CoE GameCult publications

382 entries « 2 of 8 »

2021

Suominen, Jaakko

Pelihistoriaa kaupan – ostaisitko Marion miljoonalla tai Turhapuron tonnilla?

In: Agricola - Suomen humanistiverkko, 2021.

Publication for professional or general audience Open access

Abstract | Links | Tags: Pelihistoria

Tuominen, Juho; Sotamaa, Olli

“Outlaws to the End” – A Study of the Social and Political Reality of Rockstar Games’ West

In: WiderScreen, vol. 24, 2021, ISSN: 1795-6161.

Journal article Open access

Abstract | Links | Tags: Computer games, Game industry, Ideology critique, Rockstar Games, Video games

Hassan, Lobna; Deterding, Sebastian; Harviainen, J. Tuomas; Hamari, Juho

Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation

In: Storyworlds, vol. 11, iss. 1, pp. 51-78, 2021, ISSN: 2156-7204.

Journal article Open access

Abstract | Links | Tags: Civic participation, E-participation, Gamification, Post-truth, Storification

Kultima, Annakaisa; Park, Solip; Kankainen, Ville; Aurava, Riikka; Piispanen, Laura; Kauppinen, Tomi

Expert-Driven (Online) Game Jams for (Game) Design Education

In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021 , pp. 64-68, ACM, 2021, ISBN: 978-1-4503-8417-9.

In proceedings

Abstract | Links | Tags: COVID-19, Educational game jams, Expert-driven game jams, Game design education, Game education, Jam-based learning, Online game jam, Online learning

Koskinen, Elina

Pizza and Coffee Make a Game Jam – Learnings from Organizing an Online Game Development Event

In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021, pp. 74-77, ACM, 2021, ISBN: 978-1-4503-8417-9.

In proceedings Open access

Abstract | Links | Tags: Game development, Game jam, Games, Global Game Jam, Online events

Sitarski, Piotr; Garda, Maria B.; and Krzysztof Jajko,

New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland

Jagiellonian University Press, 2021, ISBN: 978-8323348719.

Book

Abstract | Tags: Media history, New media, Poland

Kultima, Annakaisa; Stenros, Jaakko; Harviainen, J. Tuomas

Jamography: How to Document and Reference Design Jams in Academia

In: Madge, Octavia-Luciana (Ed.): New Trends and Challenges in Information Science and Information Seeking Behaviour, pp. 153-165, Springer International, 2021, ISBN: 9783030684655.

Book chapter

Abstract | Links | Tags: Design jams, Documentation, Hackathon, Identifiable details of ephemeral development events, Jamography

Arjoranta, Jonne

Valvontakapitalismin ensimmäiset vuosikymmenet

In: Media & viestintä, vol. 44, iss. 2, pp. 167-171, 2021, ISSN: 1798-3827.

Journal article Open access

Abstract | Links | Tags: Kapitalismi, Kirja-arvostelu, Reviews, Yksityisyys

Koistinen, Aino-Kaisa; Koskimaa, Raine; Välisalo, Tanja

Constructing a Transmedia Universe: The Case of Battlestar Galactica

In: WiderScreen, 2021, ISSN: 1795-6161.

Journal article Open access

Abstract | Links | Tags: Battlestar Galactica, Transmedia, Transmedia storytelling, Transmedia universe, Transmedial world, User-generated content

Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja

Fantasia: Lajit, ilmiö ja yhteiskunta

Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.

Book

Abstract | Tags: Fandom, Fantasia, Kirjallisuudentutkimus, Kulttuurintutkimus

Koistinen, Aino-Kaisa; Välisalo, Tanja

Fantasia ja transmedia

In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 271-288, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.

Book chapter

Tags: Fantasia, Transmedia

Hirsjärvi, Irma; Kovala, Urpo; Ruotsalainen, Maria

Fantasian vastaanoton tutkimus

In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 455-478, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.

Book chapter

Tags: Fantasia, Reseptioestetiikka

Välisalo, Tanja; Hirsjärvi, Irma

Fantastinen fanius

In: Korpua, Jyrki; Hirsjärvi, Irma; Kovala, Urpo; Välisalo, Tanja (Ed.): Fantasia: Lajit, ilmiö ja yhteiskunta, pp. 313-334, Jyväskylän yliopiston Nykykulttuurin tutkimuskeskus, 2021, ISBN: 978-951-39-8698-8.

Book chapter

Tags: Fandom, Fanius, Fantasia

Aurava, Riikka; Meriläinen, Mikko; Kankainen, Ville; Stenros, Jaakko

Game Jams in General Formal Education

In: International Journal of Child-Computer Interaction, vol. 28, 2021, ISSN: 2212-8689.

Journal article Open access

Abstract | Links | Tags: Adolescents, Co-creation, Collaborative learning, Formal education, Game jam, Playful learning

Guillen, Georgina; Jylhä, Henrietta; Hassan, Lobna

The Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research

In: Academic Mindtrek 2021 - Proceedings of the 24th International Academic Mindtrek Conference, pp. 12-20, ACM, 2021, ISBN: 9781450385145.

In proceedings

Abstract | Links | Tags: Accessibility, Audio immersion, Inclusion in games, Sound design

Garda, Maria B.; Grabarczyk, Paweł

“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland

In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 37-55, Palgrave Macmillan, 2021, ISBN: 9783030664213.

Book chapter

Abstract | Links | Tags: Demoscene, Game history, Poland, Retrogaming

Suominen, Jaakko; Sivula, Anna

A Place for a Nintendo? Discourse on Locale and Players’ Topobiographical Identity in the Late 1980s and the Early 1990s

In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 79-100, Palgrave Macmillan, 2021, ISBN: 9783030664213.

Book chapter

Abstract | Links | Tags: Domestic gaming, Game history, Gaming memories, Nintendo, Oral history

Mäyrä, Frans

“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”

In: Wolf, Mark J. P. (Ed.): Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, Greenwood, 2021, ISBN: 978-1-4408-7020-0.

Publication for professional or general audience

Abstract | Tags: Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games

Hassan, Lobna; Leigh, Elyssebeth

Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change

In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces, pp. 49-65, Springer International, 2021, ISBN: 9783030682064.

Book chapter

Abstract | Links | Tags: Gamification, Goal-setting, Long-term engagement, Prosocial behaviour

Thibault, Mattia; Hamari, Juho

Seven Points to Reappropriate Gamification

In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.

Book chapter

Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research

Koskinen, Elina; Meriläinen, Mikko

Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO

In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 247-270, Springer International, 2021, ISBN: 9783030682064.

Book chapter

Abstract | Links | Tags: Family, Location-based game, Player experience, Playfulness, Pokémon Go

Thibault, Mattia

Punk gamification e partecipazione ludica critica

In: DigitCult, vol. 5, iss. 2, pp. 13-20, 2021, ISSN: 2531-5994.

Journal article Open access

Abstract | Links | Tags: Alternate reality games, Punk gamification, Urban gamification

Garda, Maria B.; Suominen, Jaakko

In Memory of Memory Gliders: Preservation of EU-Funded Serious Games as Digital Heritage

In: Močnik, Nena; Duijzings, Ger; Meretoja, Hanna; Beti, Bonface Njeresa (Ed.): Engaging with Historical Traumas: Experiential Learning and Pedagogies of Resilience, pp. 257-270, Taylor & Francis, 2021, ISBN: 9781000395563.

Book chapter

Abstract | Links | Tags: Game preservation, Memory Gliders, Serious games

Blom, Joleen

Characters in Fire Emblem Three Houses: A Ludo Mix Perspective

In: Transactions of the Digital Games Research Association, vol. 5, iss. 2, pp. 101 - 130, 2021, ISSN: 2328-9422.

Journal article Open access

Abstract | Links | Tags: Dynamic game character, Fire Emblem Three Houses, Kyara, Kyarakutā

Lu, Chien; Buruk, Oğuz; Hassan, Lobna; Nummenmaa, Timo; Peltonen, Jaakko

"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 70-79, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables

Cestino-Castilla, Joaquin; Macey, Joseph; McCauley, Brian

Aiming for Validity: The Experience of Conflicts in Legitimacy Judgments in Esports Actors and New Grassroots Activism

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 190-199, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Activism, Electronic sports, Grassroots, Interpretive phenomenological analysis, Legitimacy

Thibault, Mattia; Legaki, Nikoletta Zampeta; Buruk, Oğuz; Hamari, Juho

Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 160-169, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences

Aura, Isabella; Hassan, Lobna; Hamari, Juho

My School Is Hogwarts: Students' Social Behavior in Storified Classes

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 11-20, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Classroom design, Learning environment, Social behaviour, Storification

Macey, Joseph; Hamari, Juho; Sjöblom, Max; Törhönen, Maria

Relationships Between the Consumption of Gamblified Media and Associated Gambling Activities in a Sample of Esports Fans

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 120-129, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games

Thibault, Mattia; Baer, Manuel F.

Urban Gamification During Lockdown and Social Isolation – From the Teddy Bear Challenge to Window Expeditions

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 130-139, CEUR-WS, 2021, ISBN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Borders, COVID-19, Liminal spaces, Urban gamification

Sotamaa, Olli; Stenros, Jaakko

Artful Play: Yrjö Hirn's Aesthetic Approach to Children's Play

In: International Journal of Play, vol. 10, iss. 2, pp. 139-150, 2021, ISSN: 2159-4937.

Journal article Open access

Abstract | Links | Tags: Aesthetics, Children's play, History of play studies, Yrjö Hirn

Karhulahti, Veli-Matti; Giappone, Krista Bonello Rutter

Punchline Behind the Hotspot: Structures of Humor, Puzzle, and Sexuality in Adventure Games (with Leisure Suit Larry in Several Wrong Places)

In: Journal of Popular Culture, vol. 54, iss. 2, pp. 341-364, 2021, ISSN: 1540-5931.

Journal article Open access

Abstract | Links | Tags: Adventure games, Close reading, Humour, Leisure Suit Larry, Puzzles, Sexuality

Karhulahti, Veli-Matti

Want the Games Industry to Share Data? Share Yours

In: Nature, vol. 592, iss. 26, pp. 26, 2021, ISSN: 0028-0836.

Journal article Open access

Links | Tags: Data, Games industry

Pasanen, Tero; Suominen, Jaakko

Demoryhmästä pörssiyhtiöksi: Remedyn menestystarinan kehystys sanoma- ja pelilehdistössä 1997–2019

In: Media & viestintä, vol. 44, iss. 1, pp. 116-137, 2021, ISSN: 2342-477X.

Journal article Open access

Abstract | Links | Tags: Kehysanalyysi, Pelijournalismi, Peliteollisuus, Remedy

Turtiainen, Riikka

”Pernille and her badass gf post cracks me up” – Jalkapallofanitusta Tumblr’issa

In: Nuorisotutkimusverkosto, 2021.

Publication for professional or general audience Open access

Abstract | Links | Tags: Fanikulttuurit, Fanitus, Jalkapallo, Sosiaalinen media

Sotamaa, Olli; Švelch, Jan

Game Production Studies

Amsterdam University Press, 2021, ISBN: 978-9463725439.

Book Open access

Abstract | Links | Tags: Game production, Game production studies, Video game production

Sotamaa, Olli

Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play

In: Sotamaa, Olli; Švelch, Jan (Ed.): Game Production Studies, pp. 103-122, Amsterdam University Press, 2021, ISBN: 978-9463725439.

Book chapter Open access

Abstract | Links | Tags: Creative labour, Game industry, Game talk, Instrumental play, Leisure, Playful office

Sotamaa, Olli; Švelch, Jan

Introduction: Why Game Production Matters?

In: Sotamaa, Olli; Švelch, Jan (Ed.): Game Production Studies, pp. 7-28, Amsterdam University Press, 2021, ISBN: 978-9463725439.

Book chapter Open access

Abstract | Links | Tags: Game industry, Game production, Game production studies, Indie, Platform studies, Production studies, Sociology of work

Nylund, Niklas; Prax, Patrick; Sotamaa, Olli

Rethinking Game Heritage: Towards Reflexivity in Game Preservation

In: International Journal of Heritage Studies: IJHS, vol. 27, iss. 3, pp. 268-280, 2021, ISSN: 1352-7258.

Journal article Open access

Abstract | Links | Tags: Critical heritage, Game culture, Game preservation, Game studies, Intangible heritage, Participatory heritage

Laiti, Outi; Harrer, Sabine; Uusiautti, Satu; Kultima, Annakaisa

Sustaining Intangible Heritage Through Video Game Storytelling: The Case of the Sami Game Jam

In: International Journal of Heritage Studies: IJHS, vol. 3, iss. 4, pp. 296-311, 2021, ISSN: 1352-7258.

Journal article Open access

Abstract | Links | Tags: Game jam, Indigenous studies, Intangible heritage, Revitalisation, Sámi, Video games

Garda, Maria B.; Karhulahti, Veli-Matti

Let’s Play Tinder! Aesthetics of a Dating App

In: Games and Culture, vol. 16, iss. 2, pp. 248-261, 2021, ISSN: 1555-4120.

Journal article

Abstract | Links | Tags: Aesthetics, Dating app, Gameplay, Social media, Tinder

Karhulahti, Veli-Matti; Grabarczyk, Paweł

Split-Screen: Videogame History Through Local Multiplayer Design

In: Design Issues, vol. 37, iss. 2, pp. 32-44, 2021, ISSN: 1531-4790.

Journal article Open access

Abstract | Links | Tags: Design vestigiality, Game production, Shared screen play

Thibault, Mattia

San Francisco, Japan: Urban Cultural Hybridizations in Big Hero 6 and The Man in the High Castle

In: Jacob, Frank; Surace, Bruno (Ed.): Western Japaneseness: Intercultural Translations of Japan in Western Media, pp. 71-88, Vernon Press, 2021, ISBN: 978-1-64889-154-0.

Book chapter Open access

Abstract | Links | Tags: Big Hero 6, San Francisco, The Man in the High Castle, Urban semiotics

Thibault, Mattia; Buruk, Oğuz; Hassan, Lobna; Hamari, Juho

Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities

In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 201-229, Taylor & Francis, 2021, ISBN: 9780367321185.

Book chapter

Abstract | Tags: Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play

Harviainen, J. Tuomas; Stenros, Jaakko

Central Theories of Games and Play

In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 20-39, Taylor & Francis, 2021, ISBN: 9780367321185.

Book chapter

Abstract | Links | Tags: Definitions, Game definitions, Rules, Theories of play

Koskimaa, Raine; Välisalo, Tanja; Ruotsalainen, Maria; Karhulahti, Veli-Matti

Esports Transmedia Universes: The Case of Overwatch

In: Jin, Dal Yong (Ed.): Global Esports: Transformation of Cultural Perceptions of Competitive Gaming, pp. 149–165, Bloomsbury Academic, 2021, ISBN: 978-1-5013-6877-6.

Book chapter Open access

Abstract | Links | Tags: Electronic sports, Elektroninen urheilu, Monimediaisuus, Transmedia

Suominen, Jaakko

Muistelua, museointia, tuotteistamista ja keräilyä – digitaalisten pelien historiakulttuuri on saanut monia muotoja

In: Suomen Historiallinen Seura, 2021.

Publication for professional or general audience Open access

Links | Tags: Muistelutyö, Museointi, Pelihistoria

Fordyce, Robbie; Apperley, Thomas H.

Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms

In: Duarte, German A.; Battin, Justin Michael (Ed.): Reading "Black Mirror": Insights into Technology and the Post-Media Condition, pp. 87-102, Transcript Verlag, 2021, ISBN: 978-3-8376-5232-1.

Book chapter Open access

Abstract | Links | Tags: Black Mirror, Hypertext games, Streaming, Video games

Siutila, Miia; Karhulahti, Veli-Matti

Continuous Play: Leisure Engagement in Competitive Fighting Games and Taekwondo

In: Annals of Leisure Research, vol. Pre-print, pp. 1-17, 2021, ISSN: 1174-5398.

Journal article Open access

Abstract | Links | Tags: Electronic sports, Fighting games, Serious leisure, Taekwondo

Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko

Immersive Gaming as Journalism

In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.

Book chapter Open access

Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality

382 entries « 2 of 8 »