2021
Suominen, Jaakko
Pelihistoriaa kaupan – ostaisitko Marion miljoonalla tai Turhapuron tonnilla?
In: Agricola - Suomen humanistiverkko, 2021.
Publication for professional or general audience Open access
Abstract | Links | Tags: Pelihistoria
@other{Suominen2021c,
title = {Pelihistoriaa kaupan – ostaisitko Marion miljoonalla tai Turhapuron tonnilla?},
author = {Jaakko Suominen},
url = {https://agricolaverkko.fi/tietosanomat/pelihistoriaa-kaupan-ostaisitko-marion-miljoonalla-tai-turhapuron-tonnilla/},
year = {2021},
date = {2021-08-23},
journal = {Agricolan julkaisusarja},
publisher = {Agricola - Suomen humanistiverkko},
abstract = {Mediat uutisoivat kesällä 2021 digitaalisen pelin ennätyshinnasta. Nintendo 64 -pelikonsolille tehty Super Mario 64 -pelin kappale oli myyty 1,56 miljoonalla dollarilla yhdysvaltalaisessa huutokaupassa. Uutisten mukaan se oli tähän mennessä ylivoimaisesti korkein digitaalisista peleistä maksettu hinta. Arvon lisääminen teollisiin kulttuurituotteisiin on tietoinen prosessi, ja helposti jää huomaamatta, että korkeista myyntihinnoista uutisoidessaan myös tiedotusvälineet osallistuvat arvonluontiprosessiin, kirjoittaa digitaalisen kulttuurin professori Jaakko Suominen.},
keywords = {Pelihistoria},
pubstate = {published},
tppubtype = {other}
}
Tuominen, Juho; Sotamaa, Olli
“Outlaws to the End” – A Study of the Social and Political Reality of Rockstar Games’ West
In: WiderScreen, vol. 24, 2021, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Computer games, Game industry, Ideology critique, Rockstar Games, Video games
@article{Tuominen2021,
title = {“Outlaws to the End” – A Study of the Social and Political Reality of Rockstar Games’ West},
author = {Juho Tuominen and Olli Sotamaa},
url = {https://urn.fi/URN:NBN:fi:tuni-202108316893},
issn = {1795-6161},
year = {2021},
date = {2021-08-11},
journal = {WiderScreen},
volume = {24},
abstract = {This article examines the relevance and applicability of ideology criticism to the study of video games. The aim is to highlight the sophistication and detail of the experiences video games render for a player. As video games have become highly popular and mainstream, we consider that it is crucial to study the political and ideological realities they offer. In this article we commit a close reading of Rockstar Games’ Red Dead Redemption series from an Althusserian perspective and discover that critical analysis yields interesting insights of the social order designed for the game world. To form a better understanding of ideological underpinnings of these designed systems of play, we also inspect the material conditions under which they were created. We find that ideological and political analysis of a blockbuster game contributes to a better understanding of ways in which games operate and what kind of social and political realities they offer.},
keywords = {Computer games, Game industry, Ideology critique, Rockstar Games, Video games},
pubstate = {published},
tppubtype = {article}
}
Hassan, Lobna; Deterding, Sebastian; Harviainen, J. Tuomas; Hamari, Juho
In: Storyworlds, vol. 11, iss. 1, pp. 51-78, 2021, ISSN: 2156-7204.
Journal article Open access
Abstract | Links | Tags: Civic participation, E-participation, Gamification, Post-truth, Storification
@article{Hassan2021,
title = {Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation},
author = {Lobna Hassan and Sebastian Deterding and J. Tuomas Harviainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108106489
},
doi = {10.1353/stw.2019.0000},
issn = {2156-7204},
year = {2021},
date = {2021-08-10},
journal = {Storyworlds},
volume = {11},
issue = {1},
pages = {51-78},
abstract = {Post-truth politics have thrived in the shape of fake news and the feeding of divisive emotional nar- ratives. While stories with strong emotional appeal can mobilize, their current post-truth form erodes the ideals of democracy. Some have called to counter the post-truth populism with evidence-based participa- tion, both online and offline. However, such initiatives overlook that human cognition is constitutively narra- tive and emotional and so are practices of deliberative, participatory democracy. A more viable strategy is to embrace emotional narratives and to mobilize civic participation in forms aligned with democratic ideals through evidence-based storification and gamifica- tion. As such, the attraction to emotional narratives becomes a positive force toward evidence-based en- gagement. To further strengthen the implementation of evidence-based, narrativist, deliberative democracy, we employ and propose the analytical frameworks of (1) storification, the use of explicit emotional narra- tive for engagement purposes; and (2) embodied narratives, the implicit narratives conveyed by the very existence of narratives. Accordingly, we discuss partic- ipation initiatives that highlight the potential of these analytical and design frameworks in positively influ- encing civic engagement.
},
keywords = {Civic participation, E-participation, Gamification, Post-truth, Storification},
pubstate = {published},
tppubtype = {article}
}
Kultima, Annakaisa; Park, Solip; Kankainen, Ville; Aurava, Riikka; Piispanen, Laura; Kauppinen, Tomi
Expert-Driven (Online) Game Jams for (Game) Design Education
In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021 , pp. 64-68, ACM, 2021, ISBN: 978-1-4503-8417-9.
In proceedings
Abstract | Links | Tags: COVID-19, Educational game jams, Expert-driven game jams, Game design education, Game education, Jam-based learning, Online game jam, Online learning
@inproceedings{Kultima2021b,
title = {Expert-Driven (Online) Game Jams for (Game) Design Education},
author = {Annakaisa Kultima and Solip Park and Ville Kankainen and Riikka Aurava and Laura Piispanen and Tomi Kauppinen},
doi = {10.1145/3472688.3472697},
isbn = {978-1-4503-8417-9},
year = {2021},
date = {2021-08-02},
booktitle = {Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021
},
pages = {64-68},
publisher = {ACM},
abstract = {In this paper, we explore a teaching experiment utilizing expert-driven online game jams in the context of game design education. Four online game jams were run as a part of an open lecture series on game development between March 2020 and April 2021. The lectures featured visiting experts exploring the jam themes and giving feedback on the submitted games. For the purpose of evaluating the format, we collected the experiences of the jammers and the experts in addition to observing the events. In this short paper, we concentrate only on the experiences of the experts.},
keywords = {COVID-19, Educational game jams, Expert-driven game jams, Game design education, Game education, Jam-based learning, Online game jam, Online learning},
pubstate = {published},
tppubtype = {inproceedings}
}
Koskinen, Elina
Pizza and Coffee Make a Game Jam – Learnings from Organizing an Online Game Development Event
In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021, pp. 74-77, ACM, 2021, ISBN: 978-1-4503-8417-9.
In proceedings Open access
Abstract | Links | Tags: Game development, Game jam, Games, Global Game Jam, Online events
@inproceedings{Koskinen2021b,
title = {Pizza and Coffee Make a Game Jam – Learnings from Organizing an Online Game Development Event},
author = {Elina Koskinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202108236697},
doi = {doi:10.1145/3472688.3472699},
isbn = {978-1-4503-8417-9},
year = {2021},
date = {2021-08-02},
booktitle = {Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021},
pages = {74-77},
publisher = {ACM},
abstract = {Global Game Jam was organized fully online for the first time in 2021. This event report presents a walkthrough of the Global Game Jam weekend for the FGJ Tampere Online site, and proposes guidelines for online game jams based on what was learned from organizing the event.},
keywords = {Game development, Game jam, Games, Global Game Jam, Online events},
pubstate = {published},
tppubtype = {inproceedings}
}
Sitarski, Piotr; Garda, Maria B.; and Krzysztof Jajko,
New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland
Jagiellonian University Press, 2021, ISBN: 978-8323348719.
Book
Abstract | Tags: Media history, New media, Poland
@book{Sitarski2021,
title = {New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland},
author = {Piotr Sitarski and Maria B. Garda and and Krzysztof Jajko},
isbn = {978-8323348719},
year = {2021},
date = {2021-08-02},
publisher = {Jagiellonian University Press},
abstract = {During the years of the Polish People’s Republic, Poles were cut off from the western world. Travel was restricted, as was access to outside culture and goods. This unique situation led to a period of great ingenuity in the realm of new media. Not only were media adapted to suit Poles’ needs, but new technology was fashioned to gain access to western television, film and video games. Bringing people together, VCRs, computers and satellite television were thus a window to the outside world and contemporary to the mobilisation of Solidarity and the end of communism. As such, their diffusion is an important but largely overlooked aspect of Poland’s history. Acutely aware of this, the authors of this book recount new media behind the Iron Curtain in a way that will appeal to scholars and non-academic readers alike. Coupling archival research with in depth interviews, they bring to life the talent and determination of the PPR’s new media pioneers, compelling others to dig further.},
keywords = {Media history, New media, Poland},
pubstate = {published},
tppubtype = {book}
}
Kultima, Annakaisa; Stenros, Jaakko; Harviainen, J. Tuomas
Jamography: How to Document and Reference Design Jams in Academia
In: Madge, Octavia-Luciana (Ed.): New Trends and Challenges in Information Science and Information Seeking Behaviour, pp. 153-165, Springer International, 2021, ISBN: 9783030684655.
Book chapter
Abstract | Links | Tags: Design jams, Documentation, Hackathon, Identifiable details of ephemeral development events, Jamography
@incollection{Kultima2021,
title = {Jamography: How to Document and Reference Design Jams in Academia},
author = {Annakaisa Kultima and Jaakko Stenros and J. Tuomas Harviainen},
editor = {Octavia-Luciana Madge},
doi = {10.1007/978-3-030-68466-2_12},
isbn = {9783030684655},
year = {2021},
date = {2021-07-17},
booktitle = {New Trends and Challenges in Information Science and Information Seeking Behaviour},
pages = {153-165},
publisher = {Springer International},
abstract = {In this chapter, we propose that academic papers on ephemeral development events, such as game jams and hackathonsHackathons, pay more attention when providing identifiable details of the events, or have a dedicated reference section (‘jamography’)Jamography detailing the referenced events in an identifiable manner in order to improve transparency and sustainability of the publications. Game jams are organised in a global context, and depite the similarities of jams, important differences can be noted in terms of how jams are implemented, what their formats are, and what culture and context are surrounding them. Furthermore, game jam names are not always unique. This means that, when identifying game jams in an academic study, one can find it impossible to tell two events apart. Since the game jams topic is an emerging and still poorly documented area in research, it is hard to know what kind of game jams are being discussed. Apart from this, whereas game jams are ephemeral, vanishing as soon as they are completed, documentation is key - website references do not always suffice. In this chapter, we propose and argue the key information and format.},
keywords = {Design jams, Documentation, Hackathon, Identifiable details of ephemeral development events, Jamography},
pubstate = {published},
tppubtype = {incollection}
}
Arjoranta, Jonne
Valvontakapitalismin ensimmäiset vuosikymmenet
In: Media & viestintä, vol. 44, iss. 2, pp. 167-171, 2021, ISSN: 1798-3827.
Journal article Open access
Abstract | Links | Tags: Kapitalismi, Kirja-arvostelu, Reviews, Yksityisyys
@article{Arjoranta2021c,
title = {Valvontakapitalismin ensimmäiset vuosikymmenet},
author = {Jonne Arjoranta},
url = {http://urn.fi/URN:NBN:fi:jyu-202107084253},
issn = {1798-3827},
year = {2021},
date = {2021-06-27},
journal = {Media & viestintä},
volume = {44},
issue = {2},
pages = {167-171},
abstract = {Arvio teoksesta: Zuboff, Shoshana. 2019. The Age of Surveillance Capitalism: The Fight for the Future at the New
Frontier of Power. Lontoo: Profile Books, 704 s.},
keywords = {Kapitalismi, Kirja-arvostelu, Reviews, Yksityisyys},
pubstate = {published},
tppubtype = {article}
}
Frontier of Power. Lontoo: Profile Books, 704 s.
Koistinen, Aino-Kaisa; Koskimaa, Raine; Välisalo, Tanja
Constructing a Transmedia Universe: The Case of Battlestar Galactica
In: WiderScreen, 2021, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Battlestar Galactica, Transmedia, Transmedia storytelling, Transmedia universe, Transmedial world, User-generated content
@article{Koistinen2021,
title = {Constructing a Transmedia Universe: The Case of Battlestar Galactica},
author = {Aino-Kaisa Koistinen and Raine Koskimaa and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202109234963},
issn = {1795-6161},
year = {2021},
date = {2021-06-15},
journal = {WiderScreen},
abstract = {In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia storytelling, production and consumption. In doing so, we use the popular science fiction television series Battlestar Galactica as a case study, including both the original and reimagined versions of the series and their various intramedia and transmedia, narrative and non-narrative, and diegetic and non-diegetic expansions. Moreover, we look beyond the official productions of the Battlestar Galactica franchise and include, for example, user-generated content within its transmedia universe.},
keywords = {Battlestar Galactica, Transmedia, Transmedia storytelling, Transmedia universe, Transmedial world, User-generated content},
pubstate = {published},
tppubtype = {article}
}
Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja
Fantasia: Lajit, ilmiö ja yhteiskunta
Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.
Book
Abstract | Tags: Fandom, Fantasia, Kirjallisuudentutkimus, Kulttuurintutkimus
@book{Korpua2021,
title = {Fantasia: Lajit, ilmiö ja yhteiskunta},
author = {Jyrki Korpua and Irma Hirsjärvi and Urpo Kovala and Tanja Välisalo},
isbn = {978-951-39-8698-8},
year = {2021},
date = {2021-06-15},
publisher = {Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus},
abstract = {Mitä fantasia on? Millainen on fantasian traditio? Miksi fantasiaa luetaan ja miten sitä tutkitaan?
Fantasia. Lajit, ilmiö ja yhteiskunta on ensimmäinen laaja suomenkielinen fantasiakirjallisuuden historiaa, alalajeja ja nykytrendejä käsittelevä oppi- ja tietokirja. Eturivin suomalaisten kirjallisuuden- ja kulttuurintutkijoiden yhteistyönä syntynyt teos esittelee niin fantasian historiaa ja klassikkoteoksia kuin myös vuorovaikutusta eri lajityyppien välillä, fantasiaa eri medioissa ja fantasian kulttuurisia merkityksiä.
Jyrki Korpuan, Irma Hirsjärven, Urpo Kovalan ja Tanja Välisalon toimittama teos sopii sekä oppikirjaksi että kaikille fantasiasta kiinnostuneille. Teoksen 22 vertaisarvioitua artikkelia ovat olleet kirjoittamassa myös Maria Ihonen, Aino-Kaisa Koistinen, Katja Kontturi, Pekka Kuusisto, Pirjo Lyytikäinen, Juha Raipola, Hanna-Riikka Roine, Maria Ruotsalainen, Jenniliisa Salminen, Minna Siikilä-Laitila, Tomi Sirviö, Sanna Tapionkaski ja Sisko Ylimartimo.},
keywords = {Fandom, Fantasia, Kirjallisuudentutkimus, Kulttuurintutkimus},
pubstate = {published},
tppubtype = {book}
}
Fantasia. Lajit, ilmiö ja yhteiskunta on ensimmäinen laaja suomenkielinen fantasiakirjallisuuden historiaa, alalajeja ja nykytrendejä käsittelevä oppi- ja tietokirja. Eturivin suomalaisten kirjallisuuden- ja kulttuurintutkijoiden yhteistyönä syntynyt teos esittelee niin fantasian historiaa ja klassikkoteoksia kuin myös vuorovaikutusta eri lajityyppien välillä, fantasiaa eri medioissa ja fantasian kulttuurisia merkityksiä.
Jyrki Korpuan, Irma Hirsjärven, Urpo Kovalan ja Tanja Välisalon toimittama teos sopii sekä oppikirjaksi että kaikille fantasiasta kiinnostuneille. Teoksen 22 vertaisarvioitua artikkelia ovat olleet kirjoittamassa myös Maria Ihonen, Aino-Kaisa Koistinen, Katja Kontturi, Pekka Kuusisto, Pirjo Lyytikäinen, Juha Raipola, Hanna-Riikka Roine, Maria Ruotsalainen, Jenniliisa Salminen, Minna Siikilä-Laitila, Tomi Sirviö, Sanna Tapionkaski ja Sisko Ylimartimo.
Koistinen, Aino-Kaisa; Välisalo, Tanja
Fantasia ja transmedia
In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 271-288, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.
Book chapter
Tags: Fantasia, Transmedia
@incollection{Koistinen2021b,
title = {Fantasia ja transmedia},
author = {Aino-Kaisa Koistinen and Tanja Välisalo},
editor = {Jyrki Korpua and Irma Hirsjärvi and Urpo Kovala and Tanja Välisalo},
isbn = {978-951-39-8698-8},
year = {2021},
date = {2021-06-15},
booktitle = {Fantasia: Lajit, ilmiö ja yhteiskunta},
pages = {271-288},
publisher = {Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus},
keywords = {Fantasia, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Hirsjärvi, Irma; Kovala, Urpo; Ruotsalainen, Maria
Fantasian vastaanoton tutkimus
In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 455-478, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.
Book chapter
Tags: Fantasia, Reseptioestetiikka
@incollection{Hirsjärvi2021,
title = {Fantasian vastaanoton tutkimus},
author = {Irma Hirsjärvi and Urpo Kovala and Maria Ruotsalainen},
editor = {Jyrki Korpua and Irma Hirsjärvi and Urpo Kovala and Tanja Välisalo},
isbn = {978-951-39-8698-8},
year = {2021},
date = {2021-06-15},
booktitle = {Fantasia: Lajit, ilmiö ja yhteiskunta},
pages = {455-478},
publisher = {Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus},
keywords = {Fantasia, Reseptioestetiikka},
pubstate = {published},
tppubtype = {incollection}
}
Välisalo, Tanja; Hirsjärvi, Irma
Fantastinen fanius
In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 313-334, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.
Book chapter
Tags: Fandom, Fanius, Fantasia
@incollection{Välisalo2021,
title = {Fantastinen fanius},
author = {Tanja Välisalo and Irma Hirsjärvi},
editor = {Jyrki Korpua and Irma Hirsjärvi and Urpo Kovala and Tanja Välisalo},
isbn = {978-951-39-8698-8},
year = {2021},
date = {2021-06-15},
booktitle = {Fantasia: Lajit, ilmiö ja yhteiskunta},
pages = {313-334},
publisher = {Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus},
keywords = {Fandom, Fanius, Fantasia},
pubstate = {published},
tppubtype = {incollection}
}
Aurava, Riikka; Meriläinen, Mikko; Kankainen, Ville; Stenros, Jaakko
Game Jams in General Formal Education
In: International Journal of Child-Computer Interaction, vol. 28, 2021, ISSN: 2212-8689.
Journal article Open access
Abstract | Links | Tags: Adolescents, Co-creation, Collaborative learning, Formal education, Game jam, Playful learning
@article{Aurava2021b,
title = {Game Jams in General Formal Education},
author = {Riikka Aurava and Mikko Meriläinen and Ville Kankainen and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202104142972
},
doi = {10.1016/j.ijcci.2021.100274},
issn = {2212-8689},
year = {2021},
date = {2021-06-01},
journal = {International Journal of Child-Computer Interaction},
volume = {28},
abstract = {This article summarizes three years of studying game jams. Rooted in extensive field work — participating, organising, studying and discussing game jams — and multiple methods, we have explored different digital and non-digital jamming formats to apply in educational settings, especially in the Finnish context of general formal teaching for 16-19 year olds. This paper sums up our main findings arranged thematically. We claim that game jamming is a viable method in general formal education, and that although the learning outcomes vary and can be difficult to verify, the participants themselves report perceived learning and increased motivation. We also discuss the values present in our research project and the inclusivity of game jams. We describe various ways to organise game jams in classrooms, along with teacher competencies and resources needed. Based on these viewpoints we provide recommendations, grounded in both research and practice, on how to use game jamming in schools to teach, for example, STEAM and other 21st century skills.
},
keywords = {Adolescents, Co-creation, Collaborative learning, Formal education, Game jam, Playful learning},
pubstate = {published},
tppubtype = {article}
}
Guillen, Georgina; Jylhä, Henrietta; Hassan, Lobna
In: Academic Mindtrek 2021 - Proceedings of the 24th International Academic Mindtrek Conference, pp. 12-20, ACM, 2021, ISBN: 9781450385145.
In proceedings
Abstract | Links | Tags: Accessibility, Audio immersion, Inclusion in games, Sound design
@inproceedings{Guillen2021,
title = {The Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research},
author = {Georgina Guillen and Henrietta Jylhä and Lobna Hassan},
doi = {10.1145/3464327.3464365},
isbn = {9781450385145},
year = {2021},
date = {2021-06-01},
booktitle = {Academic Mindtrek 2021 - Proceedings of the 24th International Academic Mindtrek Conference},
pages = {12-20},
publisher = {ACM},
abstract = {As technologies and the sophistication of games evolve, so do the possibilities to immerse players in multi-sensorial experiences for different purposes and in different ways. The design and development of the auditory components of video games play an increasingly relevant immersive and inclusionary role within (and outside of) games. Sounds enable a deeper and more meaningful immersion, but also facilitate inclusion of and accessibility to people with different physical and psychological abilities. Sounds also provide a vehicle to challenge or overcome gender or even heritage stereotypes. Recognizing this potential, designers have often explored different means to facilitate accessibility, inclusion or sometimes intentionally challenging auditory experiences to users as, for example, seen in recent game releases where designers created a perceived mismatch between a character's voice and gender for inclusion beyond immersion. The present study aims to identify and thematically review relevant academic literature (47 studies), summarizing the perceived role of game sound design, its impact on immersion, and the way sound design enables (or hampers) inclusivity and accessibility within games. Our findings indicate that although there is research on how audio-related technology enhances immersion in games, studies about its use for increasingly relevant inclusive purposes (in terms of accessibility and social aspects like gender) are relatively scarce.},
keywords = {Accessibility, Audio immersion, Inclusion in games, Sound design},
pubstate = {published},
tppubtype = {inproceedings}
}
Garda, Maria B.; Grabarczyk, Paweł
“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland
In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 37-55, Palgrave Macmillan, 2021, ISBN: 9783030664213.
Book chapter
Abstract | Links | Tags: Demoscene, Game history, Poland, Retrogaming
@incollection{Garda2021b,
title = {“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland},
author = {Maria B. Garda and Paweł Grabarczyk},
editor = {Melanie Swalwell},
doi = {10.1007/978-3-030-66422-0_3},
isbn = {9783030664213},
year = {2021},
date = {2021-05-25},
booktitle = {Game History and the Local},
pages = {37-55},
publisher = {Palgrave Macmillan},
abstract = {The history of digital games is often focused on the discourse of firstness and on the appreciation of pioneers. The result of this is that there is still little research on late stages of different game history phenomena. Using a case study of one of the last developers for the 8-bit Atari computers, Garda and Grabarczyk discuss this asymmetry, as they investigate the chronology of late 8-bit video games in Poland in the 1990s. The “cassette era” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.},
keywords = {Demoscene, Game history, Poland, Retrogaming},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko; Sivula, Anna
In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 79-100, Palgrave Macmillan, 2021, ISBN: 9783030664213.
Book chapter
Abstract | Links | Tags: Domestic gaming, Game history, Gaming memories, Nintendo, Oral history
@incollection{Suominen2021,
title = {A Place for a Nintendo? Discourse on Locale and Players’ Topobiographical Identity in the Late 1980s and the Early 1990s},
author = {Jaakko Suominen and Anna Sivula},
editor = {Melanie Swalwell},
doi = {10.1007/978-3-030-66422-0_5},
isbn = {9783030664213},
year = {2021},
date = {2021-05-25},
booktitle = {Game History and the Local},
pages = {79-100},
publisher = {Palgrave Macmillan},
abstract = {By using digital oral historical sources, Suominen and Sivula study the domestication of Nintendo console gaming in Finland in the late 1980s and the early 1990s. They analyse how the gaming memories are recollected and attached to particular places. According to Suominen and Sivula, the gaming identity is built around homes, but on the other hand, the domestic gaming is extended in public and mobile environments.
},
keywords = {Domestic gaming, Game history, Gaming memories, Nintendo, Oral history},
pubstate = {published},
tppubtype = {incollection}
}
Mäyrä, Frans
“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”
In: Wolf, Mark J. P. (Ed.): Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, Greenwood, 2021, ISBN: 978-1-4408-7020-0.
Publication for professional or general audience
Abstract | Tags: Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games
@other{Mäyrä2021b,
title = {“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”},
author = {Frans Mäyrä},
editor = {Mark J.P. Wolf},
isbn = {978-1-4408-7020-0},
year = {2021},
date = {2021-05-24},
booktitle = {Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming},
publisher = {Greenwood},
abstract = {[several new and updated short encyclopedia articles]},
keywords = {Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
Hassan, Lobna; Leigh, Elyssebeth
Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces, pp. 49-65, Springer International, 2021, ISBN: 9783030682064.
Book chapter
Abstract | Links | Tags: Gamification, Goal-setting, Long-term engagement, Prosocial behaviour
@incollection{Hassan2021b,
title = {Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change},
author = {Lobna Hassan and Elyssebeth Leigh},
editor = {Agnessa Spanellis and J. Tuomas Harviainen},
doi = {10.1007/978-3-030-68207-1_4},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces},
pages = {49-65},
publisher = {Springer International},
abstract = {Altruistic, prosocial activities intended for social change are essential to the continuance of societies. These activities, however, require time, coordination and re-direction of resources toward communal rather than individual goals. With the prevalence of hedonism in many societies, recruiting participants and getting resources for altruistic, prosocial activities have become challenging. This chapter draws a parallel between playing of (video) games and engagement with altruistic, prosocial activities. We argue that both can and often do involve similar mechanics and psychological rewards. Accordingly, we examine two examples of social change communities that have managed to remain active and affect a level of social change over an extended period of time. The two communities examined, Nerdfighteria and a Change.org campaign for the “Bilo family” in Australia, are of similar social purposes, although of different sizes and locality. Through this analysis, we highlight how practices of game-based engagement can be utilized to engage individuals with social change.
},
keywords = {Gamification, Goal-setting, Long-term engagement, Prosocial behaviour},
pubstate = {published},
tppubtype = {incollection}
}
Thibault, Mattia; Hamari, Juho
Seven Points to Reappropriate Gamification
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.
Book chapter
Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research
@incollection{Thibault2021d,
title = {Seven Points to Reappropriate Gamification},
author = {Mattia Thibault and Juho Hamari},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_2},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {11-28},
publisher = {Springer International},
abstract = {Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamification of our reality has suffered from growing pains, which has led to polarized, ideological and opportunistic discussions, narrative and debate about what gamification is, how it should be defined, how it should be applied (if at all), where it should be applied as well as about its overall ethical and societal premise and scope. In this chapter, we attempt to make sense of some of the prevailing foci of this discussion during the early growing pains of the development of gamification. We feel that this sense-making effort is crucial for a mature, constructive and healthy development of increasing pervasiveness of gamification, which commands an increasing meaning and importance in our daily lives. Therefore, in this chapter we wish to reclaim the discussion and help redirect it to its constructive rails and to save it from the dangers of Luddism toward ludism.
},
keywords = {Culture, Design, Gamification, Practice, Research},
pubstate = {published},
tppubtype = {incollection}
}
Koskinen, Elina; Meriläinen, Mikko
Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 247-270, Springer International, 2021, ISBN: 9783030682064.
Book chapter
Abstract | Links | Tags: Family, Location-based game, Player experience, Playfulness, Pokémon Go
@incollection{Koskinen2021,
title = {Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO},
author = {Elina Koskinen and Mikko Meriläinen},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_13},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {247-270},
publisher = {Springer International},
abstract = {Pokémon GO, a very popular location-based augmented reality game, has appealed to a wide range of age groups and encouraged entire families to play. This chapter examines family social interactions in the context of digital gaming through an exploratory qualitative survey study (n = 263) of Pokémon GO players’ memorable experiences. We studied siblings and partners in addition to children and parents to chart the many forms of family interaction around Pokémon GO. Our results suggest that playing digital games in a family context can facilitate diverse positive experiences and interactions and support family bonding, but this is contingent on a variety of gameplay features. In the case of Pokémon GO, a key element was the playful mindset elicited by the game, in turn encouraged by its location-based gameplay. Pokémon GO can augment everyday interactions by adding a playful layer to them, since it is easily embedded in and combined with other activities.
},
keywords = {Family, Location-based game, Player experience, Playfulness, Pokémon Go},
pubstate = {published},
tppubtype = {incollection}
}
Thibault, Mattia
Punk gamification e partecipazione ludica critica
In: DigitCult, vol. 5, iss. 2, pp. 13-20, 2021, ISSN: 2531-5994.
Journal article Open access
Abstract | Links | Tags: Alternate reality games, Punk gamification, Urban gamification
@article{Thibault2021g,
title = {Punk gamification e partecipazione ludica critica},
author = {Mattia Thibault},
url = {https://urn.fi/URN:NBN:fi:tuni-202108196648},
doi = {10.53136/979125994120633},
issn = {2531-5994},
year = {2021},
date = {2021-05-07},
journal = {DigitCult},
volume = {5},
issue = {2},
pages = {13-20},
abstract = {This paper aims to establish and expand the idea of punk gamification, in dialogue with the other two provocations in this issue of DigitCult. It starts by outlining the main criticisms that can be moved to the mainstream understanding of gamification, namely the fact that it is a tool to gain power over users and that it can hinder critical thinking by naturalising the users' actions. Subsequently, the paper argues for the necessity of a punk approach to gamification, based around the freedom of the users and on a non-utopian view of play. After having established the core idea of punk gamification, it proceeds by applying it to Alternate Reality Games, so as to underline the importance to include new forms of co-creation and participation. Finally, it engages with the figure of the "zombie" and with the playful practices related to it, positioning the latter among the strategies of urban gamification that can allow citizens to reclaim the environments of the city. In conclusion, punk gamification can be described as an effort of resistance against the neoliberal trend attempting to sanitize and domesticate play, and instead claim its disruptive and social potential.
},
keywords = {Alternate reality games, Punk gamification, Urban gamification},
pubstate = {published},
tppubtype = {article}
}
Garda, Maria B.; Suominen, Jaakko
In Memory of Memory Gliders: Preservation of EU-Funded Serious Games as Digital Heritage
In: Močnik, Nena; Duijzings, Ger; Meretoja, Hanna; Beti, Bonface Njeresa (Ed.): Engaging with Historical Traumas: Experiential Learning and Pedagogies of Resilience, pp. 257-270, Taylor & Francis, 2021, ISBN: 9781000395563.
Book chapter
Abstract | Links | Tags: Game preservation, Memory Gliders, Serious games
@incollection{Garda2021c,
title = {In Memory of Memory Gliders: Preservation of EU-Funded Serious Games as Digital Heritage},
author = {Maria B. Garda and Jaakko Suominen },
editor = {Nena Močnik and Ger Duijzings and Hanna Meretoja and Bonface Njeresa Beti},
doi = {10.4324/9781003046875},
isbn = {9781000395563},
year = {2021},
date = {2021-05-04},
booktitle = {Engaging with Historical Traumas: Experiential Learning and Pedagogies of Resilience},
pages = {257-270},
publisher = {Taylor & Francis},
abstract = {The aim of this chapter is to investigate possible preservation strategies of serious games in order to reflect on the sustainability and long-term accessibility of these digital artefacts. We focus on a case study of the game Memory Gliders (Ulric Games 2019). As a digital game, it is a born-digital artefact and for that reason, it is prone to issues such as technological obsolescence or digital decay. As an educational game, Memory Gliders cannot rely on hobbyist engagement in the preservation work, like in the case of entertainment games and retrogaming communities. Should then the weight of this effort rest on the back of project coordinators (i.e. scientific network members), game developers (as a part of company’s portfolio and legacy), funding bodies (e.g. EU centralised solutions), research centres (e.g. on the history of education), or memory institutions (e.g. local libraries)? In this chapter, we explore short-term solutions for reinforcing the academic and societal impact of the game, as well as long-term solutions for its preservation as a digital heritage artefact.},
keywords = {Game preservation, Memory Gliders, Serious games},
pubstate = {published},
tppubtype = {incollection}
}
Blom, Joleen
Characters in Fire Emblem Three Houses: A Ludo Mix Perspective
In: Transactions of the Digital Games Research Association, vol. 5, iss. 2, pp. 101 - 130, 2021, ISSN: 2328-9422.
Journal article Open access
Abstract | Links | Tags: Dynamic game character, Fire Emblem Three Houses, Kyara, Kyarakutā
@article{Blom2021,
title = {Characters in Fire Emblem Three Houses: A Ludo Mix Perspective},
author = {Joleen Blom},
url = {https://urn.fi/URN:NBN:fi:tuni-202104142962},
doi = {10.26503/todigra.v5i2.117},
issn = {2328-9422},
year = {2021},
date = {2021-04-09},
journal = {Transactions of the Digital Games Research Association},
volume = {5},
issue = {2},
pages = {101 - 130},
abstract = {The article focuses on how dynamic game characters create friction in a ludo mix strategy consisting of primarily ludic media, disturbing the narrative coherency that trans- or cross-media strategies strive for. In particular, dynamic game characters, with a development structure that the player influences, cause narrative inconsistencies with the character’s transmedia appearances. Yet, in Japanese media and ludo mixes, character proliferation is the norm so that different versions of the same character can exist without any issues of narrative coherency. Through a case study of the Fire Emblem: Three Houses ludo mix, this article argues that the Japanese concept of the kyara, a proto-character, demonstrates to be an excellent means to avoid a clash between the dynamic game character in one work and its appearance in another work. It concludes that through the use of the kyara, the IP owner avoids any clash between the dynamic game character’s appearance in its source work and its appearance in other ludic works, thereby giving the impression that the player’s agency over the dynamic game character stays intact.
},
keywords = {Dynamic game character, Fire Emblem Three Houses, Kyara, Kyarakutā},
pubstate = {published},
tppubtype = {article}
}
Lu, Chien; Buruk, Oğuz; Hassan, Lobna; Nummenmaa, Timo; Peltonen, Jaakko
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 70-79, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables
@inproceedings{Lu2021,
title = {"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame},
author = {Chien Lu and Oğuz Buruk and Lobna Hassan and Timo Nummenmaa and Jaakko Peltonen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176589},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {70-79},
publisher = {CEUR-WS},
abstract = {Exercise games (exergames) gamify the activity of exercising and are a growing trend with a corresponding growing online community and culture. The hugely popular recent Ring fit Adventure exemplifies this and enables study of player's perceptions of the game and themselves in relation to exergaming and its community. We focus on a subreddit /r/RingFitAdventure. Topics ranging from social influences to design features are discovered. The implications of those topics to a variety of gamification notions are analyzed and discussed. The findings can facilitate and inspire future gamification design and research.},
keywords = {Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
Cestino-Castilla, Joaquin; Macey, Joseph; McCauley, Brian
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 190-199, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Activism, Electronic sports, Grassroots, Interpretive phenomenological analysis, Legitimacy
@inproceedings{Cestino-Castilla2021,
title = {Aiming for Validity: The Experience of Conflicts in Legitimacy Judgments in Esports Actors and New Grassroots Activism},
author = {Joaquin Cestino-Castilla and Joseph Macey and Brian McCauley},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106296124},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {190-199},
publisher = {CEUR-WS},
abstract = {Esports is a phenomenon which continues to grow in socio-cultural and economic importance, yet it remains at the edges of mainstream society. To date, there have been few works which address the topic in terms of legitimacy, particularly the micro-processes of legitimization. Given that the esports system is one which currently operates outside wider societal practices, the lived experiences of actors in the ecosystem can offer valuable insights into the world of esports. This research employs IPA in order to understand how actors in organized grassroots esports movements make sense of their individual experiences and actions. A series of novel contributions are provided by this work. First, micro-level theories of legitimacy are applied to a phenomenon which has recently come to mainstream attention, one which is at the same time a business and a culture. Second, it is the first, in our knowledge, to apply a qualitative methodology to the explicit issue of legitimacy in esports. Third, it adds to theories of legitimacy and institutional change by providing empirical insights into the circumstances in which the experience of conflicts in legitimacy judgments independently mobilizes actors, shaping collective action into grassroots activism efforts. Finally, it highlights tensions between international success and the foundations of grassroots esports.},
keywords = {Activism, Electronic sports, Grassroots, Interpretive phenomenological analysis, Legitimacy},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Legaki, Nikoletta Zampeta; Buruk, Oğuz; Hamari, Juho
Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 160-169, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences
@inproceedings{Thibault2021e,
title = {Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games},
author = {Mattia Thibault and Nikoletta Zampeta Legaki and Oğuz Buruk and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106296125},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {160-169},
publisher = {CEUR-WS},
abstract = {Gamification has spread into almost all scientific fields as a way to achieve beneficial outcomes such as productivity, engagement, learning and health. However, gamification has been less applied into enhancing scientific process and science communication themselves. As a case in point, in this paper we demonstrate how an international gamification conference was gamified through Etsija's Call, a mysterious Alternate Reality Conference Game, to enhance conference engagement, create a positive mood for livelier communication and networking as well as to build a communal spirit among participants. The international GamiFIN conference 2020 was held online due to COVID-19. Therefore, the present paper also contributes to the growing literature on remote work and online research and dissemination practices. In this research effort, we employ both design science and mixed-method empirical work (N=47). First, we outline the process and materials involved in the ideation, design and implementation of the game, secondly, we outline the thematic analysis (n=17) of materials gathered throughout the conference from interaction with the game, and thirdly, we report preliminary results of the adapted Gameful Experience Questionnaire (GAMEFULQUEST) based on the participants' experience (n=6) and the game's probable influence on the conference experience (n=13). Our preliminary analyses show that conference participants had a meaningful interaction with the game which further enabled them to engage with several conference facets, situations and participants as indicated by the qualitative analysis of participants' interactions with the game. Moreover, the preliminary quantitative analyses based on the responses on the GAMEFULQUEST indicate that respondents had had a positive gameful experience as a consequence of interacting with Etsija's Call While the present study was preliminary and a first pilot of the conference game, future research on Etsija's Call and other similar implementations should attempt to increase the volume of the investigation in terms of participants.},
keywords = {Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences},
pubstate = {published},
tppubtype = {inproceedings}
}
Aura, Isabella; Hassan, Lobna; Hamari, Juho
My School Is Hogwarts: Students' Social Behavior in Storified Classes
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 11-20, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Classroom design, Learning environment, Social behaviour, Storification
@inproceedings{Aura2021b,
title = {My School Is Hogwarts: Students' Social Behavior in Storified Classes},
author = {Isabella Aura and Lobna Hassan and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106296122},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {11-20},
publisher = {CEUR-WS},
abstract = {For decades, educators have been exploring various ways to, not only educate, but also to create engaging classrooms and to foster positive social experiences amongst students. To these ends, many educators have now taken steps towards utilizing storification in their pedagogy and classrooms in order to appeal students and positively impact their social relationships. Research, however, is lacking around how storification impacts students' social communities. Through grounded theory methods, 10-day ethnographic fieldwork, participatory observations, interviews with 11 educational staff and focus groups with 79 students at a middle school employing a Harry Potter story theme, this research implies that storification can hinder bullying and students' antisocial behavior. The values and messages teachers delivered through the employed story and change of learning environment and pedagogy manifested teacher dedication and effort to students, which fostered their prosocial behavior in the school.},
keywords = {Classroom design, Learning environment, Social behaviour, Storification},
pubstate = {published},
tppubtype = {inproceedings}
}
Macey, Joseph; Hamari, Juho; Sjöblom, Max; Törhönen, Maria
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 120-129, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games
@inproceedings{Macey2021,
title = {Relationships Between the Consumption of Gamblified Media and Associated Gambling Activities in a Sample of Esports Fans},
author = {Joseph Macey and Juho Hamari and Max Sjöblom and Maria Törhönen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176585},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {120-129},
publisher = {CEUR-WS},
abstract = {Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence has been such that observers have referenced not only the gamification of gambling but, additionally, the gamblification of gaming. The phenomenon of esports, or competitive video game play, is the environment which is most obviously characterised by this process, combining as it does both novel forms of gamblified content and established gambling activities from the world of traditional sports. Given the concerns about the normalisation of gambling in young people there is a pressing need to investigate the ways in which the consumption of esports, as a gamblified media product, is associated with participation in gambling activities. The findings of this study highlight the importance of spectating esports as a predictor of involvement in gambling associated with esports, while also providing empirical evidence of under-age participation in gambling. Finally, it offers a snapshot of gamblified media consumption during a period of rapid change, serving both as a historical record and as a basis for comparison with subsequent developments in the field.
},
keywords = {Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Baer, Manuel F.
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 130-139, CEUR-WS, 2021, ISBN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Borders, COVID-19, Liminal spaces, Urban gamification
@inproceedings{Thibault2021f,
title = {Urban Gamification During Lockdown and Social Isolation – From the Teddy Bear Challenge to Window Expeditions},
author = {Mattia Thibault and Manuel F. Baer},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176587},
isbn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {130-139},
publisher = {CEUR-WS},
abstract = {The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in these trying times new forms of urban gamification surfaced, allowing citizens to engage their surroundings playfully, to connect with others and to escape these dire situations. In this paper, we propose an overview of the many playful activities that emerged in the cities hit by the pandemic, organised according to the urban borders they engage (windows, balconies, rooftops). We then focus on how several borders can be engaged by the same play practice, through a gamified application called Window Expeditions, which aims at participatory data generation, while addressing some of the issues related to isolation and reduced mobility of its users. In the conclusions, we discuss the potential role of urban gamification during the pandemic and, in particular, its ability to comfort, connect, increase curiosity and encourage exploration.},
keywords = {Borders, COVID-19, Liminal spaces, Urban gamification},
pubstate = {published},
tppubtype = {inproceedings}
}
Sotamaa, Olli; Stenros, Jaakko
Artful Play: Yrjö Hirn's Aesthetic Approach to Children's Play
In: International Journal of Play, vol. 10, iss. 2, pp. 139-150, 2021, ISSN: 2159-4937.
Journal article Open access
Abstract | Links | Tags: Aesthetics, Children's play, History of play studies, Yrjö Hirn
@article{Sotamaa2021,
title = {Artful Play: Yrjö Hirn's Aesthetic Approach to Children's Play},
author = {Olli Sotamaa and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202106286080},
doi = {10.1080/21594937.2021.1934948},
issn = {2159-4937},
year = {2021},
date = {2021-04-03},
journal = {International Journal of Play},
volume = {10},
issue = {2},
pages = {139-150},
abstract = {Yrjö Hirn (1870-1952) was an early Finnish scholar of aesthetics. He was well-connected and widely travelled a century ago. In 1916 he published Barnlek in Swedish, a book on the play and games of children. This monograph draws on a wide array of sources and discusses children's play as both a herald of things to come and as a living museum of past tools and practices. Hirn's book was translated into Finnish, Italian, and French, but today it is mostly forgotten as it is not available in English. Yet this book shows the active debate around play taking place in Europe before Huizinga's Homo ludens. This article provides an overview of Hirn's life and thinking, discussed Barnlek and its reception at the time, and discussed the implications of Hirn's thinking for contemporary play and game studies.
},
keywords = {Aesthetics, Children's play, History of play studies, Yrjö Hirn},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Giappone, Krista Bonello Rutter
In: Journal of Popular Culture, vol. 54, iss. 2, pp. 341-364, 2021, ISSN: 1540-5931.
Journal article Open access
Abstract | Links | Tags: Adventure games, Close reading, Humour, Leisure Suit Larry, Puzzles, Sexuality
@article{Karhulahti2021c,
title = {Punchline Behind the Hotspot: Structures of Humor, Puzzle, and Sexuality in Adventure Games (with Leisure Suit Larry in Several Wrong Places)},
author = {Veli-Matti Karhulahti and Krista Bonello Rutter Giappone},
url = {http://urn.fi/URN:NBN:fi:jyu-202005153223
},
doi = {10.1111/jpcu.13011},
issn = {1540-5931},
year = {2021},
date = {2021-04-01},
journal = {Journal of Popular Culture},
volume = {54},
issue = {2},
pages = {341-364},
abstract = {Through the wide‐ranging catalog of text‐based titles in the 1980s, the graphic adventure boom in the 1990s, and ultimately the re‐popularization of the genre by recent independent developers, the comic element has always been central to the adventure game (Bonello Rutter Giappone). Nowadays, the premise also stands on empirical evidence; for instance, Anne‐Marie Grönroos’s study of videogame humor analyzed 659 gaming magazine reviews written between 2010 and 2012 and found that a quarter of the reviewed titles contained explicit humor. Of those, the adventure game genre was clearly the most humorous one, as almost “all of the adventure games were primarily comedic, and the quality of their jokes was often scrutinized in the review” (Grönroos 18). For further evidence, the present study commenced with a systematic review of the “Top 100 Adventure Games” list assembled by a leading community, Adventure Gamers. Despite the fact that high‐status critical rankings like this typically favor “serious” works over those with “comic” appeal (to employ a problematic cultural binary), more than half of the titles were explicitly humorous. For context, many of these titles belong to popular series such as Monkey Island (Lucasfilm Games, since 1990), Simon the Sorcerer (Adventure Soft, since 1993), and Discworld (Perfect 10 Productions, since 1995).2 With the above as a starting‐point, the goal of this study is to solve the persistent meta‐puzzle that has troubled critics, scholars, and popular culture experts within the field since Buckles: Why do adventure games, as a literary form with a history extending over seven decades, make use of humor as their means of expression to such a remarkable extent? Answers to the above are sought via a comparative analysis of two conceptual trajectories, humor and puzzles, that synthesize in the adventure game to a degree that has nowadays reached the status of substantial cultural convention. An argument is set forth as follows: humor and puzzles operate on similar structural principles and thus run on explicit enigmatic synergy that functions as one (yet not the sole) explanation for the adventure game’s inclination to treat its diverse themes through the comic. Methodologically, the argument relies on an analytical close reading of a well‐known adventure game series, Leisure Suit Larry (1987–97), selected for its clear thematic frame of sexuality, which resonates with humor and puzzles. The analysis maps out how Leisure Suit Larry’s humor and puzzles operate together and serve its thematics, thus exemplifying the mechanisms of enigmatic synergy that govern adventure game design in general.},
keywords = {Adventure games, Close reading, Humour, Leisure Suit Larry, Puzzles, Sexuality},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti
Want the Games Industry to Share Data? Share Yours
In: Nature, vol. 592, iss. 26, pp. 26, 2021, ISSN: 0028-0836.
Journal article Open access
Links | Tags: Data, Games industry
@article{Karhulahti2021f,
title = {Want the Games Industry to Share Data? Share Yours},
author = {Veli-Matti Karhulahti},
url = {https://www.nature.com/articles/d41586-021-00860-z},
doi = {10.1038/d41586-021-00860-z},
issn = {0028-0836},
year = {2021},
date = {2021-03-30},
journal = {Nature},
volume = {592},
issue = {26},
pages = {26},
keywords = {Data, Games industry},
pubstate = {published},
tppubtype = {article}
}
Pasanen, Tero; Suominen, Jaakko
Demoryhmästä pörssiyhtiöksi: Remedyn menestystarinan kehystys sanoma- ja pelilehdistössä 1997–2019
In: Media & viestintä, vol. 44, iss. 1, pp. 116-137, 2021, ISSN: 2342-477X.
Journal article Open access
Abstract | Links | Tags: Kehysanalyysi, Pelijournalismi, Peliteollisuus, Remedy
@article{Pasanen2021b,
title = {Demoryhmästä pörssiyhtiöksi: Remedyn menestystarinan kehystys sanoma- ja pelilehdistössä 1997–2019},
author = {Tero Pasanen and Jaakko Suominen},
url = {https://research.utu.fi/converis/portal/detail/Publication/53334413},
doi = {10.23983/mv.107303},
issn = {2342-477X},
year = {2021},
date = {2021-03-29},
journal = {Media & viestintä},
volume = {44},
issue = {1},
pages = {116-137},
abstract = {Artikkeli tarkastelee Remedyn pelijulkaisujen käsittelyä sanoma- ja pelilehdissä vuosina 1997–2019. Analyysin kohteena ovat yhtiön Death Rally, Max Payne, Alan Wake, Quantum Break ja Control -pelit. Käymme läpi, miten lehtikirjoittelussa käytetyillä mediakehyksillä on rakennettu Remedyn menestystarinaa osana suomalaisen peliteollisuuden kehitystä. Kiinnitämme huomiota näiden rakenteiden kulttuuriseen jatkumoon eli siihen, miten kyseiset mediakehykset ovat muuttuneet kolmen vuosikymmenen aikana. Tarkastelemme myös, miten pelijournalismi määrittelee menestyksen, miten Remedyn yrityskuva on kehittynyt vuosien saatossa ja miten peliteollisuutta verrataan muihin kulttuuriteollisuuden aloihin. },
keywords = {Kehysanalyysi, Pelijournalismi, Peliteollisuus, Remedy},
pubstate = {published},
tppubtype = {article}
}
Turtiainen, Riikka
”Pernille and her badass gf post cracks me up” – Jalkapallofanitusta Tumblr’issa
In: Nuorisotutkimusverkosto, 2021.
Publication for professional or general audience Open access
Abstract | Links | Tags: Fanikulttuurit, Fanitus, Jalkapallo, Sosiaalinen media
@other{Turtiainen2021b,
title = {”Pernille and her badass gf post cracks me up” – Jalkapallofanitusta Tumblr’issa},
author = {Riikka Turtiainen},
url = {https://www.nuorisotutkimusseura.fi/nakokulma71},
year = {2021},
date = {2021-03-29},
publisher = {Nuorisotutkimusverkosto},
abstract = {Sosiaalisen median palvelu Tumblr’ista on muodostunut naisjalkapallofaneille eräänlainen turvapaikka, jossa he voivat kommunikoida vapautuneesti fanituksensa kohteista sekä osallistua fanituotantoon ja oman lajiasiantuntemuksensa kasvattamiseen. Tumblr-faniyhteisö jakaa yhdenvertaisuuteen perustuvan arvopohjan, mikä määrittää fanitoiminnan piirteitä.},
keywords = {Fanikulttuurit, Fanitus, Jalkapallo, Sosiaalinen media},
pubstate = {published},
tppubtype = {other}
}
Sotamaa, Olli; Švelch, Jan
Amsterdam University Press, 2021, ISBN: 978-9463725439.
Book Open access
Abstract | Links | Tags: Game production, Game production studies, Video game production
@book{Sotamaa2021c,
title = {Game Production Studies},
author = {Olli Sotamaa and Jan Švelch},
url = {https://library.oapen.org/handle/20.500.12657/47043},
doi = {10.5117/9789048551736},
isbn = {978-9463725439},
year = {2021},
date = {2021-03-18},
publisher = {Amsterdam University Press},
abstract = {Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
},
keywords = {Game production, Game production studies, Video game production},
pubstate = {published},
tppubtype = {book}
}
Sotamaa, Olli
Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play
In: Sotamaa, Olli; Švelch, Jan (Ed.): Game Production Studies, pp. 103-122, Amsterdam University Press, 2021, ISBN: 978-9463725439.
Book chapter Open access
Abstract | Links | Tags: Creative labour, Game industry, Game talk, Instrumental play, Leisure, Playful office
@incollection{Sotamaa2021d,
title = {Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play},
author = {Olli Sotamaa},
editor = {Olli Sotamaa and Jan Švelch },
url = {https://library.oapen.org/handle/20.500.12657/47043},
doi = {10.5117/9789463725439_ch05},
isbn = {978-9463725439},
year = {2021},
date = {2021-03-18},
booktitle = {Game Production Studies},
pages = {103-122},
publisher = {Amsterdam University Press},
abstract = {Critical studies of the global game industry have shown how employment in game companies is often advertised as a chance to get paid for playing games. The same love of games that often brings people to the game industry also places them at a disadvantage when negotiating the terms and conditions of work. Drawing from fourteen in-depth interviews conducted with game industry representatives, the chapter traces the different roles and functions playing games has for game developers and how working in a game studio changes their playing habits over time. Developers appear aware of the trade-offs associated with playing games as part of their work and apply various strategies to preserve the joy and relevance of play},
keywords = {Creative labour, Game industry, Game talk, Instrumental play, Leisure, Playful office},
pubstate = {published},
tppubtype = {incollection}
}
Sotamaa, Olli; Švelch, Jan
Introduction: Why Game Production Matters?
In: Sotamaa, Olli; Švelch, Jan (Ed.): Game Production Studies, pp. 7-28, Amsterdam University Press, 2021, ISBN: 978-9463725439.
Book chapter Open access
Abstract | Links | Tags: Game industry, Game production, Game production studies, Indie, Platform studies, Production studies, Sociology of work
@incollection{Sotamaa2021e,
title = {Introduction: Why Game Production Matters?},
author = {Olli Sotamaa and Jan Švelch},
editor = {Olli Sotamaa and Jan Švelch},
url = {https://library.oapen.org/handle/20.500.12657/47043},
doi = {10.5117/9789463725439_intro},
isbn = {978-9463725439},
year = {2021},
date = {2021-03-18},
booktitle = {Game Production Studies},
pages = {7-28},
publisher = {Amsterdam University Press},
abstract = {In the introduction, the editors of this collection argue for the importance of game production studies at a point when the public awareness about the production context of video games has, arguably, never been higher. With so many accounts of video game development permeating player and developer communities, the task of game production studies is to uncover the economic, cultural, and political structures that influence the final form of games by applying rigorous research methods. While the field of game studies has developed quickly in the past two decades, the study of the video game industry and different modes of video game production have been mostly dismissed by game studies scholars and requires more attention.},
keywords = {Game industry, Game production, Game production studies, Indie, Platform studies, Production studies, Sociology of work},
pubstate = {published},
tppubtype = {incollection}
}
Nylund, Niklas; Prax, Patrick; Sotamaa, Olli
Rethinking Game Heritage: Towards Reflexivity in Game Preservation
In: International Journal of Heritage Studies: IJHS, vol. 27, iss. 3, pp. 268-280, 2021, ISSN: 1352-7258.
Journal article Open access
Abstract | Links | Tags: Critical heritage, Game culture, Game preservation, Game studies, Intangible heritage, Participatory heritage
@article{Nylund2021,
title = {Rethinking Game Heritage: Towards Reflexivity in Game Preservation},
author = {Niklas Nylund and Patrick Prax and Olli Sotamaa},
url = {https://urn.fi/URN:NBN:fi:tuni-202006045916},
doi = {10.1080/13527258.2020.1752772},
issn = {1352-7258},
year = {2021},
date = {2021-03-04},
journal = {International Journal of Heritage Studies: IJHS},
volume = {27},
issue = {3},
pages = {268-280},
abstract = {While games and the cultures that have sprung up around them are diverse and vastly different from each other, most exhibitions dealing with them are based on a limited understanding of games that relies on symbolic brands on one hand and on the centrality of playable experiences on the other. This bias is potentially replicated by heritage institution collections starting to define how games become cultural heritage. While games research has shown that games are firmly nestled in a participatory grassroots culture, these kinds of perspectives are curiously lacking in exhibitions. By connecting previous work on critical and intangible heritage with game studies literature, this paper emphasises the importance of various productive communities for game heritage. The concepts of intangible and critical heritage suggest that the inclusion of players and communities into the game heritage process could offer a more diverse heritage discourse. But participatory practices in collector run museums tend to produce game heritage which is implicitly working towards the same kind of one-sided understanding of games that has been criticised heavily in game studies. The critical expertise of museum professionals is needed in order to start incorporating the varicoloured practices of communities into our understanding of game heritage.},
keywords = {Critical heritage, Game culture, Game preservation, Game studies, Intangible heritage, Participatory heritage},
pubstate = {published},
tppubtype = {article}
}
Laiti, Outi; Harrer, Sabine; Uusiautti, Satu; Kultima, Annakaisa
Sustaining Intangible Heritage Through Video Game Storytelling: The Case of the Sami Game Jam
In: International Journal of Heritage Studies: IJHS, vol. 3, iss. 4, pp. 296-311, 2021, ISSN: 1352-7258.
Journal article Open access
Abstract | Links | Tags: Game jam, Indigenous studies, Intangible heritage, Revitalisation, Sámi, Video games
@article{Laiti2021,
title = {Sustaining Intangible Heritage Through Video Game Storytelling: The Case of the Sami Game Jam},
author = {Outi Laiti and Sabine Harrer and Satu Uusiautti and Annakaisa Kultima},
url = {https://urn.fi/URN:NBN:fi:tuni-202006055927},
doi = {10.1080/13527258.2020.1747103},
issn = {1352-7258},
year = {2021},
date = {2021-03-04},
journal = {International Journal of Heritage Studies: IJHS},
volume = {3},
issue = {4},
pages = {296-311},
abstract = {This article explores how game jams, a rapid collaborative game production format, can work to support the revitalisation of Indigenous self-narratives in the context of Sámi culture. The study focuses on the Sami Game Jam, an event designed and carried out in the Northern Finish Sámi community in Utsjoki, in February 2018. Using an ethnographic method including participatory observation, video interviews with Sámi participants, and textual video game analysis, the study first discusses the event design, and how the creation of Sámi themes and priorities created constraints for game design. The variety of themes selected for the jam reflects the diversity of concerns present in contemporary Sámi society, and the need to reflect them in media. Secondly, we address the process of collaborative game development to explore current Sámi experience in a dialogic, open-ended way. Finally, we discuss the games created during the game jam, and how their design translate Sámi themes into playable artefacts. Based on the findings, we conclude how game jamming as a cultural practice can be appropriated for the purpose of sustaining intangible cultural heritage.},
keywords = {Game jam, Indigenous studies, Intangible heritage, Revitalisation, Sámi, Video games},
pubstate = {published},
tppubtype = {article}
}
Garda, Maria B.; Karhulahti, Veli-Matti
Let’s Play Tinder! Aesthetics of a Dating App
In: Games and Culture, vol. 16, iss. 2, pp. 248-261, 2021, ISSN: 1555-4120.
Journal article
Abstract | Links | Tags: Aesthetics, Dating app, Gameplay, Social media, Tinder
@article{Garda2021,
title = {Let’s Play Tinder! Aesthetics of a Dating App},
author = {Maria B. Garda and Veli-Matti Karhulahti},
doi = {10.1177/1555412019891328},
issn = {1555-4120},
year = {2021},
date = {2021-03-01},
journal = {Games and Culture},
volume = {16},
issue = {2},
pages = {248-261},
abstract = {This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa.},
keywords = {Aesthetics, Dating app, Gameplay, Social media, Tinder},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Grabarczyk, Paweł
Split-Screen: Videogame History Through Local Multiplayer Design
In: Design Issues, vol. 37, iss. 2, pp. 32-44, 2021, ISSN: 1531-4790.
Journal article Open access
Abstract | Links | Tags: Design vestigiality, Game production, Shared screen play
@article{Karhulahti2021d,
title = {Split-Screen: Videogame History Through Local Multiplayer Design},
author = {Veli-Matti Karhulahti and Paweł Grabarczyk},
url = {http://urn.fi/URN:NBN:fi:jyu-202005063063},
issn = {1531-4790},
year = {2021},
date = {2021-03-01},
urldate = {2021-03-01},
journal = {Design Issues},
volume = {37},
issue = {2},
pages = {32-44},
abstract = {By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.},
keywords = {Design vestigiality, Game production, Shared screen play},
pubstate = {published},
tppubtype = {article}
}
Thibault, Mattia
San Francisco, Japan: Urban Cultural Hybridizations in Big Hero 6 and The Man in the High Castle
In: Jacob, Frank; Surace, Bruno (Ed.): Western Japaneseness: Intercultural Translations of Japan in Western Media, pp. 71-88, Vernon Press, 2021, ISBN: 978-1-64889-154-0.
Book chapter Open access
Abstract | Links | Tags: Big Hero 6, San Francisco, The Man in the High Castle, Urban semiotics
@incollection{Thibault2021c,
title = {San Francisco, Japan: Urban Cultural Hybridizations in Big Hero 6 and The Man in the High Castle},
author = {Mattia Thibault},
editor = {Frank Jacob and Bruno Surace},
url = {https://urn.fi/URN:NBN:fi:tuni-202111038124},
isbn = {978-1-64889-154-0},
year = {2021},
date = {2021-03-01},
booktitle = {Western Japaneseness: Intercultural Translations of Japan in Western Media},
pages = {71-88},
publisher = {Vernon Press},
abstract = {This chapter engages two fictional representations of a Japanese-like version of the city of San Francisco. Maybe because of its large Japanese community, Frisco has been reimagined and portrayed as a city occupied by Imperial Japan—after its counterfactual victory in World War II—in the TV series adaptation of The Man in The High Castle by Frank Spotniz (2015), and as the hybrid city “San Fransokyo” in the film adaptation of superhero comic Big Hero 6 (Hall & Williams 2014). In order to analyze these two representations, the chapter offers some background on urban semiotics and on its methods, outlining how meaning-making and cultural changes influence the urban fabric. Subsequently, both fictional representations of Japanese San Francisco are analyzed, highlighting how the rich imaginary around Japaneseness present in the Western semiosphere has been used to produce a militaristic and colonial version of Japanese culture in The Man in the High Castle, and a completely different version, kawaii, technophile and nerdy, of the same culture in Big Hero 6. In the conclusions, the chapter proposes that these case studies can shed some light on the different and partial representations of Japan in the West, as well as on the different ways to represent cultural dynamic in an urban form. },
keywords = {Big Hero 6, San Francisco, The Man in the High Castle, Urban semiotics},
pubstate = {published},
tppubtype = {incollection}
}
Thibault, Mattia; Buruk, Oğuz; Hassan, Lobna; Hamari, Juho
Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities
In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 201-229, Taylor & Francis, 2021, ISBN: 9780367321185.
Book chapter
Abstract | Tags: Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play
@incollection{Thibault2021b,
title = {Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities},
author = {Mattia Thibault and Oğuz Buruk and Lobna Hassan and Juho Hamari},
editor = {Mikko Vesa},
isbn = {9780367321185},
year = {2021},
date = {2021-02-25},
urldate = {2021-02-25},
booktitle = {Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity},
pages = {201-229},
publisher = {Taylor & Francis},
abstract = {This chapter aims to go beyond extant gameful and playful approaches of urban management and governance by identifying the benefits and detriments in current approaches as well as elevating those benefits into a combined juxtaposed future vision of a playfully co-created city, Anagenesis. We ground our framework in the foundation laid out by three separate gameful phenomena: gamified e-participation, urban play initiatives (such as parkour or DIY urbanism) and games based on augmented cities technologies. We argue that while these separate phenomena all have their benefits and detriments, in democratic, playful and technologically enhanced activities organization, in meaningful combination, they provide an efficient and ethical way of engaging citizens in decisions regarding city-making and urban design.},
keywords = {Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play},
pubstate = {published},
tppubtype = {incollection}
}
Harviainen, J. Tuomas; Stenros, Jaakko
Central Theories of Games and Play
In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 20-39, Taylor & Francis, 2021, ISBN: 9780367321185.
Book chapter
Abstract | Links | Tags: Definitions, Game definitions, Rules, Theories of play
@incollection{Harviainen2021,
title = {Central Theories of Games and Play},
author = {J. Tuomas Harviainen and Jaakko Stenros},
editor = {Mikko Vesa},
doi = {10.4324/9780429316722},
isbn = {9780367321185},
year = {2021},
date = {2021-02-25},
booktitle = {Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity},
pages = {20-39},
publisher = {Taylor & Francis},
abstract = {This chapter reviews existing theories and frameworks of games, playfulness and play developed since the late nineteenth century. By understanding through various disciplines and approaches the principles of how humans relate to playing, it is possible to apply them to also organizational contexts in a fruitful manner.},
keywords = {Definitions, Game definitions, Rules, Theories of play},
pubstate = {published},
tppubtype = {incollection}
}
Koskimaa, Raine; Välisalo, Tanja; Ruotsalainen, Maria; Karhulahti, Veli-Matti
Esports Transmedia Universes: The Case of Overwatch
In: Jin, Dal Yong (Ed.): Global Esports: Transformation of Cultural Perceptions of Competitive Gaming, pp. 149–165, Bloomsbury Academic, 2021, ISBN: 978-1-5013-6877-6.
Book chapter Open access
Abstract | Links | Tags: Electronic sports, Elektroninen urheilu, Monimediaisuus, Transmedia
@incollection{Koskimaa2021,
title = {Esports Transmedia Universes: The Case of Overwatch},
author = {Raine Koskimaa and Tanja Välisalo and Maria Ruotsalainen and Veli-Matti Karhulahti},
editor = {Dal Yong Jin},
url = {http://urn.fi/URN:NBN:fi:jyu-202105203061},
doi = {10.5040/9781501368745.0014},
isbn = {978-1-5013-6877-6},
year = {2021},
date = {2021-02-22},
booktitle = {Global Esports: Transformation of Cultural Perceptions of Competitive Gaming},
pages = {149–165},
publisher = {Bloomsbury Academic},
abstract = {Over the years and recently in particular, various elements of esports have gathered piles of research from culture and economics to health and gender (e.g., Jin & Chee, 2008; Scholz, 2019; Szablewicz, 2016; DiFrancisco-Donoghue, 2019; Taylor & Voorhees, 2018; Witkowski, 2018; Kari et al., 2018). However, few have considered the role of transmediality as an explicit part of esport ecosystems—perhaps because of the strong tendency of both the industry and scholars to entertain esports as an extension to traditional sports (e.g., Kane & Spradley, 2017; Jenny et al., 2017; Hallmann & Giel, 2018) rather than part of fictional and narrative cultural lineages. In other words, transmedia studies have always been concerned with fictional and narrative cultural content in particular, and current esports research somewhat uncritically perceives the phenomenon as sports or sports-like to which fictional elements are trivial. In this chapter, our goal is to introduce transmediality as a core pattern that delineates esports design, play, and player-audience interaction on multiple levels. As a case study, we provide a cross-sectional analysis of the esports title Overwatch.},
keywords = {Electronic sports, Elektroninen urheilu, Monimediaisuus, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko
In: Suomen Historiallinen Seura, 2021.
Publication for professional or general audience Open access
Links | Tags: Muistelutyö, Museointi, Pelihistoria
@other{Suominen2021b,
title = {Muistelua, museointia, tuotteistamista ja keräilyä – digitaalisten pelien historiakulttuuri on saanut monia muotoja},
author = {Jaakko Suominen},
url = {http://www.histseura.fi/blogisarja-muistelua-museointia-tuotteistamista-ja-kerailya-digitaalisten-pelien-historiakulttuuri-on-saanut-monia-muotoja-jaakko-suominen/},
year = {2021},
date = {2021-02-08},
journal = {Suomen Historiallisen Seuran blogisarja},
publisher = {Suomen Historiallinen Seura},
keywords = {Muistelutyö, Museointi, Pelihistoria},
pubstate = {published},
tppubtype = {other}
}
Fordyce, Robbie; Apperley, Thomas H.
Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms
In: Duarte, German A.; Battin, Justin Michael (Ed.): Reading "Black Mirror": Insights into Technology and the Post-Media Condition, pp. 87-102, Transcript Verlag, 2021, ISBN: 978-3-8376-5232-1.
Book chapter Open access
Abstract | Links | Tags: Black Mirror, Hypertext games, Streaming, Video games
@incollection{Fordyce2021,
title = {Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms},
author = {Robbie Fordyce and Thomas H. Apperley },
editor = {German A. Duarte and Justin Michael Battin},
url = {https://urn.fi/URN:NBN:fi:tuni-202105245372},
doi = {10.14361/9783839452325-005},
isbn = {978-3-8376-5232-1},
year = {2021},
date = {2021-01-19},
urldate = {2021-01-19},
booktitle = {Reading "Black Mirror": Insights into Technology and the Post-Media Condition},
pages = {87-102},
publisher = {Transcript Verlag},
abstract = {This chapter interrogates the Netflix ‘film’ Black Mirror: Bandersnatch (2018), written by Charlie Brooker and directed by David Slade, using a close reading approach informed by metaphorical and allegorical analysis of videogames (Begy, 2013; Bogost, 2006; Murray, 1997; Wark, 2007), and seeks to draw out how the film explores the gamified choice-driven systems of the purchase screens of entertainment platforms. We argue that Black Mirror: Bandersnatch (Bandersnatch, hereafter) engages in a well-crafted reference to its conditions of distribution by finding similarities between the branching nature of selection-based play in hypertext games and the selection-based mechanisms of contemporary streaming video services, such as Netflix. In order to engage in this analysis, this study will examine both formalist ludological and visual themes within Bandersnatch and explore how these elements draw out themes of entertainment, exhaustion, and boredom in a manner that approximates entertainment platforms.},
keywords = {Black Mirror, Hypertext games, Streaming, Video games},
pubstate = {published},
tppubtype = {incollection}
}
Siutila, Miia; Karhulahti, Veli-Matti
Continuous Play: Leisure Engagement in Competitive Fighting Games and Taekwondo
In: Annals of Leisure Research, vol. Pre-print, pp. 1-17, 2021, ISSN: 1174-5398.
Journal article Open access
Abstract | Links | Tags: Electronic sports, Fighting games, Serious leisure, Taekwondo
@article{Siutila2021,
title = {Continuous Play: Leisure Engagement in Competitive Fighting Games and Taekwondo},
author = {Miia Siutila and Veli-Matti Karhulahti},
url = {https://research.utu.fi/converis/portal/detail/Publication/53305706?auxfun=&lang=en_GB},
doi = {10.1080/11745398.2020.1865173},
issn = {1174-5398},
year = {2021},
date = {2021-01-14},
urldate = {2021-01-14},
journal = {Annals of Leisure Research},
volume = {Pre-print},
pages = {1-17},
abstract = {In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from 'casual' to 'serious' leisure, individuals in both groups perceive their lasting relationships with these activities gradually evolving through their lives in three stages: acquaintance, attachment, and accommodation, The players fluctuate between casual and serious engagement, occasionally reaching a state of subjectively meaningful and socially cemented life permanence. The study suggests that the patterns of long-term play and gaming may not differ much between digital and non-digital domains.},
keywords = {Electronic sports, Fighting games, Serious leisure, Taekwondo},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Immersive Gaming as Journalism
In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.
Book chapter Open access
Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality
@incollection{Arjoranta2021,
title = {Immersive Gaming as Journalism},
author = {Jonne Arjoranta and Raine Koskimaa and Marko Siitonen},
editor = {Turo Uskali and Astrid Gynnhild and Sarah Jones and Esa Sirkkunen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005043035},
doi = {10.4324/9780429437748-15},
isbn = {978-1-138-33764-0},
year = {2021},
date = {2021-01-13},
booktitle = {Immersive Journalism as Storytelling: Ethics, Production, and Design},
pages = {136-147},
publisher = {Routledge},
abstract = {As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
},
keywords = {Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality},
pubstate = {published},
tppubtype = {incollection}
}