. Nämä puolestaan paljastavat ja rakentavat hierarkioita yleisöjen ja tuottajien keskuudessa. Hahmojen avulla myös luodaan kuulumisen paikkoja näiden rakenteiden ulkopuolella. Fiktiiviset hahmot ovat siis keskeisiä suhteellemme fiktioon, mutta niillä on myös rooli laajempien kuulumisen, identiteetin ja vallan rakenteiden neuvottelussa, määrittelyssä ja rakentamisessa.
Mattinen, Topias; Macey, Joseph; Hamari, Juho
Gambling in Digital Games and Esports: A Scoping Review
In: Proceedings of the 56th Hawaii International Conference on System Sciences, pp. 3921-3930, IEEE Computer Society, 2023, ISSN: 2572-6862.
In proceedings Open access
Abstract | Links | Tags: Digital games, Esports, Gambling, Gambling-like activities, Scoping review
@inproceedings{Mattinen2023,
title = {Gambling in Digital Games and Esports: A Scoping Review},
author = {Topias Mattinen and Joseph Macey and Juho Hamari},
url = {https://hdl.handle.net/10125/103110
https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/c9744b39-341b-49e3-96c7-8ea244060cc7/content},
issn = {2572-6862},
year = {2023},
date = {2023-01-03},
urldate = {2023-01-03},
booktitle = {Proceedings of the 56th Hawaii International Conference on System Sciences},
pages = {3921-3930},
publisher = {IEEE Computer Society},
abstract = {The convergence of gaming and gambling has become increasingly prominent in recent years, most notably in the context of esports. Consequently, there has been a recent surge of literature investigating this phenomenon. This convergence is often driven by the commercial advantages it offers, yet there are concerns over the effects of mixing gambling with gaming, both in relation to the quality of experiences, and possible ethical problems. In this scoping review of the related corpus, we explore the development of work addressing the presence of gambling associated with digital games; examining methodologies, research topics, the specific gambling activities addressed, and identifying gaps present in the field. The body of literature reviewed consists of peer-reviewed, English language publications (n=132). Our findings indicate a sharp increase in yearly publications in the late 2010s, attributed partly due to rising interest in novel gambling activities, such as loot boxes. We recommend future research incorporates both qualitative and mixed methods research to provide the field with results unavailable at current time.},
keywords = {Digital games, Esports, Gambling, Gambling-like activities, Scoping review},
pubstate = {published},
tppubtype = {inproceedings}
}
Felczak, Mateusz; Garda, Maria B.
Zulionerzy and the Polish Independent Video Games of the Early 2000s
In: Studies in Eastern European Cinema, vol. 14, iss. 1, pp. 25-38, 2023, ISSN: 2040-3518.
Journal article
Abstract | Links | Tags: 2000s, Freeware games, Humour, Independent games, Parody, Poland, Who wants to be a Millionaire
@article{Felczak2023,
title = {Zulionerzy and the Polish Independent Video Games of the Early 2000s},
author = {Mateusz Felczak and Maria B. Garda},
url = {https://www.tandfonline.com/doi/abs/10.1080/2040350X.2022.2071519?journalCode=reec20
https://research.utu.fi/converis/portal/detail/Publication/175408353?lang=fi_FI},
doi = {https://doi.org/10.1080/2040350X.2022.2071519},
issn = {2040-3518},
year = {2023},
date = {2023-01-02},
urldate = {2023-01-02},
journal = {Studies in Eastern European Cinema},
volume = {14},
issue = {1},
pages = {25-38},
abstract = {This article investigates the development of discourses related to a specific era of independent games and offers a close historical and cultural analysis of the freeware Polish game Żulionerzy (Ortalion Entertainment 2001). The game is positioned as a compelling cultural artefact from the often overlooked and underresearched period of the early 2000s, combining inspirations from the globally recognized TV franchise Who Wants to be a Millionaire and the emerging indie games scenes. The authors argue that Żulionerzy is a project that manages to capture young adults’ perspective on the economic and cultural zeitgeist of the era. Its potential as a counter-cultural and transgressive gaming intervention is further reinforced by intertextual references and a parodistic core gameplay loop. The assessment of Żulionerzy is concluded with a call to investigate similar productions which, while produced in a national language, shared their key features with the rising wave of grassroot browser-based games.},
keywords = {2000s, Freeware games, Humour, Independent games, Parody, Poland, Who wants to be a Millionaire},
pubstate = {published},
tppubtype = {article}
}
2022
Jungman, Heikki; Nylund, Niklas; Stenros, Jaakko
Ludic Geography. Finnish game maps 1885–2021
In: IMCoS Map Journal, no. 171, IMOS - International Map Collectors' Society, 2022.
Publication for professional or general audience
Links | Tags: Finnish, Game maps, Geography, Ludic geography
@other{Jungman2022,
title = {Ludic Geography. Finnish game maps 1885–2021},
author = {Heikki Jungman and Niklas Nylund and Jaakko Stenros},
url = {https://www.imcos.org/journals/
https://researchportal.tuni.fi/en/publications/ludic-geography-finnish-game-maps-18852021},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {IMCoS Map Journal},
number = {171},
publisher = {IMOS - International Map Collectors' Society},
keywords = {Finnish, Game maps, Geography, Ludic geography},
pubstate = {published},
tppubtype = {other}
}
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}
}
Lehtonen, Lasse; Tuuri, Kai (Ed.)
Musiikki 4/2022: Pelimusiikin tutkimus Suomessa
Suomen musiikkitieteellinen seura, 2022, ISBN: 2669-8625.
Book Open access
Abstract | Links | Tags: Pelimusiikin tutkimus, Pelimusiikki, Suomi, Videopelimusiikki
@book{Lehtonen2022b,
title = {Musiikki 4/2022: Pelimusiikin tutkimus Suomessa},
editor = {Lasse Lehtonen and Kai Tuuri},
url = {https://musiikki.journal.fi/issue/view/8913
https://musiikki.journal.fi/issue/view/8913/1690},
isbn = {2669-8625},
year = {2022},
date = {2022-12-21},
urldate = {2022-12-21},
volume = {52},
number = {4},
issue = {4},
publisher = {Suomen musiikkitieteellinen seura},
abstract = {Tämä Musiikki-lehden teemanumero on ensimmäinen suomenkielinen antologia, joka kokoaa yhteen maassamme tehtävää pelimusiikin tutki-musta. },
keywords = {Pelimusiikin tutkimus, Pelimusiikki, Suomi, Videopelimusiikki},
pubstate = {published},
tppubtype = {book}
}
Koskela, Oskari
Välikatsaus pelimusiikin tutkimuksen moniäänisyyteen
In: Musiikki, vol. 52, no. 4, Suomen musiikkitieteellinen seura, 2022, ISSN: 2669-8625.
Publication for professional or general audience Open access
Abstract | Links | Tags: Book review, Pelimusiikki, The Cambridge Companion to Video Game Music, Videopelimusiikki, Videopelit
@other{Koskela2022b,
title = {Välikatsaus pelimusiikin tutkimuksen moniäänisyyteen},
author = {Oskari Koskela},
url = {https://musiikki.journal.fi/article/view/125650/75701},
doi = {https://doi.org/10.51816/musiikki.125650},
issn = {2669-8625},
year = {2022},
date = {2022-12-21},
urldate = {2022-12-21},
booktitle = {Musiikki},
volume = {52},
number = {4},
publisher = {Suomen musiikkitieteellinen seura},
abstract = {As videogames are being increasingly recognized as a prominent cultural force, there is also a growing interest in the study of video game music within academia. Published in 2021, The Cambridge Companion to Video Game Music is the most recent milestone in establishing video game music research as a credible field of research. The book situates itself naturally on the same continuum with the founding of the Ludomusicology Research Group in 2011 and the launch of the Journal of Sound and Music in Games in 2020. With twenty-four chapters and over four hundred pages, the Companion is probably the largest and most comprehensive collection on game music studies so far. The overarching ethos of the editors Melanie Fritsch and Tim Summers could be described as a warm welcome to a plurality of views on videogame music and indeed, the diversity of perspectives is perhaps the most notable feature of the book: The chapters, divided into six sections each with an overall introduction, discuss a multitude of themes such as chiptune and the early history of videogame music, creation of videogame music, analytical approaches and psychological perspectives, questions relating to culture and identity and finally also game music beyond the context of gaming. Moreover, the list of writers includes not only researchers from a variety of backgrounds, but also people working within the game music industry. As a flipside to the plurality, several chapters appear more like overviews of the theme or suggestions for an approach rather than fully developed perspectives on videogame music. Especially some essential issues pointed out throughout the chapters, such as the concept of interactivity and centrality of player's perspective, would merit further and integrative theoretical discussion. Likewise certain broad themes, such as aesthetics and philosophy of videogame music, empirical research, and personal uses and functions of videogame music, are left to lesser regard. Despite this, the Companion is valuable as an approachable and comprehensive overview of videogame music studies that could prove insightful to not only those interested in the subject but, due to its inclusive and open approach, also to music researchers more broadly.},
keywords = {Book review, Pelimusiikki, The Cambridge Companion to Video Game Music, Videopelimusiikki, Videopelit},
pubstate = {published},
tppubtype = {other}
}
Lehtonen, Lasse; Tuuri, Kai
Videopelien musiikin tutkimus: Kasvava ala Suomessa
In: Musiikki, vol. 52, no. 4, Suomen musiikkitieteellinen seura, 2022, ISSN: 0355-1059.
Publication for professional or general audience Open access
Links | Tags: Pääkirjoitus, Pelimusiikin tutkimus, Suomi, Videopelimusiikki, Videopelit
@other{Lehtonen2022,
title = {Videopelien musiikin tutkimus: Kasvava ala Suomessa},
author = {Lasse Lehtonen and Kai Tuuri},
url = {https://musiikki.journal.fi/article/view/125638/75690},
doi = {https://doi.org/10.51816/musiikki.125638},
issn = {0355-1059},
year = {2022},
date = {2022-12-21},
urldate = {2022-12-21},
booktitle = {Musiikki},
volume = {52},
number = {4},
publisher = {Suomen musiikkitieteellinen seura},
keywords = {Pääkirjoitus, Pelimusiikin tutkimus, Suomi, Videopelimusiikki, Videopelit},
pubstate = {published},
tppubtype = {other}
}
Tuuri, Kai; Koskela, Oskari; Vahlo, Jukka
Pelimusiikin käyttötavat ja funktiot suomalaisten arjessa
In: Musiikki, vol. 52, iss. 4, 2022, ISSN: 2669-8625.
Journal article Open access
Abstract | Links | Tags: Game music, Game music memories, Kokemukset, Kuuntelutottumukset, Muistot, Music preferences, Music psychology, Musiikkipsykologia, Pelimusiikki, Tunteet
@article{Tuuri2022c,
title = {Pelimusiikin käyttötavat ja funktiot suomalaisten arjessa},
author = {Kai Tuuri and Oskari Koskela and Jukka Vahlo},
url = {https://musiikki.journal.fi/article/view/125641
https://musiikki.journal.fi/article/view/125641/75692},
doi = {https://doi.org/10.51816/musiikki.125641},
issn = {2669-8625},
year = {2022},
date = {2022-12-21},
urldate = {2022-12-21},
issuetitle = {Pelimusiikin tutkimus Suomessa},
journal = {Musiikki},
volume = {52},
issue = {4},
publisher = {Suomen musiikkitieteellinen seura},
abstract = {The uses and functions of game music in everyday life
The premise of this article is the idea that games and their music do not only relate to playing, but are also part of people’s musical practices outside of the actual gameplay situation. However, so far very little research has been done on the meanings of game music outside of gaming. In this study, we aim for a broader understanding of people’s relationship with game music by examining how game music is used outside of the context of gaming. The empirical analysis of the article is based on two datasets collected in Finland. The primary material consists of written stories (N=183) about personally meaningful game music memories. In addition to this, we use survey data (N=785) concerning people’s activities with their favorite game music outside of the game. In the study, we investigated (1) how varied and common the activities of using game music are, (2) what different types of game music use can be discerned, and (3) what psychological functions of game music are disclosed in the personal stories.
According to both datasets, musical practices with game music in people’s everyday life were common. The ways of using game music were also diverse. In general, digital games appear to be a viable resource for engaging in musical practices and acquiring musical experiences. Through cluster analysis, three different types of game music use were outlined from the survey answers: performing/reproducing, reminiscing and appreciating the game experience, which refer to preferences for interacting with game music. Regarding the functions of music, the results imply that the functions of music documented in music psychology literature (mood management, aesthetic pleasure, self-enhancement, memory connection, social bonding) are well suited for analyzing the personal meanings of game music. In all, from the results, it can be established that the aesthetic value of game music for people, at least to some extent, seems to be conditioned by the gameplay experience, even if the music is separated from gaming.},
keywords = {Game music, Game music memories, Kokemukset, Kuuntelutottumukset, Muistot, Music preferences, Music psychology, Musiikkipsykologia, Pelimusiikki, Tunteet},
pubstate = {published},
tppubtype = {article}
}
The premise of this article is the idea that games and their music do not only relate to playing, but are also part of people’s musical practices outside of the actual gameplay situation. However, so far very little research has been done on the meanings of game music outside of gaming. In this study, we aim for a broader understanding of people’s relationship with game music by examining how game music is used outside of the context of gaming. The empirical analysis of the article is based on two datasets collected in Finland. The primary material consists of written stories (N=183) about personally meaningful game music memories. In addition to this, we use survey data (N=785) concerning people’s activities with their favorite game music outside of the game. In the study, we investigated (1) how varied and common the activities of using game music are, (2) what different types of game music use can be discerned, and (3) what psychological functions of game music are disclosed in the personal stories.
According to both datasets, musical practices with game music in people’s everyday life were common. The ways of using game music were also diverse. In general, digital games appear to be a viable resource for engaging in musical practices and acquiring musical experiences. Through cluster analysis, three different types of game music use were outlined from the survey answers: performing/reproducing, reminiscing and appreciating the game experience, which refer to preferences for interacting with game music. Regarding the functions of music, the results imply that the functions of music documented in music psychology literature (mood management, aesthetic pleasure, self-enhancement, memory connection, social bonding) are well suited for analyzing the personal meanings of game music. In all, from the results, it can be established that the aesthetic value of game music for people, at least to some extent, seems to be conditioned by the gameplay experience, even if the music is separated from gaming.
Koskela, Oskari; Tissari, Heli; Tuuri, Kai
Käsitemetaforan näkökulma pelimusiikin henkilökohtaiseen merkityksellisyyteen
In: Musiikki, vol. 52, iss. 4, 2022, ISSN: 2669-8625.
Journal article Open access
Abstract | Links | Tags: Conceptual metaphor, Game music, Game music memories, Käsitemetafora, Kokemukset, Merkitys (tärkeys), Muistot, Musiikki, Musiikkifilosofia, Pelimusiikki
@article{Koskela2022,
title = {Käsitemetaforan näkökulma pelimusiikin henkilökohtaiseen merkityksellisyyteen},
author = {Oskari Koskela and Heli Tissari and Kai Tuuri},
url = {https://musiikki.journal.fi/article/view/125643
https://musiikki.journal.fi/article/view/125643/75694},
doi = {https://doi.org/10.51816/musiikki.125643},
issn = {2669-8625},
year = {2022},
date = {2022-12-21},
urldate = {2022-12-21},
issuetitle = {Pelimusiikin tutkimus Suomessa},
journal = {Musiikki},
volume = {52},
issue = {4},
publisher = {Suomen musiikkitieteellinen seura},
abstract = {The perspective of conceptual metaphor on personal meaningfulness of game music
The use of metaphors is prevalent when talking about music in everyday life as well as in more professional contexts. As such, the role of metaphors in describing and understanding music has been a topic for philosophical discussions and more recently also for empirical research. While most of the focus has traditionally been on the meaning of music, in this article we consider metaphors as related to the personal meaningfulness of music. More specifically, we investigate metaphoric expressions in personal narratives of fond game music memories, aiming to understand what the metaphors tell about the relationship between music and the listener. Following the theory of conceptual metaphor, we treat metaphors not as merely rhetorical figures of speech but as a pervasive feature of human meaning-making, that is, as related to the way we understand abstract things by conceptually mapping our understanding of concrete things.
Our data is a set of 183 Finnish stories about personally meaningful memories with game music. We analysed the data in several steps, starting with the identification of metaphoric expressions and their source domains, followed by reducing them to their image schematic structures. Finally, we used the image schematic structures to organise the metaphors into 8 wider categories: Agency, Force, Spatial relations, Transfer, Mediator, Linkage, Tangible thing/object and Sensation. Besides presenting these categories as outlining different aspects of how the listeners’ conceptualise the personal meaningfulness of game music, we discuss the theory of conceptual metaphor as a viable approach for understanding musical experiences more generally.},
keywords = {Conceptual metaphor, Game music, Game music memories, Käsitemetafora, Kokemukset, Merkitys (tärkeys), Muistot, Musiikki, Musiikkifilosofia, Pelimusiikki},
pubstate = {published},
tppubtype = {article}
}
The use of metaphors is prevalent when talking about music in everyday life as well as in more professional contexts. As such, the role of metaphors in describing and understanding music has been a topic for philosophical discussions and more recently also for empirical research. While most of the focus has traditionally been on the meaning of music, in this article we consider metaphors as related to the personal meaningfulness of music. More specifically, we investigate metaphoric expressions in personal narratives of fond game music memories, aiming to understand what the metaphors tell about the relationship between music and the listener. Following the theory of conceptual metaphor, we treat metaphors not as merely rhetorical figures of speech but as a pervasive feature of human meaning-making, that is, as related to the way we understand abstract things by conceptually mapping our understanding of concrete things.
Our data is a set of 183 Finnish stories about personally meaningful memories with game music. We analysed the data in several steps, starting with the identification of metaphoric expressions and their source domains, followed by reducing them to their image schematic structures. Finally, we used the image schematic structures to organise the metaphors into 8 wider categories: Agency, Force, Spatial relations, Transfer, Mediator, Linkage, Tangible thing/object and Sensation. Besides presenting these categories as outlining different aspects of how the listeners’ conceptualise the personal meaningfulness of game music, we discuss the theory of conceptual metaphor as a viable approach for understanding musical experiences more generally.
Ruotsalainen, Maria
Overwatch-e-urheilu ja sukupuolen ja kansallisuuden (uudelleen)muotoutumiset
In: Pelitutkimuksen vuosikirja, pp. 129–134, Suomen pelitutkimuksen seura, 2022, ISSN: 1798-355X.
Publication for professional or general audience Open access
Links | Tags: E-urheilu, Kansallisuus, Lektio, Overwatch, Sukupuoli, Väitöskirja
@other{Ruotsalainen2022e,
title = {Overwatch-e-urheilu ja sukupuolen ja kansallisuuden (uudelleen)muotoutumiset},
author = {Maria Ruotsalainen},
url = {https://pelitutkimus.journal.fi/article/view/122870/75313
http://urn.fi/URN:NBN:fi:jyu-202301031051},
issn = {1798-355X},
year = {2022},
date = {2022-12-19},
urldate = {2022-12-19},
booktitle = {Pelitutkimuksen vuosikirja},
pages = {129–134},
publisher = {Suomen pelitutkimuksen seura},
keywords = {E-urheilu, Kansallisuus, Lektio, Overwatch, Sukupuoli, Väitöskirja},
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.
Meriläinen, Mikko; Heljakka, Katriina; Stenros, Jaakko
Lead Fantasies: The Making, Meaning and Materiality of Miniatures
In: Germaine, Chloe; Wake, Paul (Ed.): Material Game Studies: A Philosophy of Analogue Play, pp. 83-101, Bloomsbury Academic, 2022, ISBN: 9781350202719.
Book chapter Open access
Links | Tags: Game studies, Gaming, Materiality, Miniature figures, Miniaturing
@incollection{Meriläinen2022g,
title = {Lead Fantasies: The Making, Meaning and Materiality of Miniatures},
author = {Mikko Meriläinen and Katriina Heljakka and Jaakko Stenros},
editor = {Chloe Germaine and Paul Wake},
url = {https://urn.fi/URN:NBN:fi:tuni-202301301831
https://trepo.tuni.fi/bitstream/handle/10024/149420/leadfantasies.pdf?sequence=1&isAllowed=y
https://www.bloomsbury.com/uk/material-game-studies-9781350202719/},
isbn = {9781350202719},
year = {2022},
date = {2022-12-01},
urldate = {2022-12-01},
booktitle = {Material Game Studies: A Philosophy of Analogue Play},
pages = {83-101},
publisher = {Bloomsbury Academic},
keywords = {Game studies, Gaming, Materiality, Miniature figures, Miniaturing},
pubstate = {published},
tppubtype = {incollection}
}
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}
}
Lu, Chien; Peltonen, Jaakko
In: 36th Conference on Neural Information Processing Systems (NeurIPS 2022), 2022.
In proceedings Open access
Abstract | Links | Tags: Data, Gaussian copula embedding model, Machine learning, Vectorial representations
@inproceedings{Lu2022b,
title = {Gaussian Copula Embeddings},
author = {Chien Lu and Jaakko Peltonen},
url = {https://proceedings.neurips.cc/paper_files/paper/2022/file/8ae260afda41b45ed77be58358a6c519-Paper-Conference.pdf},
year = {2022},
date = {2022-11-28},
urldate = {2022-11-28},
booktitle = {36th Conference on Neural Information Processing Systems (NeurIPS 2022)},
abstract = {Learning latent vector representations via embedding models has been shown
promising in machine learning. However, most of the embedding models are still
limited to a single type of observed data. We propose a Gaussian copula embedding
model to learn latent vectorial representations of items in a heterogeneous-data
setting. The proposed model can effectively incorporate different types of observed
data and, at the same time, yield robust embeddings. We demonstrate that the
proposed model can effectively learn in many different scenarios, outperforming
competing models in modeling quality and task performance.},
keywords = {Data, Gaussian copula embedding model, Machine learning, Vectorial representations},
pubstate = {published},
tppubtype = {inproceedings}
}
promising in machine learning. However, most of the embedding models are still
limited to a single type of observed data. We propose a Gaussian copula embedding
model to learn latent vectorial representations of items in a heterogeneous-data
setting. The proposed model can effectively incorporate different types of observed
data and, at the same time, yield robust embeddings. We demonstrate that the
proposed model can effectively learn in many different scenarios, outperforming
competing models in modeling quality and task performance.
Mukherjee, Souvik
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations
Bloomsbury Publishing, 2022, ISBN: 9789354356919.
Book
Abstract | Links | Tags: Game culture, Game history, India, Ludic culture, Video games
@book{Mukherjee2022,
title = {Videogames in the Indian Subcontinent: Development, Culture(s) and Representations},
author = {Souvik Mukherjee},
url = {https://www.bloomsbury.com/in/videogames-in-the-indian-subcontinent-9789354356919/},
isbn = {9789354356919},
year = {2022},
date = {2022-11-25},
urldate = {2022-11-25},
publisher = {Bloomsbury Publishing},
abstract = {Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region.
Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.},
keywords = {Game culture, Game history, India, Ludic culture, Video games},
pubstate = {published},
tppubtype = {book}
}
Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
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}
}