2022
Sotamaa, Olli
Pelintekemisen kulttuurit
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Finnish game industry, Game industry, Games
@incollection{Sotamaa2022,
title = {Pelintekemisen kulttuurit},
author = {Olli Sotamaa},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {4},
keywords = {Finnish game industry, Game industry, Games},
pubstate = {published},
tppubtype = {incollection}
}
Siitonen, Marko
Vuorovaikutus pelaajayhteisöissä
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Player community, Player interaction
@incollection{Siitonen2022b,
title = {Vuorovaikutus pelaajayhteisöissä},
author = {Marko Siitonen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {5},
keywords = {Player community, Player interaction},
pubstate = {published},
tppubtype = {incollection}
}
Friman, Usva
Sukupuoli, pelaajaidentiteetti ja pelikulttuurinen osallisuus
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Gender, Participatory culture, Player identity
@incollection{Friman2022c,
title = {Sukupuoli, pelaajaidentiteetti ja pelikulttuurinen osallisuus},
author = {Usva Friman},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {6},
keywords = {Gender, Participatory culture, Player identity},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko
Digitaalisen pelaamisen tiloja ja vaiheita
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Digital games, Digital gaming, Game history
@incollection{Suominen2022d,
title = {Digitaalisen pelaamisen tiloja ja vaiheita},
author = {Jaakko Suominen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {7},
keywords = {Digital games, Digital gaming, Game history},
pubstate = {published},
tppubtype = {incollection}
}
Välisalo, Tanja; Koskimaa, Raine
Pelit ja transmediaalisuus
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Games, Transmedia
@incollection{Välisalo2022c,
title = {Pelit ja transmediaalisuus},
author = {Tanja Välisalo and Raine Koskimaa},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {8},
keywords = {Games, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Koskimaa, Raine; Välisalo, Tanja
Kulttuurin leikillistyminen ja pelillistyminen
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Culture, Gamification, Playification
@incollection{Koskimaa2022,
title = {Kulttuurin leikillistyminen ja pelillistyminen},
author = {Raine Koskimaa and Tanja Välisalo},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {11},
keywords = {Culture, Gamification, Playification},
pubstate = {published},
tppubtype = {incollection}
}
Turtiainen, Riikka
Liikunta, urheilu ja pelaaminen
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Exercise, Playing, Sports
@incollection{Turtiainen2022,
title = {Liikunta, urheilu ja pelaaminen},
author = {Riikka Turtiainen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {9},
keywords = {Exercise, Playing, Sports},
pubstate = {published},
tppubtype = {incollection}
}
Kinnunen, Jani
Raha, pelit ja rahapelit
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
@incollection{Kinnunen2022,
title = {Raha, pelit ja rahapelit},
author = {Jani Kinnunen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = { 978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {10},
keywords = {Gambling, Games, Money},
pubstate = {published},
tppubtype = {incollection}
}
Pasanen, Tero; Meriläinen, Mikko
Pelien yhteiskunnalliset uhkakuvat
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
@incollection{Pasanen2022,
title = {Pelien yhteiskunnalliset uhkakuvat},
author = {Tero Pasanen and Mikko Meriläinen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {13},
keywords = {Games, Society, Threats},
pubstate = {published},
tppubtype = {incollection}
}
Arjoranta, Jonne
Mitä pelit merkitsevät?
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter
Tags: Game culture, Games, Meaning
@incollection{Arjoranta2022b,
title = {Mitä pelit merkitsevät?},
author = {Jonne Arjoranta},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {14},
keywords = {Game culture, Games, Meaning},
pubstate = {published},
tppubtype = {incollection}
}
Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.)
Pelit kulttuurina
Vastapaino, 2022, ISBN: 978-951-768-972-4.
Book
Abstract | Tags: Elektroninen urheilu, Kulttuurintutkimus, Lautapelit, Leikit, Pelaaminen, Pelit, Peliteollisuus, Pelitutkimus, Rahapelit, Urheilu, Viihde
@book{Friman2022e,
title = {Pelit kulttuurina},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
isbn = {978-951-768-972-4},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
publisher = {Vastapaino},
abstract = {Esittelyteksti:
Pelit ovat kulttuurimuoto, jolla on pitkät juuret ihmisen historiassa ja joka näkyy nykypäivänä kaikkialla arjessamme. Pelejä suunnitellaan ja kehitetään kaikenikäisille ja niitä pelataan lähes kaikissa ikäryhmissä, yksin ja yhdessä. Pelaamista harrastetaan vapaa-ajalla, harjoitetaan ammattina ja hyödynnetään niin oppimistilanteissa kuin työelämässä koko ajan enemmän.
Suomalaiset ovat pelikansaa. Melkein kaikki pelaavat Suomessa jotain, oli se sitten Lottoa, Mölkkyä, Returnalia tai Clash of Clansia. Suomi kuuluu myös pelinkehityksessä Euroopan kärkikastiin, ja suomalaiset kilpapelaajat niittävät menestystä maailmalla. Pelialan sankaritarinoiden siivittämänä peleihin kohdistuu myös monenlaisia yhteiskunnallisia toiveita ja huolia. Miten pelien Suomea pitäisi ymmärtää?
Kirjassa Pelit kulttuurina neljätoista Suomen eturivin pelitutkijaa kuvaa pelien kulttuurista ja yhteiskunnallista merkitystä Suomessa ja kansainvälisesti. Kirjoittajat kertovat, miten pelejä tehdään, pelataan ja tutkitaan, millaisia yhteisöjä niiden ympärille rakentuu, ja millaisiin yhteiskunnallisiin ilmiöihin ne liittyvät. Digitaalisten viihdepelien lisäksi kirja käsittelee urheilua, rahapelejä ja pelien suhdetta taiteeseen ja leikkiin. },
keywords = {Elektroninen urheilu, Kulttuurintutkimus, Lautapelit, Leikit, Pelaaminen, Pelit, Peliteollisuus, Pelitutkimus, Rahapelit, Urheilu, Viihde},
pubstate = {published},
tppubtype = {book}
}
Pelit ovat kulttuurimuoto, jolla on pitkät juuret ihmisen historiassa ja joka näkyy nykypäivänä kaikkialla arjessamme. Pelejä suunnitellaan ja kehitetään kaikenikäisille ja niitä pelataan lähes kaikissa ikäryhmissä, yksin ja yhdessä. Pelaamista harrastetaan vapaa-ajalla, harjoitetaan ammattina ja hyödynnetään niin oppimistilanteissa kuin työelämässä koko ajan enemmän.
Suomalaiset ovat pelikansaa. Melkein kaikki pelaavat Suomessa jotain, oli se sitten Lottoa, Mölkkyä, Returnalia tai Clash of Clansia. Suomi kuuluu myös pelinkehityksessä Euroopan kärkikastiin, ja suomalaiset kilpapelaajat niittävät menestystä maailmalla. Pelialan sankaritarinoiden siivittämänä peleihin kohdistuu myös monenlaisia yhteiskunnallisia toiveita ja huolia. Miten pelien Suomea pitäisi ymmärtää?
Kirjassa Pelit kulttuurina neljätoista Suomen eturivin pelitutkijaa kuvaa pelien kulttuurista ja yhteiskunnallista merkitystä Suomessa ja kansainvälisesti. Kirjoittajat kertovat, miten pelejä tehdään, pelataan ja tutkitaan, millaisia yhteisöjä niiden ympärille rakentuu, ja millaisiin yhteiskunnallisiin ilmiöihin ne liittyvät. Digitaalisten viihdepelien lisäksi kirja käsittelee urheilua, rahapelejä ja pelien suhdetta taiteeseen ja leikkiin.
Saarikoski, Petri; Lindfors, Antti; Suominen, Jaakko; Reunanen, Markku
The Illuminatus Space Game: From an April Fools’ Joke to Digital Cultural Heritage
In: Giappone, Krista Bonello Rutter; Majkowski, Tomasz Z.; Švelch, Jaroslav (Ed.): Video Games and Comedy, Palgrave Macmillan Cham, 2022, ISBN: 978-3-030-88338-6.
Book chapter
Abstract | Links | Tags: 1980s, April Fools' joke, Cultural memory, Digital culture, Game journalism, Home computers, Humour, Simulation games
@incollection{Saarikoski2022,
title = {The Illuminatus Space Game: From an April Fools’ Joke to Digital Cultural Heritage},
author = {Petri Saarikoski and Antti Lindfors and Jaakko Suominen and Markku Reunanen},
editor = {Krista Bonello Rutter Giappone and Tomasz Z. Majkowski and Jaroslav Švelch},
url = {https://link.springer.com/chapter/10.1007/978-3-030-88338-6_7},
doi = {http://dx.doi.org/10.1007/978-3-030-88338-6_7},
isbn = {978-3-030-88338-6},
year = {2022},
date = {2022-03-26},
urldate = {2022-03-26},
booktitle = {Video Games and Comedy},
publisher = {Palgrave Macmillan Cham},
series = {Palgrave Studies in Comedy},
abstract = {In April 1989, the leading Finnish computer hobbyist magazine MikroBitti published a glowing preview of a 3D space-faring game called Illuminatus. It was described as an epic space flight, trading, combat and empire building title that was more than a game, rather a way of life. In reality, the game did not exist at all, but the April Fools’ joke was taken seriously by many readers. In this chapter we analyse the cultural and historical context of the prank, its plausibility, and repercussions. The technological optimism of the decade is an important backdrop for the joke, and the journalist behind it cleverly evoked the hopes and expectations of the audience. Even after more than three decades, Illuminatus is still referenced and remembered within Finnish enthusiast circles. Interestingly, it appears that the (non-) existence of the game hardly matters at all in the long run, as it has become part of the shared cultural memory of a hobbyist generation, just as if it had been any popular game of the time. },
keywords = {1980s, April Fools' joke, Cultural memory, Digital culture, Game journalism, Home computers, Humour, Simulation games},
pubstate = {published},
tppubtype = {incollection}
}
Macey, Joseph; Hamari, Juho
In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.
Journal article Open access
Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games
@article{Macey2022b,
title = {Gamblification: A Definition},
author = {Joseph Macey and Juho Hamari},
url = {https://journals.sagepub.com/doi/10.1177/14614448221083903},
doi = {https://doi.org/10.1177/14614448221083903},
issn = {1461-4448},
year = {2022},
date = {2022-03-17},
journal = {New Media & Society},
volume = {Pre-print},
abstract = {In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specific monetisation practices, or as a means of motivating consumer behaviours. Conceptual clarity has been further muddied by the positioning of gamblification as a form of gamification. This work provides a definition of gamblification, which draws upon and consolidates existing uses of the term while also providing a lens through which the differing aspects of gamblification can be understood and appraised. By doing so, this work will establish a clear conceptual framework, which can structure in-depth discussions of this multi-dimensional phenomenon.},
keywords = {Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games},
pubstate = {published},
tppubtype = {article}
}
Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.)
Modes of Esports Engagement in Overwatch
Palgrave Macmillan, 2022, ISBN: 978-3030827663.
Book Open access
Abstract | Links | Tags: Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch
@book{Ruotsalainen2022,
title = {Modes of Esports Engagement in Overwatch},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti
},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0},
isbn = {978-3030827663},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
publisher = {Palgrave Macmillan},
abstract = {This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences.
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time.},
keywords = {Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch},
pubstate = {published},
tppubtype = {book}
}
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time.
Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti
In: Modes of Esports Engagement in Overwatch, pp. 1-7, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Links | Tags: Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch
@incollection{Ruotsalainen2022b,
title = {Introduction},
author = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti
},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_1},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {1-7},
publisher = {Palgrave Macmillan},
keywords = {Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch},
pubstate = {published},
tppubtype = {incollection}
}
Vahlo, Jukka; Karhulahti, Veli-Matti
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 11-30, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Electronic sports, Overwatch, Player profiles
@incollection{Vahlo2022,
title = {Two Overwatch Player Profiles},
author = {Jukka Vahlo and Veli-Matti Karhulahti},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {11-30},
publisher = {Palgrave Macmillan},
abstract = {What are Overwatch players like? The goal of this chapter is to map out surface characteristics of those who play Overwatch in order to better understand the game and its players’ roles in the larger context of esports play and players. To do this, we employ relatively large-scale esports survey data and carry out game-specific cluster analysis: the surveyed players are divided into groups, which are identified based on the players’ gaming habits. Ultimately, our study will identify six esports player clusters, two of which include distinct Overwatch players. By comparing these two Overwatch player clusters with each other as well as with other esports player clusters, this chapter sets hypotheses that help interpreting the rest of this book’s chapters and, we hope, also the accumulating and diversifying literature on esports players more widely.},
keywords = {Electronic sports, Overwatch, Player profiles},
pubstate = {published},
tppubtype = {incollection}
}
Blom, Joleen
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 49-66, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Author, Game characters, Implied player, Overwatch, Participatory culture, Reader-response criticism, Transmedia
@incollection{Blom2022,
title = {The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch},
author = {Joleen Blom},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_4},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {49-66},
publisher = {Palgrave Macmillan},
abstract = {With the overhaul of Mercy, one of Overwatch’s healer characters, in August 2017, Blizzard Entertainment changed the healer’s ultimate ability to resurrect all allies at once to one where her abilities were only amplified in order to prevent Mercy players to hide until her ability was ready to be used. This change to the hero caused the player to not only adjust to how they engage with Mercy inside the Overwatch game, but also influenced how they perceive her as a fictional being—as a character, that is. According to Ebony Elizabeth Thomas (2019), in our participatory culture of the digital age, the meaning of media works is constantly negotiated as more people participate in writing, reading, playing, and watching different media for work and leisure. The players of games, like anyone who engages with media content, do not simply consume, but take an active part in the construction of the game to create their own unique version of the work (Mortensen 2003). However, more than ever before, games require constant internet connection to be played, which grants developers, such as Blizzard Entertainment, the possibility to alter their content rapidly and frequently based on fluctuating financial and other strategic needs. Overwatch (Blizzard Entertainment 2016b) represents one such product: being systematically altered by Blizzard Entertainment so that the players’ interpretative agency over their meaning-making— how they make sense of the game and play it—is heavily subjected to the developer’s evolving authorial intentions.},
keywords = {Author, Game characters, Implied player, Overwatch, Participatory culture, Reader-response criticism, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Välisalo, Tanja; Ruotsalainen, Maria
Player Reception of Change and Stability in Character Mechanics
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 67-86, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Close reading, Game characters, Overwatch, Transmedia
@incollection{Välisalo2022,
title = {Player Reception of Change and Stability in Character Mechanics},
author = {Tanja Välisalo and Maria Ruotsalainen},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_5},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {67-86},
publisher = {Palgrave Macmillan},
abstract = {Change is a constant element of online games, and Overwatch as well as its playable characters have been through multiple changes since the launch of the game in 2016. In this chapter, we examine the relationships players have with the playable characters of Overwatch and specifically the role that character mechanics have in these relationships. Changes to game characters are a topic of avid discussion in Overwatch communities and evoke articulations of the meaning of game characters for the players.},
keywords = {Close reading, Game characters, Overwatch, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Macey, Joseph; Bujić, Mila
The Talk of the Town: Community Perspectives on Loot Boxes
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 199-223, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch
@incollection{Macey2022,
title = {The Talk of the Town: Community Perspectives on Loot Boxes},
author = {Joseph Macey and Mila Bujić
},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_11},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {199-223},
publisher = {Palgrave Macmillan},
abstract = {Loot boxes are a common monetization mechanic in the contemporary games industry. However, an increasing number of regulatory bodies have been investigating loot boxes, with several having concluded that they constitute gambling. There is, however, a lack of consensus, with some authorities concentrating on the way loot boxes are obtained, while others consider the value of their contents. Overwatch is particularly affected by this disparity as it remains legal in some jurisdictions but not in others. In order to understand the role and function of loot boxes, an expert analysis must be complemented with consumer voices. This chapter utilizes content analysis to investigate discussions of loot boxes in Overwatch fan communities, identifying several prominent themes: monetization, effects, contents, gambling, regulation, alternatives, and their specifics in Overwatch.},
keywords = {Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch},
pubstate = {published},
tppubtype = {incollection}
}
Siitonen, Marko; Ruotsalainen, Maria
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 89-112, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Discourse analysis, Nationalism, Overwatch, Overwatch World Cup, Positioning, Spectatorship
@incollection{Siitonen2022,
title = {“KKona where’s your sense of patriotism?”: Positioning Nationality in the Spectatorship of Competitive Overwatch Play},
author = {Marko Siitonen and Maria Ruotsalainen},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_6},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {89-112},
publisher = {Palgrave Macmillan},
abstract = {This chapter analyzes the discursive construction of nationality and ethnicity in the context of the Overwatch World Cup 2019 and especially among the discussions of the world cup’s spectators on the live-streaming platform Twitch. Drawing on the positioning theory and the concept of banal nationalism, our study demonstrates how esports fans are active negotiators and co-creators of the esports discourse. The analysis illustrates what kind of role nationality and ethnicity take in this environment, in other words what they come to mean for those participating in the discourses defining them.
},
keywords = {Discourse analysis, Nationalism, Overwatch, Overwatch World Cup, Positioning, Spectatorship},
pubstate = {published},
tppubtype = {incollection}
}
Friman, Usva; Ruotsalainen, Maria
Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 135-154, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women
@incollection{Friman2022,
title = {Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”},
author = {Usva Friman and Maria Ruotsalainen},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_8},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {135-154},
publisher = {Palgrave Macmillan},
abstract = {This chapter examines toxic meritocracy in relation to gender in competitive Overwatch, asking how gender affects a player’s opportunities for engagement in that scene. It analyzes online news stories and community discussions concerning “Ellie” – a fabricated competitive woman gamer created as a “social experiment” by a man player. The confluences between gender and toxic meritocracy become visible in the assumption there must be an experienced man gamer behind the battletag, the gender-based harassment targeted at Ellie, and the reflections on the importance of setting an example as the first team taking a woman player for Contenders. The analysis shows that despite a strong belief in meritocracy upheld within the community, there are many barriers limiting the participation of those entering competitive Overwatch as women.},
keywords = {Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women},
pubstate = {published},
tppubtype = {incollection}
}
Apperley, Thomas H.
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 179-197, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Gender, Misogyny, NSFW, Overwatch, Pornification, Sexuality
@incollection{Apperley2022,
title = {Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports},
author = {Thomas H. Apperley},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_10},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {179-197},
publisher = {Palgrave Macmillan},
abstract = {This chapter argues that the controversial policing of women’s bodies in esports and livestreaming is reflected in the pornification of Overwatch. This chapter makes three claims. First, mainstream heterosexual Overwatch pornography reinforces the assumed masculinity of esports. Second, the pornographic fantasies depicted reinforce everyday misogynistic attitudes to women in esports. Third, Overwatch porn also provides scope for more inclusive and diverse approaches to sexuality in emerging areas such as cosplay erotica. This chapter provides crucial insight into the porous boundaries between esports, mainstream pornography, and cosplay erotica which highlights how Overwatch pornography reinforces and reflects the discursive formations of heteronormative masculinity and misogyny in esports.
},
keywords = {Gender, Misogyny, NSFW, Overwatch, Pornification, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Nyström, Anna-Greta; McCauley, Brian; Macey, Joseph; Scholz, Tobias M.; Besombes, Nicolas; Cestino, Joaquin; Hiltscher, Julia; Stephanie, Orme; Rumble, Ryan; Törmänen, Maria
Current Issues of Sustainability in Esports
In: International Journal of Esports, vol. 1, iss. 1, 2022, ISBN: 2634-1069.
Journal article Open access
Abstract | Links | Tags: Economic sustainability, Electronic sports, Social sustainability, Sustainability
@article{Nyström2022,
title = {Current Issues of Sustainability in Esports},
author = {Anna-Greta Nyström and Brian McCauley and Joseph Macey and Tobias M. Scholz and Nicolas Besombes and Joaquin Cestino and Julia Hiltscher and Orme Stephanie and Ryan Rumble and Maria Törmänen},
url = {https://research.abo.fi/ws/portalfiles/portal/35618138/94_1_657_1_10_20220305.pdf},
isbn = {2634-1069},
year = {2022},
date = {2022-03-10},
journal = {International Journal of Esports},
volume = {1},
issue = {1},
abstract = {Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry.
Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic.
Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.},
keywords = {Economic sustainability, Electronic sports, Social sustainability, Sustainability},
pubstate = {published},
tppubtype = {article}
}
Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic.
Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.
Ruotsalainen, Maria
In: Television & New Media, vol. Pre-print, 2022, ISSN: 1527-4764.
Journal article Open access
Abstract | Links | Tags: Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games
@article{Ruotsalainen2022c,
title = {“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:NBN:fi:jyu-202203211976},
doi = {https://doi.org/10.1177/15274764221080962},
issn = {1527-4764},
year = {2022},
date = {2022-03-08},
journal = {Television & New Media},
volume = {Pre-print},
abstract = {In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.},
keywords = {Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko
Pandemic Rhythms: Adults' Gaming in Finland During the Spring 2020 COVID-19 Restrictions
In: Convergence: The International Journal of Research into New Media Technologies, vol. Pre-print, 2022, ISSN: 1354-8565.
Journal article Open access
Abstract | Links | Tags: Coping, COVID-19, Digital gaming, Everyday life, Family, Non-digital gaming, Rhythm analysis, Situated gaming, Thematic analysis
@article{Meriläinen2022b,
title = {Pandemic Rhythms: Adults' Gaming in Finland During the Spring 2020 COVID-19 Restrictions},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202203232696},
doi = {10.1177/13548565221077582},
issn = {1354-8565},
year = {2022},
date = {2022-03-02},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {Pre-print},
abstract = {This qualitative study examines how the spring 2020 COVID-19 restriction measures impacted adults’ gaming in Finland. The study draws on a thematic analysis of qualitative data (N = 201) collected in April 2020, which is explored through the lens of Apperley’s (2010) theory of gaming rhythms. The results illuminate the ways in which gaming was situated in everyday life both during and before the COVID-19 restrictions, and how the pandemic and its associated restrictions disrupted, reinforced, and reconfigured the everyday rhythms of gaming. The situation impacted individuals and families differently, being beneficial to some and detrimental to others, contingent on other aspects of respondents’ lives. The results underline how an individual’s gaming does not happen in isolation, but takes place in the confines of everyday life, shaped by factors outside the individual’s control. Developing Apperley’s theory, the results show that gaming can be a very resilient activity, given the right circumstances.},
keywords = {Coping, COVID-19, Digital gaming, Everyday life, Family, Non-digital gaming, Rhythm analysis, Situated gaming, Thematic analysis},
pubstate = {published},
tppubtype = {article}
}
Vahlo, Jukka; Tuuri, Kai; Välisalo, Tanja
Exploring Gameful Motivation of Autonomous Learners
In: Frontiers in Psychology, vol. 13, 2022, ISSN: 1664-1078.
Journal article Open access
Abstract | Links | Tags: Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination
@article{Vahlo2022b,
title = {Exploring Gameful Motivation of Autonomous Learners},
author = {Jukka Vahlo and Kai Tuuri and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202202281734},
doi = {10.3389/fpsyg.2022.825840},
issn = {1664-1078},
year = {2022},
date = {2022-02-25},
urldate = {2022-02-25},
journal = {Frontiers in Psychology},
volume = {13},
abstract = {In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey data (N = 705) collected from individuals who had voluntarily participated in an open online course about artificial intelligence and its societal impact. The survey included an explorative Motives for Autonomous Learning (MAL) inventory. Exploratory factor analysis suggested that the MAL inventory consisted of six dimensions out of which four were consistent with factors that earlier research has associated with motives to engage with video games. Of the identified factors, the dimension that most clearly described autonomous and playful predispositions was found to be a main precedent for both experienced gamefulness of the learning experience and positive learning outcomes. In all, the results of this study demonstrated that playfulness and autonomy were both prominent and significant factors across the whole learning process.},
keywords = {Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko; Stenros, Jaakko; Heljakka, Katriina
The Pile of Shame: The Personal and Social Sustainability of Collecting and Hoarding Miniatures
In: Muthu, Subramanian Senthilkannan (Ed.): Toys and Sustainability, pp. 57-77, Springer, 2022, ISBN: 978-981-16-9672-5.
Book chapter
Abstract | Links | Tags: Adult play, Collecting, Consumer behaviour, Hoarding, Miniaturing, Wargaming, Warhammer
@incollection{Meriläinen2022,
title = {The Pile of Shame: The Personal and Social Sustainability of Collecting and Hoarding Miniatures},
author = {Mikko Meriläinen and Jaakko Stenros and Katriina Heljakka},
editor = {Subramanian Senthilkannan Muthu},
doi = {https://doi.org/10.1007/978-981-16-9673-2_4},
isbn = {978-981-16-9672-5},
year = {2022},
date = {2022-02-18},
booktitle = {Toys and Sustainability},
pages = {57-77},
publisher = {Springer},
abstract = {Collecting is a major part of the miniaturing pastime, in which enthusiasts collect, paint, and play games with small historical and fantasy wargaming and role-playing figurines. Miniaturists often have large collections of miniatures, and many buy more miniatures than they have time to paint. This quantity of unpainted miniatures is often referred to as a pile of shame. In this chapter, we explore the collecting of miniatures and the pile of shame phenomenon through a thematic analysis of qualitative survey data (N = 127). Our analysis suggests that an amassed collection of miniatures poses both practical and existential potential and challenges and may be both beneficial and detrimental to personal sustainability. Although the concept of a pile of shame is typically a shared source of humour, it is also a relevant part of the miniaturing pastime, and an important aspect of how miniaturists curate and view their collection.},
keywords = {Adult play, Collecting, Consumer behaviour, Hoarding, Miniaturing, Wargaming, Warhammer},
pubstate = {published},
tppubtype = {incollection}
}
Kerttula, Tero
(Broad)casting the Game: The Spectacle of Real in Representing and Narrating Video Game Play
2022, ISBN: 978-951-39-8968-2.
Doctoral thesis Open access
Abstract | Links | Tags: Game history, Let's Play, Spectacle, Television, Video games
@phdthesis{Kerttula2022,
title = {(Broad)casting the Game: The Spectacle of Real in Representing and Narrating Video Game Play},
author = {Tero Kerttula},
url = {http://urn.fi/URN:ISBN:978-951-39-8968-2},
isbn = {978-951-39-8968-2},
year = {2022},
date = {2022-01-22},
publisher = {University of Jyväskylä},
abstract = {Video games have been a notable part of our lives for a long time now, and also in non-playable ways. The games and the action of gaming have been possible to consume through reading magazines and web pages, watching television and in these days, through online videos. In this compilation dissertation I look at the ways the media has used and presented video games and video gaming in the past 40 years. My aim is to prove, that through different means of presentation the role of the player in these presentations rises to equal the role of the games and even surpasses that. At the same time, I attempt to put these presentations in a media-historical timeline and point out the similarities between modern self-made videos and the television productions and games journalism of the past. I research the subject in the preface through the concept of the media spectacle and I’ll also look at the articles the dissertation consists of through the same concept. The concept of the spectacle makes it possible to look at the different media productions from commercialist and nationalistic angle and also to see, which kind of elements of power in present in these productions. The articles approach the subject through narrativization, oral history and triangulation. One notable part of the research is the data compiled of different television shows about video games from the 1980s to present day. With the help of different articles and methods, the research as a whole draws numerous similarities between the media spectacles about video games of the past and modern media productions. The results of the research are many. From the angle of the spectacle, the modern Let’s Play -videos have connections to early television shows and other audiovisual productions. One specific similarity is the emphasis in the presentation of the player instead of the game. Because the early television shows tried to market the games to the audience by using visual methods also seen in sports spectacles, they also marketed the experience of playing video games. The role of the player is also a role of a narrator. Let’s Play -videos can be seen as a specific kind of stories about how the game in the video was like to play. At the same time the videos show the relationship between the player and the game, for example by oral history. This makes the Let’s Play -videos a part of the research of the history of video games and video game culture. These stories have also their roots in the media history. The stories were told especially in video game magazines and their role were quite the same as in the Let’s Plays, to tell a story about a video game experience in a review or a walkthrough. The research also makes a note about competitive gaming – or eSports – and the evolution of it through these media spectacles. From the results it is seen that the modern eSports broadcasts are in many ways alike to early television shows, which incorporated competitive gaming as a part of the show. Those shows in their own turn took influence from sports broadcasts. At the same time the findings suggest, that in the eSports broadcasts the games are comparable to sport disciplines, where the attention in on the athlete, but also on the other factors influencing the spectacle, like the sponsors.},
keywords = {Game history, Let's Play, Spectacle, Television, Video games},
pubstate = {published},
tppubtype = {phdthesis}
}
Karhulahti, Veli-Matti
Registered Reports for Qualitative Research
In: Nature Human Behaviour, vol. 6, iss. 1, pp. 4-5, 2022, ISSN: 2397-3374.
Journal article
Abstract | Links | Tags: Problematic gaming, Qualitative research, Research reports
@article{Karhulahti2022f,
title = {Registered Reports for Qualitative Research},
author = {Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202212125547},
doi = {https://doi.org/10.1038/s41562-021-01265-8},
issn = {2397-3374},
year = {2022},
date = {2022-01-03},
urldate = {2022-01-03},
journal = {Nature Human Behaviour},
volume = {6},
issue = {1},
pages = {4-5},
publisher = {Nature Publishing Group},
abstract = {Researchers are disincentivized from conducting urgently needed qualitative research, argues Veli-Matti Karhulahti. He recommends the adoption of registered reports for qualitative research as a remedial course of action.},
keywords = {Problematic gaming, Qualitative research, Research reports},
pubstate = {published},
tppubtype = {article}
}
Švelch, Jan; Švelch, Jaroslav
Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike
In: Television & New Media, vol. 23, iss. 1, pp. 44-60, 2022, ISSN: 1527-4764.
Journal article
Abstract | Links | Tags: Below-the-line, Recasting, Relational labour, SAG-AFTRA, Strike, Video game labour, Video game production, Voice acting
@article{Švelch2022,
title = {Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike},
author = {Jan Švelch and Jaroslav Švelch},
doi = {10.1177/1527476420962784},
issn = {1527-4764},
year = {2022},
date = {2022-01-01},
journal = {Television & New Media},
volume = {23},
issue = {1},
pages = {44-60},
abstract = {Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors in the video game culture using the specific case of the recasting of the video game series Life Is Strange, which was caused by the 2016 to 2017 SAG-AFTRA strike against video game companies. Our qualitative empirical analysis of journalistic coverage (including interviews with voice actors), promotional materials, press releases, and player discussions reconstructs the events of the game’s production and investigates the reception of the recasting with regard to actor-character identification and to labor conditions of voice actors. We find that voice actors, whose status is partly dependent on the popularity of their characters, attempt to rise “above the line” by engaging in relational labor.},
keywords = {Below-the-line, Recasting, Relational labour, SAG-AFTRA, Strike, Video game labour, Video game production, Voice acting},
pubstate = {published},
tppubtype = {article}
}
2021
Koskimaa, Raine; Kerttula, Tero
Transmedia Literacy and Informal Learning Strategies among Finnish Teens
In: Ruokamo, Heli; Kangas, Marjaana (Ed.): Media Education at the Top, pp. 41-58, Cambridge Scholars Publishing, 2021, ISBN: 978-1-5275-6476-3.
Book chapter
Links | Tags: Learning strategies, Teens, Transmedia, Transmedia literacy
@incollection{Koskimaa2021b,
title = {Transmedia Literacy and Informal Learning Strategies among Finnish Teens},
author = {Raine Koskimaa and Tero Kerttula},
editor = {Heli Ruokamo and Marjaana Kangas},
url = {https://converis.jyu.fi/converis/portal/detail/Publication/52139480},
isbn = {978-1-5275-6476-3},
year = {2021},
date = {2021-12-31},
urldate = {2021-12-31},
booktitle = {Media Education at the Top},
pages = {41-58},
publisher = {Cambridge Scholars Publishing},
chapter = {4},
keywords = {Learning strategies, Teens, Transmedia, Transmedia literacy},
pubstate = {published},
tppubtype = {incollection}
}
Koskimaa, Raine
In: Game Studies: the international journal of computer game research, vol. 21, no. 4, IT Universitetet i Koebenhavn, 2021, ISSN: 1604-7982.
Publication for professional or general audience Open access
Links | Tags: Book review, Game culture, Game studies, Pac-Man, Video games
@other{Koskimaa2021c,
title = {Book Review: How Pac-Man Eats},
author = {Raine Koskimaa},
url = {http://urn.fi/URN:NBN:fi:jyu-202202011364
http://gamestudies.org/2104/articles/koskimaa_review},
issn = {1604-7982},
year = {2021},
date = {2021-12-31},
urldate = {2021-12-31},
booktitle = {Game Studies: the international journal of computer game research},
volume = {21},
number = {4},
publisher = {IT Universitetet i Koebenhavn},
keywords = {Book review, Game culture, Game studies, Pac-Man, Video games},
pubstate = {published},
tppubtype = {other}
}
Koskimaa, Raine
Google Poem Generator: Kyborgitekijä naaraamassa globaalin tiedostamattoman virtoja
In: Eskelinen, Markku; Tuusvuori, Jarkko S. (Ed.): Jälleen: Leevi Lehto reloaded, pp. 73-97, Ntamo, 2021, ISBN: 978-952-215-829-1.
Publication for professional or general audience
Links | Tags: Automaatio, Google, Google Poem Generator, Kirjallisuudentutkimus, Muistokirjoitukset, Runot, Tietokoneohjelmat
@other{Koskimaa2021d,
title = {Google Poem Generator: Kyborgitekijä naaraamassa globaalin tiedostamattoman virtoja},
author = {Raine Koskimaa},
editor = {Markku Eskelinen and Jarkko S. Tuusvuori},
url = {https://converis.jyu.fi/converis/portal/detail/Publication/51863699?auxfun=&lang=fi_FI},
isbn = {978-952-215-829-1},
year = {2021},
date = {2021-12-31},
urldate = {2021-12-31},
booktitle = {Jälleen: Leevi Lehto reloaded},
pages = {73-97},
publisher = {Ntamo},
keywords = {Automaatio, Google, Google Poem Generator, Kirjallisuudentutkimus, Muistokirjoitukset, Runot, Tietokoneohjelmat},
pubstate = {published},
tppubtype = {other}
}
de Wildt, Lars; Aupers, Stef
Marketable Religion: How Game Company Ubisoft Commodified Religion for a Global Audience
In: Journal of Consumer Culture, vol. Pre-print, 2021, ISSN: 1469-5405.
Journal article
Abstract | Links | Tags: Assassin's Creed, Commodification, Cultural industries, Depoliticization, Game production studies, Marketable religion, Religion, Science-fictionalization, Universalization, Video games
@article{deWildt2021,
title = {Marketable Religion: How Game Company Ubisoft Commodified Religion for a Global Audience},
author = {Lars de Wildt and Stef Aupers},
doi = {10.1177/14695405211062060},
issn = {1469-5405},
year = {2021},
date = {2021-12-28},
journal = {Journal of Consumer Culture},
volume = {Pre-print},
abstract = {Videogame companies are selling religion to an overwhelmingly secular demographic. Ubisoft, the biggest company in the world's biggest cultural industry, created a best-selling franchise about a conflict over Biblical artefacts between Muslim Assassins and Christian Templars. Who decides to put religion into those games? How? And why? To find out, we interviewed 22 developers on the Assassin's Creed franchise, including directors and writers. Based on those, we show that the "who" of Ubisoft is not a person but an industry: a de-personalized and codified process. How? Marketing, editorial and production teams curb creative teams into reproducing a formula: a depoliticized, universalized, and science-fictionalized "marketable religion." Why? Because this marketable form of religious heritage can be consumed by everyone-regardless of cultural background or conviction. As such, this paper adds an empirically grounded perspective on the "who," "why," and "how" of cultural industries' successful commodification of religious and cultural heritage.},
keywords = {Assassin's Creed, Commodification, Cultural industries, Depoliticization, Game production studies, Marketable religion, Religion, Science-fictionalization, Universalization, Video games},
pubstate = {published},
tppubtype = {article}
}
Rannanpiha, Joni-Tatu; Tyni, Heikki; Sotamaa, Olli
Suomalainen peliteollisuus ja mobiilipelit Pelit-lehdessä vuosina 1992–2014
In: Pelitutkimuksen vuosikirja 2021, pp. 4-29, 2021, ISSN: 1798-355X.
Journal article Open access
Abstract | Links | Tags: Aikakauslehdet, Finnish game industry, Game journalism, Mobiilipelit, Mobile games, Pelijournalismi, Pelit magazine, Pelit-lehti, Periodicals, Suomalainen peliteollisuus
@article{Rannanpiha2021,
title = {Suomalainen peliteollisuus ja mobiilipelit Pelit-lehdessä vuosina 1992–2014},
author = {Joni-Tatu Rannanpiha and Heikki Tyni and Olli Sotamaa},
url = {https://urn.fi/URN:NBN:fi:tuni-202112209410},
issn = {1798-355X},
year = {2021},
date = {2021-12-15},
journal = {Pelitutkimuksen vuosikirja 2021},
pages = {4-29},
abstract = {Artikkeli tarkastelee, miten suomalaisia digitaalisia pelejä, pelinkehittäjiä ja peliyrityksiä on käsitelty Pelit-lehdessä vuosina 1992–2014. Selvitämme, millaisena kotimainen peliteollisuus on esitetty ja ketkä ovat päässeet ääneen. Kiinnitämme erityistä huomiota mobiilipelien käsittelyssä tapahtuneisiin muutoksiin. Tutkimuksen perusteella voidaan todeta, että tarkastelujakson aikana suomalaisia pelejä koskevien juttujen määrä on tasaisesti kasvanut. Mobiilipelien osuus tässä kirjoittelussa on myös kasvanut 2000-luvun alusta lähtien ja eritoten 2010-luvulla. Pelit-lehden suhde mobiilipeleihin on kuitenkin ristiriitainen, ja neuvottelu mobiilipelien ja "oikeiden" pelien välillä on tämän määrittelykamppailun keskeinen jännite.},
keywords = {Aikakauslehdet, Finnish game industry, Game journalism, Mobiilipelit, Mobile games, Pelijournalismi, Pelit magazine, Pelit-lehti, Periodicals, Suomalainen peliteollisuus},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja (Ed.)
Pelitutkimuksen vuosikirja 2021
Pelitutkimuksen seura ry, 2021, ISSN: 1798-355X.
Book Open access
Abstract | Links | Tags: Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli
@book{Arjoranta2021b,
title = {Pelitutkimuksen vuosikirja 2021},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo},
url = {https://pelitutkimus.journal.fi/issue/view/7755},
issn = {1798-355X},
year = {2021},
date = {2021-12-15},
urldate = {2021-12-15},
publisher = {Pelitutkimuksen seura ry},
abstract = {Vuoden 2021 vuosikirja koostuu kolmesta tutkimusartikkelista, kahdesta katsausartikkelista, yhdestä esseestä, kahdesta arviosta sekä neljästä lektiosta.},
keywords = {Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli},
pubstate = {published},
tppubtype = {book}
}
Paasonen, Susanna; Karhulahti, Veli-Matti
Finnish Fuck Games: A Lost Historical Footnote
In: Navarro-Remesal, Víctor; Pérez-Latorre, Óliver (Ed.): Perspectives on the European Videogame, pp. 75-90, Amsterdam University Press, 2021, ISBN: 9789048550623.
Book chapter
Abstract | Links | Tags: Demoscene, DIY labour, Finland, Gameplay, Sexuality
@incollection{Paasonen2021,
title = {Finnish Fuck Games: A Lost Historical Footnote},
author = {Susanna Paasonen and Veli-Matti Karhulahti},
editor = {Víctor Navarro-Remesal and Óliver Pérez-Latorre},
doi = {10.1515/9789048550623-005},
isbn = {9789048550623},
year = {2021},
date = {2021-12-14},
booktitle = {Perspectives on the European Videogame},
pages = {75-90},
publisher = {Amsterdam University Press},
abstract = {Our chapter provides a qualitative analysis of four selected independently developed Finnish ‘fuck games’—a term we use for playable software typically implying or simulating sexual intercourse. These titles from the 1980s and 1990s offer regional evidence for the argument that, as it has historically been the case with other media technologies, sex serves as a creative space for both the development and play of early videogames. This opens a perspective from which to better understand the overall development and history of pre-Internet DIY labour within game design.},
keywords = {Demoscene, DIY labour, Finland, Gameplay, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Apperley, Thomas H.; Ozimek, Anna (Ed.)
Special Issue on Disco Elysium
Baltic Screen Media Review, vol. 9, 2021.
Special issue Open access
Abstract | Links | Tags: Absurdity, Affect, Digital distribution, Disco Elysium, Dissonant development, Estonia, Film noir, Game production, Game production studies, Gothic fiction, Hermeneutics of objects, Political economy, Polyphony, Posthumanism, Rhizome, Software commons
@collection{Apperley2021,
title = {Special Issue on Disco Elysium},
editor = {Thomas H. Apperley and Anna Ozimek
},
url = {https://sciendo.com/issue/BSMR/9/1},
year = {2021},
date = {2021-12-14},
booktitle = {Baltic Screen Media Review},
volume = {9},
issue = {1},
abstract = {Disco Elysium is a highly praised game that is widely recognized for its innovation and quality. In December 2019, writing for Time magazine, Matthew Gault named Disco Elysium one of the ten most important games of the decade (2010–2019) along-side the likes of Fortnite (Epic Games 2017–), Minecraft (Mojang 2011), and Pokémon GO (2016). Gault (2019) characterizes the dec-ade as one in which “artists broke free of the business side and produced works of astounding beauty on par with any prestige television show.” Disco Elysium is included on his list as “proof” that “all video games are art” (ibid.). While critical and commer-cial success, as well as the invocation of “art,” are not themselves crucial reasons for scholars to explore a particular digital game, in the case of Disco Elysium there are many other ways that it is significant.},
keywords = {Absurdity, Affect, Digital distribution, Disco Elysium, Dissonant development, Estonia, Film noir, Game production, Game production studies, Gothic fiction, Hermeneutics of objects, Political economy, Polyphony, Posthumanism, Rhizome, Software commons},
pubstate = {published},
tppubtype = {collection}
}
Apperley, Thomas H.; Ozimek, Anna
Editorial: Special Issue on Disco Elysium
In: Baltic Screen Media Review, vol. 9, iss. 1, pp. 2-4, 2021.
Journal article Open access
Links | Tags: Disco Elysium, Editorial
@article{Apperley2021b,
title = {Editorial: Special Issue on Disco Elysium},
author = {Thomas H. Apperley and Anna Ozimek},
url = {https://sciendo.com/issue/BSMR/9/1},
doi = {10.2478/bsmr-2021-0001},
year = {2021},
date = {2021-12-14},
journal = {Baltic Screen Media Review},
volume = {9},
issue = {1},
pages = {2-4},
keywords = {Disco Elysium, Editorial},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko; Hietajärvi, Lauri
Teknologia ei vieläkään tuhonnut nuorisoa
In: Westermarck-seura, 2021, ISSN: 2489-9402.
Publication for professional or general audience Open access
Links | Tags: Lapset, Nuoret, Sosiaalinen media, Teknologia, Tieto, Yhteiskunta
@other{Meriläinen2021c,
title = {Teknologia ei vieläkään tuhonnut nuorisoa},
author = {Mikko Meriläinen and Lauri Hietajärvi},
url = {https://ilmiomedia.fi/artikkelit/kommentti-teknologia-ei-vielakaan-tuhonnut-nuorisoa/},
issn = {2489-9402},
year = {2021},
date = {2021-12-10},
journal = {Ilmiö: Sosiologinen media kaikille},
publisher = {Westermarck-seura},
keywords = {Lapset, Nuoret, Sosiaalinen media, Teknologia, Tieto, Yhteiskunta},
pubstate = {published},
tppubtype = {other}
}
Mukherjee, Souvik
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4
In: Games and Culture, vol. 16, iss. 8, pp. 1065-1086, 2021, ISSN: 1555-4120.
Journal article
Abstract | Links | Tags: Border-thinking, Minor history, Postcolonialism, South Asia, Subaltern pasts
@article{Mukherjee2021,
title = {Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4},
author = {Souvik Mukherjee},
doi = {10.1177/15554120211005240},
issn = {1555-4120},
year = {2021},
date = {2021-12-01},
journal = {Games and Culture},
volume = {16},
issue = {8},
pages = {1065-1086},
abstract = {Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.},
keywords = {Border-thinking, Minor history, Postcolonialism, South Asia, Subaltern pasts},
pubstate = {published},
tppubtype = {article}
}
Macey, Joseph
A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling
2021, ISBN: 978-952-03-2190-1.
Doctoral thesis Open access
Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods
@phdthesis{Macey2021b,
title = {A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2190-1},
year = {2021},
date = {2021-12-01},
publisher = {Tampere University},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Turtiainen, Riikka
‘Dare to Shine’: Megan Rapinoe as the Rebellious Star of the FIFA Women's World Cup 2019
In: Dashper, Katherine (Ed.): Sport, Gender and Mega-Events, pp. 133-148, Emerald Publishing, 2021, ISBN: 978-1-83982-937-6.
Book chapter
Abstract | Links | Tags: Inequality, Megan Rapinoe, Post-feminism, Social media, Sports
@incollection{Turtiainen2021,
title = {‘Dare to Shine’: Megan Rapinoe as the Rebellious Star of the FIFA Women's World Cup 2019},
author = {Riikka Turtiainen},
editor = {Katherine Dashper},
doi = {10.1108/978-1-83982-936-920211013},
isbn = {978-1-83982-937-6},
year = {2021},
date = {2021-11-29},
booktitle = {Sport, Gender and Mega-Events},
pages = {133-148},
publisher = {Emerald Publishing},
abstract = {In 2019, FIFA Women's World Cup turned into a mega event with enormous viewing figures. The U.S. player Megan Rapinoe became a star of the tournament on and off the field. Her controversial presence as an outspoken athlete-activist gained attention worldwide. In this chapter I examine her representations in social and mainstream media during the World Cup. In context of social media I focus on her Instagram posts and ephemeral stories with ethnographic observation and field notes. I utilize feminist thematic analysis of female athletes’ self-representation strategies on social media. The key concepts emphasizing neoliberal post-feminism here are self-love, self-disclosure and self-empowerment. (Toffoletti & Thorpe 2018.) As a result, I argue that the time is finally right for the new kind of recognition of women’s football and therefore need for a rebellious female athlete who takes advantage of this opportunity to raise awareness of equality among (sports) people.
},
keywords = {Inequality, Megan Rapinoe, Post-feminism, Social media, Sports},
pubstate = {published},
tppubtype = {incollection}
}
Kosola, Silja; Meriläinen, Mikko
Netti, some ja pelit
In: Kunttu, Kristiina; Komulainen, Anne; Kosola, Silja; Seilo, Noora; Väyrynen, Tommi (Ed.): Opiskeluterveys, pp. 226-229, Duodecim, 2021, ISBN: 978-952-360-161-1.
Publication for professional or general audience
Tags: Internet, Pelit, Sosiaalinen media
@other{Kosola2021,
title = {Netti, some ja pelit},
author = {Silja Kosola and Mikko Meriläinen},
editor = {Kristiina Kunttu and Anne Komulainen and Silja Kosola and Noora Seilo and Tommi Väyrynen
},
isbn = {978-952-360-161-1},
year = {2021},
date = {2021-11-29},
booktitle = {Opiskeluterveys},
pages = {226-229},
publisher = {Duodecim},
keywords = {Internet, Pelit, Sosiaalinen media},
pubstate = {published},
tppubtype = {other}
}
Kinnunen, Jani
Rahat, peli ja rahapelaamisen sosiaaliset palkkiot
2021, ISBN: 978-952-03-2172-7.
Doctoral thesis Open access
Abstract | Links | Tags: Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks
@phdthesis{Kinnunen2021,
title = {Rahat, peli ja rahapelaamisen sosiaaliset palkkiot},
author = {Jani Kinnunen},
url = {https://urn.fi/URN:ISBN:978-952-03-2172-7},
isbn = {978-952-03-2172-7},
year = {2021},
date = {2021-11-26},
abstract = {Rahapelien ja digitaalisten viihdepelien raja on hämärtynyt erityisesti internetissä. Rahapeleihin integroidaan digipeleistä tuttuja ominaisuuksia ja digipeleihin on lisätty rahapeleille ominaisia arpajaiselementtejä. Lisaksi digitaaliseen pelaamiseen on muodostunut uudenlaisia rahastamisen muotoja, jotka edelleen hämärtävät rajaa aiemmin erillään olleiden pelityyppien välillä. Digitaalisten ilmaispelien eli free-to-play- tai F2P-pelien aloittaminen on ilmaista, mutta pelaamisen aikaiseen rahankäyttöön kannustetaan monin eri tavoin. Rahapelejä ja F2P-ilmaispelejä yhdistää se, että niihin voi kuluttaa rahaa ilman ylärajaa pelaamisen aikana.
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.},
keywords = {Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks},
pubstate = {published},
tppubtype = {phdthesis}
}
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.
Mäyrä, Frans
Hybridien verkoissa: Toimijuus digitaalisissa pelikulttuureissa
In: Laakkonen, Mika (Ed.): Informaatioteknologian filosofia, etiikka ja digitalisoitunut yhteiskunta, pp. 195-213, Jyväskylän yliopisto, 2021, ISBN: 978-951-39-8804-3.
Book chapter Open access
Abstract | Links | Tags: Digitaalinen kulttuuri, Digitaaliset pelit, Kulttuurinen teknologiasuhde, Toimijuus
@incollection{Mäyrä2021,
title = {Hybridien verkoissa: Toimijuus digitaalisissa pelikulttuureissa},
author = {Frans Mäyrä},
editor = {Mika Laakkonen},
url = {http://urn.fi/URN:ISBN:978-951-39-8804-3},
isbn = {978-951-39-8804-3},
year = {2021},
date = {2021-11-20},
booktitle = {Informaatioteknologian filosofia, etiikka ja digitalisoitunut yhteiskunta},
pages = {195-213},
publisher = {Jyväskylän yliopisto},
abstract = {Tämä artikkeli tekee kulttuurisen teknologiasuhteen analyysiä erityisesti digitaalisten pelikulttuurien kehyksessä. Toimijuus peleissä toteutuu monikerroksisena ja osin sisäisesti jännitteisenä, mitä käsitellään artikkelissa fyysisten ja digitaalisten pelielementtien sekä toisaalta pelaamiseen liittyvien valtarakenteiden kautta. Uudet pelikulttuurin kehityskulut ankkuroidaan artikkelissa kulttuurisen teknologiasuhteen pitkään historiaan.},
keywords = {Digitaalinen kulttuuri, Digitaaliset pelit, Kulttuurinen teknologiasuhde, Toimijuus},
pubstate = {published},
tppubtype = {incollection}
}
Karhulahti, Veli-Matti; Backe, Hans-Joachim
In: Research Integrity and Peer Review, vol. 6, iss. 1, pp. 1-13, 2021, ISSN: 2058-8615.
Journal article Open access
Abstract | Links | Tags: Ethics, Journalology, Open science, Peer review, Social sciences and humanities
@article{Karhulahti2021e,
title = {Transparency of Peer Review: A Semi-structured Interview Study with Chief Editors from Social Sciences and Humanities},
author = {Veli-Matti Karhulahti and Hans-Joachim Backe},
url = {http://urn.fi/URN:NBN:fi:jyu-202111225749},
doi = {10.1186/s41073-021-00116-4},
issn = {2058-8615},
year = {2021},
date = {2021-11-18},
journal = {Research Integrity and Peer Review},
volume = {6},
issue = {1},
pages = {1-13},
abstract = {Abstract Background Open peer review practices are increasing in medicine and life sciences, but in social sciences and humanities (SSH) they are still rare. We aimed to map out how editors of respected SSH journals perceive open peer review, how they balance policy, ethics, and pragmatism in the review processes they oversee, and how they view their own power in the process. Methods We conducted 12 pre-registered semi-structured interviews with editors of respected SSH journals. Interviews consisted of 21 questions and lasted an average of 67 min. Interviews were transcribed, descriptively coded, and organized into code families. Results SSH editors saw anonymized peer review benefits to outweigh those of open peer review. They considered anonymized peer review the “gold standard” that authors and editors are expected to follow to respect institutional policies; moreover, anonymized review was also perceived as ethically superior due to the protection it provides, and more pragmatic due to eased seeking of reviewers. Finally, editors acknowledged their power in the publication process and reported strategies for keeping their work as unbiased as possible. Conclusions Editors of SSH journals preferred the benefits of anonymized peer review over open peer and acknowledged the power they hold in the publication process during which authors are almost completely disclosed to editorial bodies. We recommend journals to communicate the transparency elements of their manuscript review processes by listing all bodies who contributed to the decision on every review stage.
},
keywords = {Ethics, Journalology, Open science, Peer review, Social sciences and humanities},
pubstate = {published},
tppubtype = {article}
}
Lu, Chien; Peltonen, Jaakko; Nummenmaa, Timo; Nummenmaa, Jyrki; Järvelin, Kalervo
Cross-structural Factor-topic Model: Document Analysis with Sophisticated Covariates
In: Balasubramanian, Vineeth N.; Tsang, Ivor (Ed.): Proceedings of the 13th Asian Conference on Machine Learning, pp. 1129-1144, Asian Conference on Machine Learning, 2021, ISSN: 2640-3498.
In proceedings Open access
Abstract | Links | Tags: Natural language processing, Probabilistic modeling, Topic modeling
@inproceedings{Lu2021b,
title = {Cross-structural Factor-topic Model: Document Analysis with Sophisticated Covariates},
author = {Chien Lu and Jaakko Peltonen and Timo Nummenmaa and Jyrki Nummenmaa and Kalervo Järvelin},
editor = {Vineeth N. Balasubramanian and Ivor Tsang},
url = {https://urn.fi/URN:NBN:fi:tuni-202201241538},
issn = {2640-3498},
year = {2021},
date = {2021-11-17},
urldate = {2021-11-17},
booktitle = {Proceedings of the 13th Asian Conference on Machine Learning},
pages = {1129-1144},
publisher = {Asian Conference on Machine Learning},
abstract = {Modern text data is increasingly gathered in situations where it is paired with a high-dimensional collection of covariates: then both the text, the covariates, and their relationships are of interest to analyze. Despite the growing amount of such data, current topic models are unable to take into account large amounts of covariates successfully: they fail to model structure among covariates and distort findings of both text and covariates. This paper presents a solution: a novel factor-topic model that enables researchers to analyze latent structure in both text and sophisticated document-level covariates collectively. The key innovation is that besides learning the underlying topical structure, the model also learns the underlying factorial structure from the covariates and the interactions between the two structures. A set of tailored variational inference algorithms for efficient computation are provided. Experiments on three different datasets show the model outperforms comparable topic models in the ability to predict held-out document content. Two case studies focusing on Finnish parliamentary election candidates and game players on Steam demonstrate the model discovers semantically meaningful topics, factors, and their interactions. The model both outperforms state-of-the-art models in predictive accuracy and offers new factor-topic insights beyond other topic models.},
keywords = {Natural language processing, Probabilistic modeling, Topic modeling},
pubstate = {published},
tppubtype = {inproceedings}
}
Korkeila, Henry
Social Capital in Video Game Studies: A Scoping Review
In: New Media & Society, vol. 2021, no. 146144482110547, 2021, ISSN: 1461-4448.
Journal article Open access
Abstract | Links | Tags: Digital games, Games, Scoping review, Social capital, Socialness, Video games
@article{Korkeila2021,
title = {Social Capital in Video Game Studies: A Scoping Review},
author = {Henry Korkeila},
url = {https://research.utu.fi/converis/portal/detail/Publication/67710434},
doi = {10.1177/14614448211054778},
issn = {1461-4448},
year = {2021},
date = {2021-11-14},
journal = {New Media & Society},
volume = {2021},
number = {146144482110547},
abstract = {This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.},
keywords = {Digital games, Games, Scoping review, Social capital, Socialness, Video games},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko
In: Toinen Aatos, 2021.
Publication for professional or general audience Open access
Links | Tags: Digitaalinen pelaaminen, Nuoret
@other{Meriläinen2021b,
title = {“Sielun oopiumia nuorisolle”: Digipelaamisen haittoja liioitellaan, kertoo pelitutkija Mikko Meriläinen},
author = {Mikko Meriläinen},
url = {https://www.mustread.fi/artikkelit/sielun-oopiumia-nuorisolle-digipelaamisen-haittoja-liioitellaan-kertoo-pelitutkija-mikko-merilainen/},
year = {2021},
date = {2021-11-10},
journal = {MustRead},
publisher = {Toinen Aatos},
keywords = {Digitaalinen pelaaminen, Nuoret},
pubstate = {published},
tppubtype = {other}
}