2020
Korkeila, Henry; Hamari, Juho
In: Computers in Human Behavior, vol. 102, pp. 14-21, 2020, ISSN: 0747-5632.
Journal article Open access
Abstract | Links | Tags: Avatars, Capital, Digitalization, MMORPG, Video games, Virtualization
@article{Korkeila2020,
title = {Avatar Capital: The Relationships Between Player Orientation and Their Avatar’s Social, Symbolic, Economic and Cultural Capital},
author = {Henry Korkeila and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202101251653},
doi = {10.1016/j.chb.2019.07.036},
issn = {0747-5632},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
journal = {Computers in Human Behavior},
volume = {102},
pages = {14-21},
abstract = {Our everyday lives are increasingly digitized, virtualized and gamified. People increasingly live and act through a collection of various digital personas and avatars. However, the question of how peoples' psychological traits may predict the traits and features of their virtual avatars is still relatively unexplored. In this study investigates the relationship between the traits related to gaming preferences and forms of capital (economic, cultural, social and symbolic) their avatar commands. The data was gathered through an online survey (n = 905) amidst the players of a MMORPG Final Fantasy XIV. The results indicate that avatar's cultural capital is associated player's orientation towards achievement-mechanics, immersion and social aspects of games. Economic capital is associated with player's orientation towards achievement and relationship sides of games. Social capital is associated with players' orientation towards immersion and social parts of games, and in-game interests of the player. Symbolic capital is associated with player's orientation towards achievement and social orientations and one's tenure in the game.},
keywords = {Avatars, Capital, Digitalization, MMORPG, Video games, Virtualization},
pubstate = {published},
tppubtype = {article}
}
Mäyrä, Frans
Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic
In: GAME: The Italian Journal of Game Studies, vol. 9, iss. 1, pp. 11-31, 2020, ISSN: 2280-7705.
Journal article Open access
Abstract | Links | Tags: Formalism, History of game studies, Literary studies, Poststructuralism, Theory wars
@article{Mäyrä2020,
title = {Game Culture Studies and the Politics of Scholarship: The Opposites and the Dialectic},
author = {Frans Mäyrä},
url = {https://www.gamejournal.it/game-culture/},
issn = {2280-7705},
year = {2020},
date = {2020-01-01},
journal = {GAME: The Italian Journal of Game Studies},
volume = {9},
issue = {1},
pages = {11-31},
abstract = {This article explores the early history (and even some prehistory) of game studies from a perspective that is informed by an analysis of claimed opposition between “objective” and “politically committed” research. There is a well-documented and long intellectual history of fundamental disagreements that have set apart the various idealist, rationalist, positivist, empiricist, and constructivist orientations in academia, for example. However, the contemporary climate of “culture wars” has surrounded such disputes with a novel, often toxic framing that aggravates confrontations and erodes possibilities for reaching agreement. This article tracks the charged prehistory of contemporary game studies on one hand into the rise of poststructuralism and the “theory wars” of 1970s and 1980s, and then moves to discuss the heritage of literary studies for game studies. The special emphasis is put on formalism as a strategy of manufacturing authority and objectivity for arts and humanities-based disciplines. The key argument in the article is that this history of intellectual warfare hides from us an alternative history – a dialectical one, which has quietly grown to become arguably the mainstream of (cultural) game studies today. Rather than isolating the formal and cultural, or aesthetic and political dimensions of game cultural agency and meaning making, the examples discussed at the end of article point towards the strategic value produced by such a dialectic approach for game studies.},
keywords = {Formalism, History of game studies, Literary studies, Poststructuralism, Theory wars},
pubstate = {published},
tppubtype = {article}
}
Lu, Chien; Peltonen, Jaakko
In: Proceedings of the 34th AAAI Conference on Artificial Intelligence, pp. 5013-5020, AAAI Press, 2020, ISSN: 2159-5399.
In proceedings Open access
Abstract | Links | Tags: High dimensionality, KNN entropy estimator, Local uniformity
@inproceedings{Lu2020e,
title = {Enhancing Nearest Neighbor Based Entropy Estimator for High Dimensional Distributions via Bootstrapping Local Ellipsoid},
author = {Chien Lu and Jaakko Peltonen},
url = {https://urn.fi/URN:NBN:fi:tuni-202101201530},
doi = {10.1609/aaai.v34i04.5941},
issn = {2159-5399},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
booktitle = {Proceedings of the 34th AAAI Conference on Artificial Intelligence},
volume = {34},
issue = {4},
pages = {5013-5020},
publisher = {AAAI Press},
abstract = {An ellipsoid-based, improved kNN entropy estimator based on random samples of distribution for high dimensionality is developed. We argue that the inaccuracy of the classical kNN estimator in high dimensional spaces results from the local uniformity assumption and the proposed method mitigates the local uniformity assumption by two crucial extensions, a local ellipsoid-based volume correction and a correction acceptance testing procedure. Relevant theoretical contributions are provided and several experiments from simple to complicated cases have shown that the proposed estimator can effectively reduce the bias especially in high dimensionalities, outperforming current state of the art alternative estimators.},
keywords = {High dimensionality, KNN entropy estimator, Local uniformity},
pubstate = {published},
tppubtype = {inproceedings}
}
Komulainen, Lauri; Sotamaa, Olli
IGDA Finland Hubs and Their Role in Local Game Development
In: Turunen, Markku (Ed.): AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek January 2020, pp. 92-99, ACM, 2020, ISBN: 978-1-4503-7774-4.
In proceedings Open access
Abstract | Links | Tags: Community of practice, Finland, Game development, Game industry, IGDA
@inproceedings{Komulainen2020,
title = {IGDA Finland Hubs and Their Role in Local Game Development},
author = {Lauri Komulainen and Olli Sotamaa},
editor = {Markku Turunen},
url = {http://urn.fi/URN:NBN:fi:tuni-202005285778
},
doi = {10.1145/3377290.3377294},
isbn = {978-1-4503-7774-4},
year = {2020},
date = {2020-01-01},
booktitle = {AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek January 2020},
pages = {92-99},
publisher = {ACM},
abstract = {Game development is often considered to be a community-based industry, where social networks and flow of information are vital to both individual and company development. The International Game Developers Association (IGDA) works to promote and support individual game developers by hosting local monthly gatherings worldwide. This study investigates the effects of the IGDA Finland hubs in Tampere and Kajaani. By interviewing the attendees to the IGDA events in the respective areas we aim to understand how an IGDA hub affects the local game development scene, and how the attendees perceive the uses of the events.
The results show that IGDA Finland events can attract a diverse group of people with variety of motivations. Aggregating different insights and accelerating the flow of information seems important for people in very different positions. At the same time, the felt benefits for individuals seem to vary significantly based on the career phase and the expert role. Overall, IGDA gatherings are importantly connected to modes of learning in communities of practice, as they can initiate different communal processes that then continue outside the immediate meetings.},
keywords = {Community of practice, Finland, Game development, Game industry, IGDA},
pubstate = {published},
tppubtype = {inproceedings}
}
The results show that IGDA Finland events can attract a diverse group of people with variety of motivations. Aggregating different insights and accelerating the flow of information seems important for people in very different positions. At the same time, the felt benefits for individuals seem to vary significantly based on the career phase and the expert role. Overall, IGDA gatherings are importantly connected to modes of learning in communities of practice, as they can initiate different communal processes that then continue outside the immediate meetings.
Sitarski, Piotr; Garda, Maria B.; Jajko, Krzysztof
Nowe media w PRL
Wydawnictwo Uniwersytetu Lodzkiego, 2020, ISBN: 978-8381429474.
Book
Abstract | Tags: Media history, New media, Poland
@book{Sitarski2020,
title = {Nowe media w PRL},
author = {Piotr Sitarski and Maria B. Garda and Krzysztof Jajko },
isbn = {978-8381429474},
year = {2020},
date = {2020-01-01},
publisher = {Wydawnictwo Uniwersytetu Lodzkiego},
abstract = {Polska Rzeczpospolita Ludowa niosła na swoich sztandarach hasła postępu. Czy udało się je realizować w czasach niespotykanego wcześniej rozwoju technik komunikacyjnych i narodzin nowych mediów, gdy polska gospodarka tonęła w kryzysie, a ustrój polityczny chylił się ku upadkowi?
Autorzy opisują wczesną historię kulturową magnetowidów, mikrokomputerów i telewizji satelitarnej w Polsce. Przedmiotem ich zainteresowania jest nie tylko technika, lecz przede wszystkim jej miejsce w społeczeństwie i zmiany, które przyniosła. Przedstawiają działania instytucji państwowych, inicjatywy społeczne, samotnych pomysłodawców oraz organizatorów – wszystko, co stworzyło znany dzisiaj świat mediów.},
keywords = {Media history, New media, Poland},
pubstate = {published},
tppubtype = {book}
}
Autorzy opisują wczesną historię kulturową magnetowidów, mikrokomputerów i telewizji satelitarnej w Polsce. Przedmiotem ich zainteresowania jest nie tylko technika, lecz przede wszystkim jej miejsce w społeczeństwie i zmiany, które przyniosła. Przedstawiają działania instytucji państwowych, inicjatywy społeczne, samotnych pomysłodawców oraz organizatorów – wszystko, co stworzyło znany dzisiaj świat mediów.
Garda, Maria B.; Grabarczyk, Paweł
Technologiczna wzniosłość demosceny
In: Rode, Dagmara; Składanek, Marcin; Ożóg, Maciej (Ed.): Sztuka ma znaczenie, pp. 269-280, Lodz University Press, 2020, ISBN: 978-83-8142-585-8.
Book chapter Open access
@incollection{Garda2020b,
title = {Technologiczna wzniosłość demosceny},
author = {Maria B. Garda and Paweł Grabarczyk},
editor = {Dagmara Rode and Marcin Składanek and Maciej Ożóg},
url = {https://research.utu.fi/converis/portal/detail/Publication/52588041},
isbn = {978-83-8142-585-8},
year = {2020},
date = {2020-01-01},
booktitle = {Sztuka ma znaczenie},
pages = {269-280},
publisher = {Lodz University Press},
keywords = {Demoscene},
pubstate = {published},
tppubtype = {incollection}
}
Koskimaa, Raine
Ihan kuin kirja, mutta parempi!: Hybridikirjoja lapsille ja aikuisille
In: Ahvenjärvi, Kaisa; Joensuu, Juri; Helle, Anna; Karkulehto, Sanna (Ed.): Paperinen avaruus: näkökulmia kirja-esineen ja kirjallisuuden materiaalisuuksiin, pp. 81-92, Jyväskylän yliopisto, 2020, ISBN: 978-951-39-8136-5.
Book chapter Open access
Links | Tags: Digitaalinen kulttuuri, Kirjallinen kulttuuri, Kirjat, Risteymät (biologia)
@incollection{Koskimaa2020,
title = {Ihan kuin kirja, mutta parempi!: Hybridikirjoja lapsille ja aikuisille},
author = {Raine Koskimaa},
editor = {Kaisa Ahvenjärvi and Juri Joensuu and Anna Helle and Sanna Karkulehto},
url = {http://urn.fi/URN:ISBN:978-951-39-8137-2},
isbn = {978-951-39-8136-5},
year = {2020},
date = {2020-01-01},
booktitle = {Paperinen avaruus: näkökulmia kirja-esineen ja kirjallisuuden materiaalisuuksiin},
pages = {81-92},
publisher = {Jyväskylän yliopisto},
keywords = {Digitaalinen kulttuuri, Kirjallinen kulttuuri, Kirjat, Risteymät (biologia)},
pubstate = {published},
tppubtype = {incollection}
}
2019
Stenros, Jaakko; Sihvonen, Tanja
Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing
In: Analog Game Studies, vol. 4, iss. 4, 2019, ISSN: 2643-7112.
Journal article Open access
Links | Tags: Finland, Identity, Larp, Live-action role playing, Queer
@article{Stenros2019b,
title = {Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {https://analoggamestudies.org/2019/12/queer-while-larping-community-identity-and-affective-labor-in-nordic-live-action-role-playing/},
issn = {2643-7112},
year = {2019},
date = {2019-12-23},
urldate = {2019-12-23},
journal = {Analog Game Studies},
volume = {4},
issue = {4},
keywords = {Finland, Identity, Larp, Live-action role playing, Queer},
pubstate = {published},
tppubtype = {article}
}
Leorke, Dale; Wood, Christopher
In: Media Theory, vol. 3, iss. 2, pp. 63-102, 2019.
Journal article Open access
Abstract | Links | Tags: Anthropocene, Digital infrastructure, Locative media, Materiality, Mobile media, New media art, Speculative design, Speculative futures
@article{nokey,
title = {'Alternative Ways of Being': Reimagining Locative Media Materiality through Speculative Fiction and Design},
author = {Dale Leorke and Christopher Wood},
url = {https://urn.fi/URN:NBN:fi:tuni-202001031033},
year = {2019},
date = {2019-12-20},
journal = {Media Theory},
volume = {3},
issue = {2},
pages = {63-102},
abstract = {Following the ‘material turn’ in media studies and a growing intersection with posthuman philosophies, theorists and practitioners in the field of ‘locative media’ have recently sought to make more explicit and visible the underlying material infrastructure and processes of location-aware technologies. These approaches, we argue, concentrate on two, interrelated layers of locative media materiality: the ‘infrastructure’ itself and its socio-political consequences; and the material relations between human and non-human elements that act upon one another to create the ‘performance’ of locative media. These approaches offer a vital and necessary challenge to the predominantly human-and user-centric focus of existing locative media studies. To date, however, they have been focused on rendering visible the infrastructure and performance of locative media as it presently exists; and stillremain centred around the human body as the site and metaphor for understanding this materiality. In this paper, we further complicate this human centricity around the infrastructural and performative layers of locative media to challenge and reimagine the role of the human in locative media art and practice. Drawing on the traditions of speculative fiction and design, we propose fiction, design, and world-building as methods for developing imaginaries and alternative futures that expand the potential for locative media to be reframed from a non-human centric perspective. Such an approach emphasises creativity and imagination, in addition to purely empirical knowledge of locative technologies and processes; and allows for a more speculative, playful, and questioning approachto this materiality, taking into accountnot only ‘what is’ but also ‘what could be’. Through a discussion of two experimental projects undertaken by one of the authors of this paper, we advocate opening up locative media studies to encompass speculation about its alternative and future potentialities.},
keywords = {Anthropocene, Digital infrastructure, Locative media, Materiality, Mobile media, New media art, Speculative design, Speculative futures},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2019
Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.
Book Open access
Abstract | Links | Tags: Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit
@book{Arjoranta2019b,
title = {Pelitutkimuksen vuosikirja 2019},
author = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Suominen, Jaakko},
url = {https://www.pelitutkimus.fi/vuosikirja-2019},
issn = {1798-355X},
year = {2019},
date = {2019-12-18},
publisher = {Pelitutkimuksen seura ry},
abstract = {Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu. Pelitutkimus on sekä monitieteinen tutkimusala että nuori akateeminen oppiaine, jonka parissa toimivien tutkijoiden huomion keskiössä on digitaalisten pelien erityisluonne. Suomessa tehdään korkeatasoista pelitutkimusta, jonka tulokset julkaistaan pääasiassa kansainvälisillä foorumeilla. Pelitutkimuksen vuosikirja tuo uusimpia tutkimustuloksia yleisön saataville myös suomeksi.
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.},
keywords = {Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit},
pubstate = {published},
tppubtype = {book}
}
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.
Joelsson, Tapani; Reunanen, Markku
Bittivainajien pikselikalmistot – hautaamisen ja suremisen rooli digitaalisissa peleissä
In: Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko (Ed.): Pelitutkimuksen vuosikirja 2019, pp. 3-27, Suomen Pelitutkimuksen Seura, 2019, ISSN: 1798-355X.
Book chapter Open access
Abstract | Links | Tags: Hautaus, Kuolema, Suru, Tietokonepelit, Videopelit
@incollection{Joelsson2019,
title = {Bittivainajien pikselikalmistot – hautaamisen ja suremisen rooli digitaalisissa peleissä},
author = {Tapani Joelsson and Markku Reunanen},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen},
url = {https://www.pelitutkimus.fi/vuosikirja2019/ptvk2019.pdf},
issn = {1798-355X},
year = {2019},
date = {2019-12-17},
urldate = {2019-12-17},
booktitle = {Pelitutkimuksen vuosikirja 2019},
pages = {3-27},
publisher = {Suomen Pelitutkimuksen Seura},
abstract = {Digitaalisissa peleissä kuolemaa käytetään niin narratiivisena kuin pelimekaanisenakin elementtinä; mekaniikan kannalta vihollisten tai oman hahmon kuolema kertoo tyypillisesti suorituksen onnistumisesta tai epäonnistumisesta. Kuoleman seuraamukset, kuten hautaaminen ja sureminen, ovat puolestaan esillä paljon vaihtelevammin. Tässä tutkimuksessa tarkastellaan bittivainajien matkaa kuoleman hetkestä viimeiseen leposijaansa pikselikalmistossa. Materiaalina käytettyjä pelejä lähestyttiin lähiluvun kautta, muodostaen kolme pääteemaa: Kuoleminen, Hautaaminen ja hautapaikat, sekä Sureminen pelimaailman sisällä. Löydösten perusteella voidaan ymmärtää kuoleman roolia pelisuunnittelussa: niin tarinankerronnassa, pelimekaniikassa kuin visuaalisessa esityksessäkin. Artikkeli avaa pelitutkimusta kuolemantutkimuksen suuntaan tuoden peleissä usein trivialisoituun aiheeseen uutta näkökulmaa.
Death is a common event in digital games: at times as a narrative element, and most often as part of the game mechanics – the death of the player character or an enemy commonly follows from good or bad performance. However, the consequences of death, such as burial or mourning, have received little attention so far. In this study we analyze the last journeys of pixel bodies in games. Based on close reading, we have formed three main themes: Death, Burial and burial sites, and Mourning in the game world. The findings tell about the role of death in game design: storytelling, game mechanics and visuals. The article links game studies to death studies, bringing new analytical insight into a topic that has often been omitted or trivialized in digital games.},
keywords = {Hautaus, Kuolema, Suru, Tietokonepelit, Videopelit},
pubstate = {published},
tppubtype = {incollection}
}
Death is a common event in digital games: at times as a narrative element, and most often as part of the game mechanics – the death of the player character or an enemy commonly follows from good or bad performance. However, the consequences of death, such as burial or mourning, have received little attention so far. In this study we analyze the last journeys of pixel bodies in games. Based on close reading, we have formed three main themes: Death, Burial and burial sites, and Mourning in the game world. The findings tell about the role of death in game design: storytelling, game mechanics and visuals. The article links game studies to death studies, bringing new analytical insight into a topic that has often been omitted or trivialized in digital games.
Lu, Chien
But Do Commit Messages Matter? An Empirical Association Analysis with Technical Debt
In: Saarimäki, Nyyti; Lenarduzzi, Valentina; Taibi, Davide (Ed.): CEUR Workshop Proceedings, pp. 45-53, CEUR-WS, 2019, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Commit messages, Technical debt, Text mining
@inproceedings{Lu2019,
title = {But Do Commit Messages Matter? An Empirical Association Analysis with Technical Debt},
author = {Chien Lu},
editor = {Nyyti Saarimäki and Valentina Lenarduzzi and Davide Taibi},
url = {https://urn.fi/URN:NBN:fi:tuni-202002132060},
issn = {1613-0073},
year = {2019},
date = {2019-12-17},
booktitle = {CEUR Workshop Proceedings},
volume = {2520},
pages = {45-53},
publisher = {CEUR-WS},
abstract = {An empirical analysis is conducted to investigate the association of the content of commit messages and technical debt. The analysis is based on 33 open-source Apache JAVA projects. Structural Topic Modelling, a recently developed text mining technique is employed for sophisticated analysis. The result shows that the certain content of commit messages such as empty messages are potentially associated with Technical Debt.},
keywords = {Commit messages, Technical debt, Text mining},
pubstate = {published},
tppubtype = {inproceedings}
}
Tyni, Heikki; Sotamaa, Olli
Game Retail and Crowdfunding
In: Herbert, Daniel; Johnson, Derek (Ed.): Point of Sale: Analyzing Media Retail, pp. 75-90, Rutgers University Press, 2019, ISBN: 978-0813595528.
Book chapter
Tags: Consumption, Crowdfunding, Fan practices, Game culture, Game retail
@incollection{Tyni2019,
title = {Game Retail and Crowdfunding},
author = {Heikki Tyni and Olli Sotamaa},
editor = {Daniel Herbert and Derek Johnson
},
isbn = {978-0813595528},
year = {2019},
date = {2019-12-13},
booktitle = {Point of Sale: Analyzing Media Retail},
pages = {75-90},
publisher = {Rutgers University Press},
keywords = {Consumption, Crowdfunding, Fan practices, Game culture, Game retail},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko
Digitaalisen pelaamisen historiantutkimus Suomessa
In: Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu, vol. 32, iss. 3, pp. 63-74, 2019, ISSN: 2343-399X.
Journal article Open access
Abstract | Links | Tags: Pelaaminen Suomessa, Pelihistoria
@article{Suominen2019b,
title = {Digitaalisen pelaamisen historiantutkimus Suomessa},
author = {Jaakko Suominen},
doi = {10.23994/lk.87958},
issn = {2343-399X},
year = {2019},
date = {2019-12-06},
urldate = {2019-12-06},
journal = {Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu},
volume = {32},
issue = {3},
pages = {63-74},
abstract = {Käsittelen artikkelissani digitaalisen pelaamisen historiantutkimusta Suomessa. Jaan tutkimuksen ennen vuotta 2009 tapahtuneeseen varhaisvaiheeseen, jolloin aihepiiriä koskevat tutkimukset julkaistiin pitkälti suomeksi ja suomalaiselle yleisölle ja jolloin tutkimukset olivat muutamaa poikkeusta lukuun ottamatta yleisesityksiä ja sitoivat pelaamisen erityisesti tietokoneharrastamiseen. Vuoden 2009 jälkeen digitaalista pelaamista käsittelevä tutkimus on lisääntynyt ja laajentunut suomenkielisenä Pelitutkimuksen vuosikirjan tapaisten julkaisukanavien kautta, ja suomalaiset tutkijat osallistuvat entistä useammin myös kansainväliseen tutkimuskeskusteluun, jossa on viime vuosina painotettu monesti kansallisten ja paikallisten erityispiirteiden ja vertailevan tutkimuksen tarvetta.},
keywords = {Pelaaminen Suomessa, Pelihistoria},
pubstate = {published},
tppubtype = {article}
}
Koskimaa, Raine
Game of Thrones -pelin Let's Play -videot ja populaarikulttuurin vastaanotto esityksenä
In: Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu, vol. 32, iss. 3, pp. 7-25, 2019, ISSN: 2343-399X.
Journal article Open access
Abstract | Links | Tags: Fandom, Game of Thrones, Let's Play
@article{Koskimaa2019,
title = {Game of Thrones -pelin Let's Play -videot ja populaarikulttuurin vastaanotto esityksenä},
author = {Raine Koskimaa},
doi = {10.23994/lk.87955},
issn = {2343-399X},
year = {2019},
date = {2019-12-06},
urldate = {2019-12-06},
journal = {Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu},
volume = {32},
issue = {3},
pages = {7-25},
abstract = {Suositun Valtaistuinpeli (Game of Thrones) -tv-sarjan myötä George R. R. Martinin Tulen ja jään laulu -kirjasarjaan perustuvasta transmediauniversumista on tullut ilmiö, jolla on faneja huomattavasti laajemmin kuin vain fantasiaharrastajien piirissä. Tässä artikkelissa pyrin selvittämään tapoja, joilla ihmiset kokevat Valtaistuinpelin maailman, hahmot ja tapahtumat, ja sitä, miten he niitä tulkitsevat ja suhteuttavat omaan elämänkokemukseensa. Hypoteesina on, että Let’s Play -videot tarjoavat hedelmällisen aineiston pelien ja yleisemmin populaarikulttuurin synnyttämien kokemusten tarkasteluun.Tutkimusmenetelmänäni on Game of Thrones -videopelistä tehtyjen Let’s Play -videoiden analysointi erityisesti pelaaja-kertojan esiintymiseen keskittyen. Tutkimuksen aineisto on koottu satunnaisotantana kahdelta eri videonjakoalustalta (Twitch, Youtube). Ääniraidalla pelaaja-kertojat ensisijaisesti sanallistavat ruudulla näkyviä tapahtumia ja käyttävät runsaasti aikaa myös pelin edellyttämien moraalisten valintojen pohtimiseen ja selittämiseen. Videoissa on myös tärkeässä roolissa pelaaja-kertojien tunnereaktioiden esittäminen, mikä korostaa Let’s Play -videoiden performatiivista luonnetta. Let’s Play -videot tarjoavat tavan sekä esittää että kasvattaa fanikulttuurista pääomaa. Let’s Play -videoiden kautta pelaaja-kertojat osallistuvat fandomin aineettomaan vaihdantaan, tuoden oman panoksensa Valtaistuinpelin universumiin. Game of Thrones -pelin Let’s Play -videoissa pohdinta keskittyy moraalisiin valintoihin. Videot avaavat näkymän pelaaja-kertojien yksityiseen vastaanottoprosessiin ja sen aikana tapahtuvaan joustavaan erilaisten moraalikoodistojen limittymiseen. Let’s Play -videot näyttävät tarjoavan faniuden esittämiselle uudenlaisen alustan, jossa intiimi vastaanoton hetki voidaan tuottaa yhteisölliseksi kokemukseksi.
Game of Thrones Let’s Play Videos and the Reception of Popular Culture as Performance
The highly popular TV series Game of Thrones has made the transmedia universe originally based on George R. R. Martin’s novel cycle The Song of Ice and Fire into a phenomenon, which has gained fans from much wider audience than fantasy fandom. In this article, I look at the ways how people experience the world, characters, and events of the Game of Thrones, and how they interpret these and relate them to their own lives. I take it as my hypothesis that Let’s Play videos provide fruitful material for scrutinizing the experiences evoked by video games, and more generally, by popular culture productions. My research method consists of analyzing Let’s Play videos based on the Game of Thrones videogame (Telltale 2014–15), focusing especially on the performance of the player-narrators. The data set of this research was sampled from two online video publication platforms (Twitch, Youtube). On the audio track the player-narrators mainly verbalize things happening on the screen while playing Game of Thrones, and they also extensively dwell in the reflections and explanations regarding moral choices prompted by the game. Showing off emotional responses of the player-narrators plays an important role, too, which emphasizes the performative aspect of Let’s Play videos. Let’s Play videos provide a way to show and increase one’s fancultural capital. Through publishing Let’s Play videos the player-narrators participate in the immaterial exchange economy of fandom, by contributing their share into the Game of Thrones universe. In the Game of Thrones Let’s Play videos the reflection focuses on moral choices. These videos open up views to private reception processes of the player-narrators, and to the flexible shifts and overlaps between various moral codes during these processes. Let’s Play videos seem to offer a new kind of platform to perform one’s fan activities, in which the intimate moment of reception may be opened up to a communal experience.},
keywords = {Fandom, Game of Thrones, Let's Play},
pubstate = {published},
tppubtype = {article}
}
Game of Thrones Let’s Play Videos and the Reception of Popular Culture as Performance
The highly popular TV series Game of Thrones has made the transmedia universe originally based on George R. R. Martin’s novel cycle The Song of Ice and Fire into a phenomenon, which has gained fans from much wider audience than fantasy fandom. In this article, I look at the ways how people experience the world, characters, and events of the Game of Thrones, and how they interpret these and relate them to their own lives. I take it as my hypothesis that Let’s Play videos provide fruitful material for scrutinizing the experiences evoked by video games, and more generally, by popular culture productions. My research method consists of analyzing Let’s Play videos based on the Game of Thrones videogame (Telltale 2014–15), focusing especially on the performance of the player-narrators. The data set of this research was sampled from two online video publication platforms (Twitch, Youtube). On the audio track the player-narrators mainly verbalize things happening on the screen while playing Game of Thrones, and they also extensively dwell in the reflections and explanations regarding moral choices prompted by the game. Showing off emotional responses of the player-narrators plays an important role, too, which emphasizes the performative aspect of Let’s Play videos. Let’s Play videos provide a way to show and increase one’s fancultural capital. Through publishing Let’s Play videos the player-narrators participate in the immaterial exchange economy of fandom, by contributing their share into the Game of Thrones universe. In the Game of Thrones Let’s Play videos the reflection focuses on moral choices. These videos open up views to private reception processes of the player-narrators, and to the flexible shifts and overlaps between various moral codes during these processes. Let’s Play videos seem to offer a new kind of platform to perform one’s fan activities, in which the intimate moment of reception may be opened up to a communal experience.
Turtiainen, Riikka
Leikitäänkö kampaajaa? Digitaalinen koskettaminen ASMR-roolileikkivideoissa
In: Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu, vol. 32, iss. 3, pp. 26-45, 2019, ISSN: 2343-399X.
Journal article Open access
Abstract | Links | Tags: ASMR, Digitaalinen kulttuuri, Kehollisuus, YouTube
@article{Turtiainen2019,
title = {Leikitäänkö kampaajaa? Digitaalinen koskettaminen ASMR-roolileikkivideoissa},
author = {Riikka Turtiainen},
doi = {10.23994/lk.87956},
issn = {2343-399X},
year = {2019},
date = {2019-12-06},
urldate = {2019-12-06},
journal = {Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu},
volume = {32},
issue = {3},
pages = {26-45},
abstract = {ASMR on lyhenne sanoista Autonomous Sensory Meridian Response. Ilmiöllä tarkoitetaan erilaisten aistiärsykkeiden eli triggereiden aikaansaamia, tahdosta riippumattomia, miellyttäviä ja rauhoittavia aistielämyksiä. Joillakin ihmisillä nämä ääni- ja visuaaliset ärsykkeet (lähikuiskaukset, naputtelut, rapistelut ja hitaat käsiliikkeet) aiheuttavat ”kylmien väreiden” kaltaista kihelmöintiä, jonka kuvataan kulkeutuvan pään takaosasta selkärankaa pitkin muualle kehoon. Tässä artikkelissa analysoin YouTubessa viime vuosina suosituiksi muodostuneita ASMR-roolileikkivideoita, joissa vloggaajat ovat tarinallistaneet triggereiden tuottamisen esittäessään esimerkiksi kampaajia, kosmetologeja ja lääkäreitä. Olen kiinnostunut siitä, miten näissä ASMR-roolileikkivideoissa luodaan koskettamisen illuusio.
ASMR-videoita on tutkittu terapeuttisina teknologioina sekä affektiteorioihin ja haptiseen mediatutkimukseen tukeutuen. Itse asetan ilmiön leikintutkimuksen viitekehykseen tarkoituksenani osoittaa, että videot on mahdollista nähdä fyysisen leikin digitaalisena ilmenemismuotona. Analysoin videoita niiden lähiluennalla, mutta tutkimuksessani voi nähdä myös piirteitä auto- ja aistietnografisesta lähestymistavasta. Analyysini perusteella digitaalisen kosketuksen voi ASMR-roolileikkivideoiden kohdalla nähdä muodostuvan aistien synestesian, kehollisen tietämisen ja mielikuvituksen yhteisvaikutuksesta.
Let’s play hairdressers? Digital touch in ASMR role play videos
ASMR is an acronym for Autonomous Sensory Meridian Response, which is an autonomous, pleasurable and calming feeling accompanied by a tingling sensation that begins on the scalp and moves down the back of the neck and spine. It is caused by specific auditory or visual stimuli, which are called triggers (close whispering, tapping, rustling, and slow hand movements). In this article, I analyse the popular video category of ASMR role plays in YouTube. In these role play videos vloggers are performing triggers for instance as haidressers, cosmetologists, and doctors. I am interested in finding out how they are creating an illusion of touch.
ASMR videos have been studied as therapeutic technologies and in the context of affect theories and haptic media studies. By applying play theory to understandings of ASMR role plays, my aim is to point out that they can be seen as a digital manifestation of physical play. My methodological approach consists of close reading of the videos but I have also utilized auto-ethnography as sensory participation. According to my analysis, the digital touch consists of synaesthesia, bodily knowledge, and imagination.},
keywords = {ASMR, Digitaalinen kulttuuri, Kehollisuus, YouTube},
pubstate = {published},
tppubtype = {article}
}
ASMR-videoita on tutkittu terapeuttisina teknologioina sekä affektiteorioihin ja haptiseen mediatutkimukseen tukeutuen. Itse asetan ilmiön leikintutkimuksen viitekehykseen tarkoituksenani osoittaa, että videot on mahdollista nähdä fyysisen leikin digitaalisena ilmenemismuotona. Analysoin videoita niiden lähiluennalla, mutta tutkimuksessani voi nähdä myös piirteitä auto- ja aistietnografisesta lähestymistavasta. Analyysini perusteella digitaalisen kosketuksen voi ASMR-roolileikkivideoiden kohdalla nähdä muodostuvan aistien synestesian, kehollisen tietämisen ja mielikuvituksen yhteisvaikutuksesta.
Let’s play hairdressers? Digital touch in ASMR role play videos
ASMR is an acronym for Autonomous Sensory Meridian Response, which is an autonomous, pleasurable and calming feeling accompanied by a tingling sensation that begins on the scalp and moves down the back of the neck and spine. It is caused by specific auditory or visual stimuli, which are called triggers (close whispering, tapping, rustling, and slow hand movements). In this article, I analyse the popular video category of ASMR role plays in YouTube. In these role play videos vloggers are performing triggers for instance as haidressers, cosmetologists, and doctors. I am interested in finding out how they are creating an illusion of touch.
ASMR videos have been studied as therapeutic technologies and in the context of affect theories and haptic media studies. By applying play theory to understandings of ASMR role plays, my aim is to point out that they can be seen as a digital manifestation of physical play. My methodological approach consists of close reading of the videos but I have also utilized auto-ethnography as sensory participation. According to my analysis, the digital touch consists of synaesthesia, bodily knowledge, and imagination.
Heljakka, Katriina; Ihamäki, Pirita; Tuomi, Pauliina; Saarikoski, Petri
Gamified Coding: Toy Robots and Playful Learning in Early Education
In: 2019 International Conference on Computational Science and Computational Intelligence (CSCI), pp. 800-805, IEEE, 2019, ISBN: 978-1-7281-5584-5.
In proceedings
Abstract | Links | Tags: Coding, Computer programming, Gamification, Physical play, Toy robots
@inproceedings{Heljakka2019b,
title = {Gamified Coding: Toy Robots and Playful Learning in Early Education},
author = {Katriina Heljakka and Pirita Ihamäki and Pauliina Tuomi and Petri Saarikoski},
doi = {10.1109/CSCI49370.2019.00152},
isbn = {978-1-7281-5584-5},
year = {2019},
date = {2019-12-05},
booktitle = {2019 International Conference on Computational Science and Computational Intelligence (CSCI)},
pages = {800-805},
publisher = {IEEE},
abstract = {This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoolers used the toy robots with affordances related to coding mainly in developing gamified play around them by designing tracks for the toys, programming the toys to solve obstacle paths, and competing in player-generated contests of dexterity, speed and physically mobile play.},
keywords = {Coding, Computer programming, Gamification, Physical play, Toy robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Reunanen, Markku
In: Museovirasto, 2019.
Publication for professional or general audience Open access
@other{Reunanen2019c,
title = {Demoscene},
author = {Markku Reunanen},
url = {https://wiki.aineetonkulttuuriperinto.fi/wiki/Demoscene},
year = {2019},
date = {2019-12-04},
publisher = {Museovirasto},
keywords = {Demoscene},
pubstate = {published},
tppubtype = {other}
}
Reunanen, Markku
Trackerit: Paradigman synty, kukoistus ja myöhemmät vaiheet
In: Musiikki, vol. 49, iss. 2-3, pp. 14-31, 2019, ISSN: 0355-1059.
Journal article Open access
Abstract | Links | Tags: Hobbies, Media history, Musiikki, Trackerit
@article{Reunanen2019b,
title = {Trackerit: Paradigman synty, kukoistus ja myöhemmät vaiheet},
author = {Markku Reunanen},
url = {https://musiikki.journal.fi/article/view/87867},
issn = {0355-1059},
year = {2019},
date = {2019-12-02},
journal = {Musiikki},
volume = {49},
issue = {2-3},
pages = {14-31},
abstract = {Trackerit ovat tietokoneiden musiikkiohjelmia, joiden historia ylettyy yli kolmenkymmenen vuoden päähän. Ne kytkeytyvät tiukasti kotitietokoneiden his-toriaan, eikä ole liioittelua väittää, että ne toivat aiemmin saavuttamattomissa olleet digitaaliset sävellystyökalut harrastajien saataville 1980-luvun kuluessa. Kolmen vuosikymmenensä aikana trackereita on käytetty kaupallisiin ja harrastustarkoituksiin, ja niiden ympärille on syntynyt aktiivista harrastuskulttuuria. Tässä artikkelissa käyn läpi trackerien historiaa, ominaispiirteitä ja käyttökohteita. Tutkimusaineistona on 60 tracker-ohjelmaa ja kuusi niiden tekijöiden haas-tattelua. Tutkimustuloksissa korostuvat trackerien ja aikalaisteknologian välinen tiivis suhde, ohjelmien tekijöiden taustat ja mielenkiinnon kohteet sekä paradigman vaiheittainen kehitys nykyiseen muotoonsa.
Trackers are music software whose history spans over thirty decades. They are tightly linked to the history of home computers, and they made previously unreachable digital composition tools available to enthusiasts in the 1980s. Over the years trackers have been used both for commercial and non-commercial purposes, for example games and demos, and they have given rise to lively hobbyist communities. In this article, I go through the history of trackers, their characteristics and typical uses. The study is based on the analysis of 60 tracker programs and six interviews of their creators. The findings highlight the tight link between trackers and computer hardware, the reasons why authors wanted to create such software, and the gradual evolution of the paradigm.},
keywords = {Hobbies, Media history, Musiikki, Trackerit},
pubstate = {published},
tppubtype = {article}
}
Trackers are music software whose history spans over thirty decades. They are tightly linked to the history of home computers, and they made previously unreachable digital composition tools available to enthusiasts in the 1980s. Over the years trackers have been used both for commercial and non-commercial purposes, for example games and demos, and they have given rise to lively hobbyist communities. In this article, I go through the history of trackers, their characteristics and typical uses. The study is based on the analysis of 60 tracker programs and six interviews of their creators. The findings highlight the tight link between trackers and computer hardware, the reasons why authors wanted to create such software, and the gradual evolution of the paradigm.
Karhulahti, Veli-Matti; Koskimaa, Raine
On the Prevalence of Addicted or Problematic Gaming in Finland
In: Addictive Behaviors Reports, vol. 10, no. 100225, 2019, ISSN: 2352-8532.
Journal article Open access
Abstract | Links | Tags: Finland, Gaming disorder, Internet gaming disorder, Prevalence
@article{Karhulahti2019b,
title = {On the Prevalence of Addicted or Problematic Gaming in Finland},
author = {Veli-Matti Karhulahti and Raine Koskimaa},
url = {http://urn.fi/URN:NBN:fi:jyu-201911295056},
doi = {10.1016/j.abrep.2019.100225},
issn = {2352-8532},
year = {2019},
date = {2019-12-01},
journal = {Addictive Behaviors Reports},
volume = {10},
number = {100225},
abstract = {We bring attention to a notable unreported “gaming addiction” or “problem gaming” prevalence data set that adds significantly to both the DSM-5′s call for further Internet Gaming Disorder research as well as many other scientific encouragements for more wide-ranging reports on the topic.},
keywords = {Finland, Gaming disorder, Internet gaming disorder, Prevalence},
pubstate = {published},
tppubtype = {article}
}
Reunanen, Markku; Heikkinen, Tero; Carlsson, Anders
PETSCII – A Character Set and a Creative Platform
In: Replay: The Polish Journal of Game Studies, vol. 5, iss. 1, pp. 27-47, 2019, ISSN: 2391-8551.
Journal article Open access
Abstract | Links | Tags: Artistic practice, Commodore 64, Digital art, Media history, PETSCII
@article{Reunanen2019,
title = {PETSCII – A Character Set and a Creative Platform},
author = {Markku Reunanen and Tero Heikkinen and Anders Carlsson},
url = {https://czasopisma.uni.lodz.pl/Replay/article/view/5930/5595},
doi = {10.18778/2391-8551.05.02},
issn = {2391-8551},
year = {2019},
date = {2019-11-22},
journal = {Replay: The Polish Journal of Game Studies},
volume = {5},
issue = {1},
pages = {27-47},
abstract = {PETSCII is the built-in character set used on 8-bit Commodore computers, such as the PET, C-64 and Plus/4. The character set and the BASIC environment provided an entry point to rudimentary graphic editing for a generation of hobbyists. Over the years PETSCII has been used for a variety of creative purposes: for example games, demos, telecommunications, videos, books and fine art have been created using the graphical symbols. Through the analysis of existing art works and our own hands-on project – a graphics editor – we dig deeper into the specific properties of the character set. In this article we show how the fixed symbols set the frame for what is possible and how, on the other hand, they provide grounds for creative experimentation, display of skill and recognizable styles.},
keywords = {Artistic practice, Commodore 64, Digital art, Media history, PETSCII},
pubstate = {published},
tppubtype = {article}
}
Kerttula, Tero
‘‘What an Eccentric Performance": Storytelling in Online Let's Plays
In: Games and Culture, vol. 14, iss. 3, pp. 236-255, 2019, ISSN: 1555-4120.
Journal article
Abstract | Links | Tags: Let's Play, Narrative, Video games, YouTube
@article{Kerttula2019,
title = {‘‘What an Eccentric Performance": Storytelling in Online Let's Plays},
author = {Tero Kerttula},
doi = {10.1177/1555412016678724},
issn = {1555-4120},
year = {2019},
date = {2019-11-21},
journal = {Games and Culture},
volume = {14},
issue = {3},
pages = {236-255},
abstract = {In this article, I examine the phenomenon called Let’s Play (LP) and conduct a narrative analysis on two LPs made of Sierra Entertainment’s Phantasmagoria games. The LPs tell viewers a story different from the one told in the games, that is, they tell the story of the player rather than that of the game. In that story, the experience of playing a video game is revealed to the audience. This story would be hidden without the player-narrators know as LPs around the world. I conduct my analysis by describing seven different narrative elements that form the narration of a LP and explain how these elements together form this story of the player.},
keywords = {Let's Play, Narrative, Video games, YouTube},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Saarenmaa, Laura; Brown, Ashley M. L. (Ed.)
Special Issue: Sexuality and Play
WiderScreen, vol. 22, no. 1–2, 2019, ISSN: 1795-6161.
Special issue Open access
Links | Tags: Queer play, Sexual play, Sexuality
@collection{Karhulahti2019,
title = {Special Issue: Sexuality and Play},
editor = {Veli-Matti Karhulahti and Laura Saarenmaa and Ashley M. L. Brown},
url = {http://widerscreen.fi/numerot/2019-1-2},
issn = {1795-6161},
year = {2019},
date = {2019-11-08},
urldate = {2019-11-08},
booktitle = {WiderScreen},
volume = {22},
number = {1–2},
keywords = {Queer play, Sexual play, Sexuality},
pubstate = {published},
tppubtype = {collection}
}
Sihvonen, Tanja; Stenros, Jaakko
On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality
In: WiderScreen, vol. 22, iss. 1-2, 2019, ISSN: 1795-6161.
Journal article Open access
Abstract | Links | Tags: Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality
@article{Sihvonen2019,
title = {On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality},
author = {Tanja Sihvonen and Jaakko Stenros},
url = {http://widerscreen.fi/numerot/2019-1-2/on-the-importance-of-queer-romances-role-play-as-exploration-and-performance-of-sexuality/},
issn = {1795-6161},
year = {2019},
date = {2019-11-07},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
abstract = {This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to single-player digital RPGs. We ask how queerness affects the options for romance, whether localised in an event or in the composition of a single character, and what kind of exploration it serves. Is queerness to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions? This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies.},
keywords = {Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality},
pubstate = {published},
tppubtype = {article}
}
Lehtonen, Miikka; Lu, Chien; Nummenmaa, Timo; Peltonen, Jaakko
In: Brooks, Anthony L.; Brooks, Eva; Sylla, Cristina (Ed.): Interactivity, Game Creation, Design, Learning, and Innovation : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, pp. 436-457, Springer, 2019, ISBN: 1867-8211.
In proceedings Open access
Abstract | Links | Tags: Game development, Literature analysis, Postmortem analysis, Requirements engineering, Text mining
@inproceedings{Lehtonen2019,
title = {Adoption of Requirements Engineering Methods in Game Development: A Literature and Postmortem Analysis},
author = {Miikka Lehtonen and Chien Lu and Timo Nummenmaa and Jaakko Peltonen},
editor = {Anthony L. Brooks and Eva Brooks and Cristina Sylla},
url = {https://urn.fi/URN:NBN:fi:tuni-202008246597},
doi = {10.1007/978-3-030-53294-9_32},
isbn = {1867-8211},
year = {2019},
date = {2019-11-06},
booktitle = {Interactivity, Game Creation, Design, Learning, and Innovation : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019},
pages = {436-457},
publisher = {Springer},
abstract = {As the game industry continues to grow in size and revenue, the cost of creating games increases as well, and the successful outcome of game development projects becomes ever more important. In traditional software engineering, it is generally agreed that a successful requirements engineering process has a significant impact on the project. In game development, requirements engineering methods do not seem to be commonly used. As the development of digital games includes specialized aspects of software development, it seems likely that game developers could benefit from adopting these techniques and processes. In this paper, a thorough reading of central and current academic research on the topic is performed to form a holistic picture of the central issues and problems preventing the adoption and widespread use of requirements engineering processes and methods in game development. Additionally, algorithmic analysis of 340 post-mortems written by game developers and published on industry websites is conducted. These post-mortems discuss the factors which contributed to or hindered the successful outcome of these game development projects, and the analysis further supports the identified central issues.},
keywords = {Game development, Literature analysis, Postmortem analysis, Requirements engineering, Text mining},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti
Declaration on the Guiding Principles of Young Academies
In: Global Young Academy, 2019.
Publication for professional or general audience Open access
Links | Tags: Young academies
@other{Karhulahti2019c,
title = {Declaration on the Guiding Principles of Young Academies},
author = {Veli-Matti Karhulahti},
url = {https://research.utu.fi/converis/portal/Publication/45174356},
year = {2019},
date = {2019-11-01},
publisher = {Global Young Academy},
keywords = {Young academies},
pubstate = {published},
tppubtype = {other}
}
Saarikoski, Petri; Reunanen, Markku; Suominen, Jaakko
In: Tekniikan waiheita, vol. 37, iss. 3, pp. 6-30, 2019, ISSN: 0780-5772.
Journal article Open access
Abstract | Links | Tags: Media-arkeologia, Pelihistoria, Tekoäly
@article{Saarikoski2019,
title = {”Leiki pöpiä – Kalle parantaa”: Kalle kotipsykiatri -tietokoneohjelma tekoälyn popularisoijana 1980-luvulla},
author = {Petri Saarikoski and Markku Reunanen and Jaakko Suominen},
url = {https://journal.fi/tekniikanwaiheita/article/view/86772/45641},
doi = {10.33355/tw.86772},
issn = {0780-5772},
year = {2019},
date = {2019-10-25},
journal = {Tekniikan waiheita},
volume = {37},
issue = {3},
pages = {6-30},
abstract = {Artikkeli käsittelee 1980-luvun alkupuoliskolla ilmestynyttä, Pekka Tolosen laatimaa Kalle kotipsykiatri -ohjelmaa, joka julkaistiin aluksi Apple II -mikrotietokoneelle Prosessori-lehdessä syyskuussa 1982. Sen tunnetuin variantti on MikroBitin ensimmäisessä numerossa keväällä 1984 ilmestynyt Commodore 64 -versio, jota oli kääntämässä Jyrki J. J. Kasvi. Ohjelma tunnetaan paitsi lukuisista koodivirheistään, joita yritettiin korjata useaan otteeseen, myös kotitietokoneharrastajien sitä kohtaan tuntemasta laajasta kiinnostuksesta. Artikkelissa käydään läpi psykiatriohjelman herättämää aikalaiskeskustelua ja sen merkitystä laajemmin osana aikansa ohjelmointikulttuuria, jota tukeneista medioista tärkeimmäksi nousivat kotitietokonelehdet. Teemme myös tarkemman, rakenteellisen analyysin Kalle kotipsykiatrin ohjelmakoodista.},
keywords = {Media-arkeologia, Pelihistoria, Tekoäly},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
Toys That Mobilize: Past, Present and Future of Phygital Playful Technology
In: Arai, Kohei; Kapoor, Supriya; Bhatia, Rahul (Ed.): Proceedings of the Future Technologies Conference (FTC) 2019. FTC 2019, pp. 625-640, Springer, 2019, ISBN: 978-3-030-32522-0.
In proceedings
Abstract | Links | Tags: Phygitals, Smart toys, Toy mobility, Toys
@inproceedings{Heljakka2019f,
title = {Toys That Mobilize: Past, Present and Future of Phygital Playful Technology},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Kohei Arai and Supriya Kapoor and Rahul Bhatia},
doi = {10.1007/978-3-030-32523-7_46},
isbn = {978-3-030-32522-0},
year = {2019},
date = {2019-10-10},
booktitle = {Proceedings of the Future Technologies Conference (FTC) 2019. FTC 2019},
pages = {625-640},
publisher = {Springer},
abstract = {This exploratory paper focuses on the technological development of the toy medium with an interest in toys’ capacity to mobilize homo ludens, the playing human. By conducting an extensive literary review on the history and the present of mobile play objects, the study demonstrates how toys have developed from early moving and mechanical automata to playthings that move by themselves through in-built computerized components. The interest is two-fold: By analyzing the historical trajectory of mobile toys, the authors highlight the role of both toys and their players as participants in technologically mediated, phygital play. This hybrid form of playing combines the physicality of playthings with both mechanical and digital features. The results of the review show how toys—character toys in particular—have transformed from entertaining, self-moving spectacles to educational machines that mobilize the player both physically and geographically. Based on the results of the literary review, the authors suggest a continuum that visualizes the development of the types of toys that afford mobility in play of the past, present, and future. The paper concludes with the observation that phygital, playful technologies, such as character toys, have the capacity to influence human well-being in its various dimensions. By making them mobile, toys as a medium invite engagement with phygital playful technologies to enhance physical, cognitive, and social well-being.},
keywords = {Phygitals, Smart toys, Toy mobility, Toys},
pubstate = {published},
tppubtype = {inproceedings}
}
Koskimaa, Raine; Kauraoja, Valtteri; Karhulahti, Veli-Matti
In: Reitman, Jason G.; Anderson, Craig G.; Deppe, Mark; Steinkuehler, Constance (Ed.): Proceedings of the 2019 Esports Research Conference, pp. 228-229, ETC Press, 2019.
In proceedings Open access
Abstract | Links | Tags: Adolescents, Children, Competitive gaming, Electronic sports, Exercise
@inproceedings{Koskimaa2019b,
title = {Competitive Play, Physical Exercise and School Performance: Case Study among Pre-teens and Teens Attending Esports Summer Camp in Finland},
author = {Raine Koskimaa and Valtteri Kauraoja and Veli-Matti Karhulahti},
editor = {Jason G. Reitman and Craig G. Anderson and Mark Deppe and Constance Steinkuehler},
url = {https://press.etc.cmu.edu/index.php/product/proceedings-of-the-2019-esports-research-conference/},
doi = {10.1184/R1/12217766},
year = {2019},
date = {2019-10-10},
booktitle = {Proceedings of the 2019 Esports Research Conference},
pages = {228-229},
publisher = {ETC Press},
abstract = {Digital games have been considered harmful for the youth in many ways. One of these concerns is the reduced time left for school and healthy physical activities in return for non-ergonomic crouching over gaming controls and staying up late. On the other hand, the evolving esports scene has given rise to more organized and systematic training and playing, with an added emphasis on player wellbeing. So far, to our knowledge, the relationship between competitive gaming, physical exercise, and school performance among the youth has not been studied scientifically. Some research among high-level and professional esport players, however, has indicated that players on this level spend approximately 1 hour daily on physical exercise, and more than half of them (56%) believe that integrating physical exercise in training programs improves their competitive performance (Kari & Karhulahti2016; Kari et al. 2019).
The present work-in-progress is based on mixed method data collected from an Esports Summer Camp in Jyväskylä, Finland (June 3–7,2019). The attendees were 10-15 years old and partaking in two groups, one playing Overwatch and the other Fortnite. Local esports coaching company InCoach was responsible for the contents and running of the camp, and they had coaches for both teams with experience as professional players in the respective games. Questionnaires were given to the attendees (n=22) and half the respondents were interviewed with a semi-structured approach as well(n=10). The results of the above serve two further aims in the future: we will conduct a longitudinal multi-year study with these and other young players aspiring to competitive esports careers, and a bi-annual national sports and physical exercise survey (n=4000) will be extended with gaming and esports related questions in the next round during Spring 2020. The respondents were, as expected, avid players and online streaming spectators. At the same time, however, they also practiced many traditional sports and physical exercise. Their school performance was good. Esports and traditional sports were not mutually exclusive, but high interest in esports also indicated higher interest in traditional sports.},
keywords = {Adolescents, Children, Competitive gaming, Electronic sports, Exercise},
pubstate = {published},
tppubtype = {inproceedings}
}
The present work-in-progress is based on mixed method data collected from an Esports Summer Camp in Jyväskylä, Finland (June 3–7,2019). The attendees were 10-15 years old and partaking in two groups, one playing Overwatch and the other Fortnite. Local esports coaching company InCoach was responsible for the contents and running of the camp, and they had coaches for both teams with experience as professional players in the respective games. Questionnaires were given to the attendees (n=22) and half the respondents were interviewed with a semi-structured approach as well(n=10). The results of the above serve two further aims in the future: we will conduct a longitudinal multi-year study with these and other young players aspiring to competitive esports careers, and a bi-annual national sports and physical exercise survey (n=4000) will be extended with gaming and esports related questions in the next round during Spring 2020. The respondents were, as expected, avid players and online streaming spectators. At the same time, however, they also practiced many traditional sports and physical exercise. Their school performance was good. Esports and traditional sports were not mutually exclusive, but high interest in esports also indicated higher interest in traditional sports.
Harviainen, J. Tuomas; Meriläinen, Mikko
Educational Gamification: Challenges to Overcome and to Enjoy
In: Hamada, Ryoju; Soranastaporn, Songsri; Kanegae, Hidehiko; Dumrongrojwatthana, Pongchai; Chaisanit, Settachai; Rizzi, Paola; Dumblekar, Vinod (Ed.): Neo-Simulation and Gaming Toward Active Learning, pp. 553-560, Springer Singapore, 2019, ISBN: 9789811380389.
Book chapter Open access
Abstract | Links | Tags: Educational gaming, Gamification, Learning, Reflection
@incollection{Harviainen2019c,
title = {Educational Gamification: Challenges to Overcome and to Enjoy},
author = {J. Tuomas Harviainen and Mikko Meriläinen},
editor = {Ryoju Hamada and Songsri Soranastaporn and Hidehiko Kanegae and Pongchai Dumrongrojwatthana and Settachai Chaisanit and Paola Rizzi and Vinod Dumblekar},
url = {https://urn.fi/URN:NBN:fi:tuni-201911266293},
doi = {10.1007/978-981-13-8039-6_51},
isbn = {9789811380389},
year = {2019},
date = {2019-10-09},
urldate = {2019-10-09},
booktitle = {Neo-Simulation and Gaming Toward Active Learning},
pages = {553-560},
publisher = {Springer Singapore},
abstract = {This paper presents a critical viewpoint on educational gamification, an understudied field filled with hyperbole and hollow sales pitches, as well as solid research. By reviewing existing research in the context of Landers’ theory of gamified learning, it discusses three underlying, important elements that need to be taken into account: engagement, challenge, and reflection, as well as the interconnections between them. As a result, it suggests ways for more efficient deployment of gamification for educational purposes.},
keywords = {Educational gaming, Gamification, Learning, Reflection},
pubstate = {published},
tppubtype = {incollection}
}
Chen, Juan; Xi, Nannan; Ning, Changhui; Hamari, Juho
虚拟现实营销研究综述与展望 [Translated title: Virtual Reality Marketing: A Review and Prospects]
In: Foreign Economics & Management, vol. 41, iss. 10, pp. 17-30, 2019.
Journal article
Abstract | Tags: Experience marketing, Immersive technology, Mixed reality, Presence, Virtual reality
@article{Chen2019,
title = {虚拟现实营销研究综述与展望 [Translated title: Virtual Reality Marketing: A Review and Prospects]},
author = {Juan Chen and Nannan Xi and Changhui Ning and Juho Hamari},
year = {2019},
date = {2019-10-01},
journal = {Foreign Economics & Management},
volume = {41},
issue = {10},
pages = {17-30},
abstract = {We define VR marketing as the application of virtual reality technology to any aspect of marketing. Throughout practice and literature, VR is employed to improve either or both the utility and experientiality of aspects of the marketing value chain.
With the advent of the internet in the 1990s, marketing was revolutionized in terms of its information propagation efficiency. Today, pervasively across the entire value chain, marketing is facing yet another revolution: Virtual Reality (VR). While in the 1990s, the internet made marketing hugely efficient, and it reduced the experiential nature of marketing that exists, e.g., in bricks-and-mortar marketing. The potential of the current wave of virtual reality in marketing is seen to stem from combining the efficiency of digital platforms with the immersiveness, experientiality and multisensory nature of " physical” marketing environments. However, while the narrative of the potential of VR in marketing may seem as intuitively appealing, there is still a lack of coherent understanding as to whether these benefits have been realized in VR marketing. Therefore, we firstly seek to define VR marketing, and secondly, to review the expanding literature related to it. In particular, we review in which areas of marketing VR has been researched, how it has been researched, which kinds of technologies have been used, and which theories this corpus of literature draws from and contributes to. Moreover, we review the effects of VR marketing on consumer experience and behavior that the extant literature has been able to tease out.
Next, we examine VR marketing in four different marketing domains, namely marketing research, product innovation, advertising and retailing, which represent aspects of value determination, value creation, value communication and value delivery during the marketing value chain. Virtual reality marketing is used to improve both the utility and experientiality of aspects of the marketing value chain.
Furthermore, we examine the trends of related theories in the relevant research, and find that virtual reality is viewed either as a kind of media that highlights products’ attributes and improves the consumer learning process or as a way to reshape shopping environments in the computer-based virtual world which can influence consumer affection. We can also realize that researchers have recently begun to integrate more values realized by VR marketing into their research frameworks. Based on this, we propose a generally conceptual framework for future VR marketing research.
According to the current body of literature, virtual reality technology shows considerable promise for the areas of marketing. However, current research still lacks in-depth insights as to how virtual reality works in marketing, and which factors can influence its marketing success. Given these findings, we offer a detailed discussion of the future agenda for VR marketing research.},
keywords = {Experience marketing, Immersive technology, Mixed reality, Presence, Virtual reality},
pubstate = {published},
tppubtype = {article}
}
With the advent of the internet in the 1990s, marketing was revolutionized in terms of its information propagation efficiency. Today, pervasively across the entire value chain, marketing is facing yet another revolution: Virtual Reality (VR). While in the 1990s, the internet made marketing hugely efficient, and it reduced the experiential nature of marketing that exists, e.g., in bricks-and-mortar marketing. The potential of the current wave of virtual reality in marketing is seen to stem from combining the efficiency of digital platforms with the immersiveness, experientiality and multisensory nature of " physical” marketing environments. However, while the narrative of the potential of VR in marketing may seem as intuitively appealing, there is still a lack of coherent understanding as to whether these benefits have been realized in VR marketing. Therefore, we firstly seek to define VR marketing, and secondly, to review the expanding literature related to it. In particular, we review in which areas of marketing VR has been researched, how it has been researched, which kinds of technologies have been used, and which theories this corpus of literature draws from and contributes to. Moreover, we review the effects of VR marketing on consumer experience and behavior that the extant literature has been able to tease out.
Next, we examine VR marketing in four different marketing domains, namely marketing research, product innovation, advertising and retailing, which represent aspects of value determination, value creation, value communication and value delivery during the marketing value chain. Virtual reality marketing is used to improve both the utility and experientiality of aspects of the marketing value chain.
Furthermore, we examine the trends of related theories in the relevant research, and find that virtual reality is viewed either as a kind of media that highlights products’ attributes and improves the consumer learning process or as a way to reshape shopping environments in the computer-based virtual world which can influence consumer affection. We can also realize that researchers have recently begun to integrate more values realized by VR marketing into their research frameworks. Based on this, we propose a generally conceptual framework for future VR marketing research.
According to the current body of literature, virtual reality technology shows considerable promise for the areas of marketing. However, current research still lacks in-depth insights as to how virtual reality works in marketing, and which factors can influence its marketing success. Given these findings, we offer a detailed discussion of the future agenda for VR marketing research.
Friman, Usva; Turtiainen, Riikka
Playing the CrossFit Open 2018
In: Well Played, vol. 8, iss. 3, pp. 33-63, 2019, ISSN: 2164-344X.
Journal article Open access
Abstract | Links | Tags: CrossFit, Gamefulness, Playfulness, Sports
@article{Friman2019,
title = {Playing the CrossFit Open 2018},
author = {Usva Friman and Riikka Turtiainen},
url = {https://press.etc.cmu.edu/index.php/product/well-played-vol-8-no-3/},
doi = {10.1184/R1/9914447},
issn = {2164-344X},
year = {2019},
date = {2019-09-26},
journal = {Well Played},
volume = {8},
issue = {3},
pages = {33-63},
abstract = {Sports and games share many defining features, among them the aspects of playfulness and competition, and new forms of gamified sports and sportified gaming are emerging from the intersections of game and sports cultures. In this essay, we explore a sports competition CrossFit Open 2018 through its various levels of gamefulness and playfulness, asking: In what ways is the CrossFit Open a game? How can it be played? How and whom does it invite to play? In our reading, we present the CrossFit Open as a current pinnacle of the hybridization of sports and games, combining playful forms of exercise with high-level competition, gamified measuring of performance, and participatory play in social media – a game in which the field of play exceeds the limits between offline and online environments.},
keywords = {CrossFit, Gamefulness, Playfulness, Sports},
pubstate = {published},
tppubtype = {article}
}
Tuuri, Kai; Peltola, Henna-Riikka
Building Worlds Together with Sound and Music: Imagination as an Active Engagement Between Ourselves
In: Grimshaw-Aagaard, Mark; Walther-Hansen, Mads; Knakkergaard, Martin (Ed.): The Oxford Handbook of Sound and Imagination, pp. 345-358, Oxford University Press, 2019, ISBN: 978-0-19-046016-7.
Book chapter Open access
Abstract | Links | Tags: ASMR, Culturesphere, Ecosphere, Embodied experience, Enactive imagining, Human-music interaction, Kinesphere, Metaphor, Narrative
@incollection{Tuuri2019,
title = {Building Worlds Together with Sound and Music: Imagination as an Active Engagement Between Ourselves},
author = {Kai Tuuri and Henna-Riikka Peltola},
editor = {Mark Grimshaw-Aagaard and Mads Walther-Hansen and Martin Knakkergaard},
url = {http://urn.fi/URN:NBN:fi:jyu-201908273934},
doi = {10.1093/oxfordhb/9780190460167.013.17},
isbn = {978-0-19-046016-7},
year = {2019},
date = {2019-09-26},
booktitle = {The Oxford Handbook of Sound and Imagination},
pages = {345-358},
publisher = {Oxford University Press},
abstract = {By conforming to the enactive approach to human cognition, and by adopting the Tia DeNora’s concept of human–music interaction as an “in-action” perspective, Kai Tuuri and Henna-Riikka Peltola explore socially extended imagining with sounds and music. This is done through a question of how “shared places” of imagining with sound are established and maintained. Defining the activity of imagining as an essentially dynamic and generative process that takes place in a social reality, the authors propose that the processes of imagining are not only individual but also become exhibited and jointly engaged in social dialogues as well. By first discussing the theoretical foundations of this shared imagining with sound, then by examining two case examples, the authors focus on the ways that imagination—as a joint active engagement—becomes shared in an interaction between individuals.},
keywords = {ASMR, Culturesphere, Ecosphere, Embodied experience, Enactive imagining, Human-music interaction, Kinesphere, Metaphor, Narrative},
pubstate = {published},
tppubtype = {incollection}
}
Turtiainen, Riikka
LÄHIKUVASSA: Ammennan tutkijana omista kokemuksistani
In: vol. 56, 2019, ISSN: 0358-7010.
Publication for professional or general audience Open access
Links | Tags: Haastattelu, Urheilu
@other{Turtiainen2019c,
title = {LÄHIKUVASSA: Ammennan tutkijana omista kokemuksistani},
author = {Riikka Turtiainen},
url = {https://research.utu.fi/converis/portal/detail/Publication/41867917},
issn = { 0358-7010},
year = {2019},
date = {2019-09-22},
journal = {Liikunta ja tiede},
volume = {56},
issue = {4},
keywords = {Haastattelu, Urheilu},
pubstate = {published},
tppubtype = {other}
}
Suominen, Jaakko
Kuinka lakkasin olemasta huolissani ja opin rakastamaan dataa
In: Tieteessä tapahtuu, vol. 37, iss. 5, pp. 46-48, 2019, ISSN: 0781-7916.
Journal article Open access
Abstract | Links | Tags: Data, Digitalisaatio
@article{Suominen2019c,
title = {Kuinka lakkasin olemasta huolissani ja opin rakastamaan dataa},
author = {Jaakko Suominen},
url = {https://journal.fi/tt/issue/view/5803},
issn = {0781-7916},
year = {2019},
date = {2019-09-19},
journal = {Tieteessä tapahtuu},
volume = {37},
issue = {5},
pages = {46-48},
abstract = {Suomen Akatemian ja opetus- ja kulttuuriministeriön järjestämässä Tiedefoorumissa kesäkuussa käy-tiin keskustelu ”Rakasta dataa”. Siihen osallistuivat Jaakko Suominen, Reijo Sund ja Maria Kopsakan-gas-Savolainen. Tieteessä tapahtuu -lehti pyysi heiltä aiheesta kirjoituksia. Niissä vastataan kysymyk-siin: Mikä on dataa, mistä se on tullut ja miten sitä on käsitelty? Mitä tulevaisuuden trendejä ja rajoi-tuksia on datan käytölle? Miten data mahdollistaa uudenlaiset energiamarkkinat?},
keywords = {Data, Digitalisaatio},
pubstate = {published},
tppubtype = {article}
}
Vanhala, Mika; Lu, Chien; Peltonen, Jaakko; Sanna Sundqvist,; Nummenmaa, Jyrki; Järvelin, Kalervo
In: Journal of Business Research, vol. 106, pp. 46-59, 2019, ISSN: 0148-2963.
Journal article Open access
Abstract | Links | Tags: Bibliometric analysis, Consumer behaviour, Large datasets, Online, Text analysis
@article{Vanhala2020,
title = {The Usage of Large Data Sets in Online Consumer Behaviour: A Bibliometric and Computational Text-Mining-Driven Analysis of Previous Research},
author = {Mika Vanhala and Chien Lu and Jaakko Peltonen and Sanna Sundqvist, and Jyrki Nummenmaa and Kalervo Järvelin},
url = {https://trepo.tuni.fi/handle/10024/120246},
doi = {10.1016/j.jbusres.2019.09.009},
issn = {0148-2963},
year = {2019},
date = {2019-09-10},
journal = {Journal of Business Research},
volume = {106},
pages = {46-59},
abstract = {The paper reports the evolution of scientific research on usage of large datasets in online consumer behaviour between 2000 and 2018. Thus, it affords information regarding the evolution of the field in terms of identifying key publications and authors as well as how certain topics have evolved over time. In addition, by utilising topic modelling and text analytic techniques, it is identified certain research themes from the papers within the published articles included in the dataset. This offers a guide to those who want to contribute to the field. In addition, paper contributes to the methodology related to literature surveys and bibliometric analyses by conducted topic modelling to extract the latent topics from the collected literature by utilising Structural Topic Modelling in order to gain more elaborated results.},
keywords = {Bibliometric analysis, Consumer behaviour, Large datasets, Online, Text analysis},
pubstate = {published},
tppubtype = {article}
}
Välisalo, Tanja; Ruotsalainen, Maria
"I Never Gave Up": Engagement with Playable Characters and Esports Players of Overwatch
In: FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1-6, ACM, 2019, ISBN: 9781450372176.
In proceedings Open access
Abstract | Links | Tags: Electronic sports, Esports players, Fans, Game characters, Overwatch, Reader-response criticism
@inproceedings{Välisalo2019,
title = {"I Never Gave Up": Engagement with Playable Characters and Esports Players of Overwatch},
author = {Tanja Välisalo and Maria Ruotsalainen},
url = {https://jyx.jyu.fi/handle/123456789/67440},
doi = {10.1145/3337722.3337769},
isbn = {9781450372176},
year = {2019},
date = {2019-08-26},
booktitle = {FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games},
pages = {1-6},
publisher = {ACM},
abstract = {Esports phenomena have grown rapidly in recent years, and so has research on the topic. Some of the research has also addressed esports fandom (see e.g. Taylor 2012). Nevertheless, studies comparing and contrasting how players and fans engage with the game and the esports based on that game are scarce. This study compares and contrasts how players and fans engage with playable game characters and esports players. The paper draws on previous research in fan studies, sports fandom and esports to examine the relationships of players and fans of the videogame Overwatch (Blizzard Entertainment 2016) with the fictional heroes of the game as well as with their favorite professional players in the newly started Overwatch League. We analyse how these relationships are articulated by fans and players, and pay attention to emerging similarities and differences.
The findings show that personality is deemed important for engagement with both, game characters and esports players. In addition, gender and sexual orientation emerged as important factors. By contrast, nationality was deemed important for engagement with esports players, but not with player characters. Further research should concentrate on the connections between esports and identity politics, as well as player characters and identity construction.},
keywords = {Electronic sports, Esports players, Fans, Game characters, Overwatch, Reader-response criticism},
pubstate = {published},
tppubtype = {inproceedings}
}
The findings show that personality is deemed important for engagement with both, game characters and esports players. In addition, gender and sexual orientation emerged as important factors. By contrast, nationality was deemed important for engagement with esports players, but not with player characters. Further research should concentrate on the connections between esports and identity politics, as well as player characters and identity construction.
Lu, Chien; Peltonen, Jaakko; Nummenmaa, Timo
Game Postmortems Vs. Developer Reddit AMAs: Computational Analysis of Developer Communication
In: FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1-7, ACM, 2019, ISBN: 2153-1633.
In proceedings Open access
Abstract | Links | Tags: Game development, Literature analysis, Postmortem analysis, Reddit, Text mining
@inproceedings{Lu2019b,
title = {Game Postmortems Vs. Developer Reddit AMAs: Computational Analysis of Developer Communication},
author = {Chien Lu and Jaakko Peltonen and Timo Nummenmaa},
url = {https://urn.fi/URN:NBN:fi:tuni-202101291788},
doi = {10.1145/3337722.3337727},
isbn = {2153-1633},
year = {2019},
date = {2019-08-26},
booktitle = {FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games},
pages = {1-7},
publisher = {ACM},
abstract = {Postmortems and Reddit Ask Me Anything (AMA) threads represent communications of game developers through two different channels about their game development experiences, culture, processes, and practices. We carry out a quantitative text mining based comprehensive analysis of online available postmortems and AMA threads from game developers over multiple years. We find and analyze underlying topics from the postmortems and AMAs as well as their variation among the data sources and over time. The analysis is done based on structural topic modeling, a probabilistic modeling technique for text mining. The extracted topics reveal differing and common interests as well as their evolution of prevalence over time in the two text sources. We have found that postmortems put more emphasis on detail-oriented development aspects as well as technically-oriented game design problems whereas AMAs feature a wider variety of discussion topics that are related to a more general game development process, game-play and game-play experience related game design. The prevalences of the topics also evolve differently over time in postmortems versus AMAs.},
keywords = {Game development, Literature analysis, Postmortem analysis, Reddit, Text mining},
pubstate = {published},
tppubtype = {inproceedings}
}
Kankainen, Ville; Kultima, Annakaisa; Meriläinen, Mikko
Motivations of Game Jam Organizers: Case of Finnish Game Jam Community
In: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1-8, ACM, 2019, ISBN: 2153-1633.
In proceedings Open access
Abstract | Links | Tags: Game design, Game jam, Game jam organizers, Games, Intermediaries, Motivations, Volunteering
@inproceedings{Kankainen2019b,
title = {Motivations of Game Jam Organizers: Case of Finnish Game Jam Community},
author = {Ville Kankainen and Annakaisa Kultima and Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-201910013611},
doi = {10.1145/3337722.3341840},
isbn = {2153-1633},
year = {2019},
date = {2019-08-26},
booktitle = {Proceedings of the 14th International Conference on the Foundations of Digital Games},
pages = {1-8},
publisher = {ACM},
abstract = {In this paper, we examine the motivations and experiences of game jam organizers in Finland. For the purpose of the study, 13 game jam organizers were interviewed in 2018 - 2019. We found that motivations for organizing game jams are diverse but interlinked and can be roughly divided into six categories: Community Building, Community Driven, Education, Passion for Organizing, Supporting Creative Culture and Work Driven. Further, we noted that many organizers end up in their position through happenstance rather than actively looking for the role.},
keywords = {Game design, Game jam, Game jam organizers, Games, Intermediaries, Motivations, Volunteering},
pubstate = {published},
tppubtype = {inproceedings}
}
Feng, Chao; Xi, Nannan; Zhuang, Guijun; Hamari, Juho
IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis
In: Proceedings of the 25th Americas Conference on Information Systems, pp. 1-5, Association for Information Systems, 2019, ISBN: 978-0-9966831-8-0.
In proceedings
Abstract | Tags: B2B, Firm performance, Inter-organizational, IT capability, Social media
@inproceedings{Feng2019,
title = {IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis},
author = {Chao Feng and Nannan Xi and Guijun Zhuang and Juho Hamari},
isbn = {978-0-9966831-8-0},
year = {2019},
date = {2019-08-15},
booktitle = {Proceedings of the 25th Americas Conference on Information Systems},
pages = {1-5},
publisher = {Association for Information Systems},
abstract = {We investigate how IT-capability leads to more interaction business practices, both through inter-organizational systems (IOS) and social media (SM), and how they further lead to marketing effectiveness and firm success. After analyzing the data collected from manufacturers (N=504), we find that (1) IT capability has a significant positive effect on both IOS-enabled and SM-enabled interaction practices; (2) IOS-enabled interaction practice has significant positive effects on both marketing performance and financial performance, while SM-enabled interaction practice only has a significant positive effect on the market performance; (3) both IOS-enabled interaction practice and SM-enabled interaction practice partly mediate the positive influence of IT capability on marketing performance and financial performance; (4) marketing performance partly mediates the positive impact of IOS-enabled interaction practice and fully mediates the positive impact of SM-enabled interaction practice on financial performance.},
keywords = {B2B, Firm performance, Inter-organizational, IT capability, Social media},
pubstate = {published},
tppubtype = {inproceedings}
}
Xu, Hui; Wu, Yang; Xi, Nannan; Hamari, Juho
What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns
In: AMCIS 2019 Proceedings, pp. 1-10, AIS, 2019, ISBN: 978-0-9966831-8-0.
In proceedings
Abstract | Tags: Crowdsourcing success, FsQCA, Gamified element, Monetary compensation, PLS-SEM
@inproceedings{Xu2019,
title = {What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns},
author = {Hui Xu and Yang Wu and Nannan Xi and Juho Hamari
},
isbn = {978-0-9966831-8-0},
year = {2019},
date = {2019-08-15},
booktitle = {AMCIS 2019 Proceedings},
pages = {1-10},
publisher = {AIS},
abstract = {Due to the advent of internet-based microlabour marketplaces, crowdsourcing (CS) has risen as a prominent way to match workers and employers. However, the successfulness of these crowdsourcing campaigns on the market depends upon what factors and their combinations are used by crowdsourcing platforms to stimulate user engagement. Therefore, this study investigates what factors of CS campaign profiles (gamification, level of monetary compensation, transparency, and experience) predict crowdsourcee participation and consequent campaign success. This study analyzes data from a popular Chinese crowdsourcing platform “Xiao Yuer” of 101 crowdsourcing tasks (including successful and unsuccessful crowdsourcing campaigns) using Structural Equation Modelling (SEM) and fuzzy set Qualitative Comparative Analysis (fsQCA). The results of the SEM analysis show that gamification was positively associated with the popularity of the campaign and further successfulness of the campaign. Furthermore, the results of the more exploratory analysis (fsQCA) revealed that four combinations of the factors sufficiently explain crowdsourcing success},
keywords = {Crowdsourcing success, FsQCA, Gamified element, Monetary compensation, PLS-SEM},
pubstate = {published},
tppubtype = {inproceedings}
}
Xi, Nannan; Hamari, Juho
VR Shopping: A Review of Literature
In: Proceedings of the 25th Americas Conference on Information Systems, pp. 1-15, AIS, 2019, ISBN: 978-0-9966831-8-0.
In proceedings
Abstract | Tags: CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality
@inproceedings{Xi2019c,
title = {VR Shopping: A Review of Literature},
author = {Nannan Xi and Juho Hamari},
isbn = {978-0-9966831-8-0},
year = {2019},
date = {2019-08-15},
booktitle = {Proceedings of the 25th Americas Conference on Information Systems},
pages = {1-15},
publisher = {AIS},
abstract = {Via the recent proliferation of consumer-grade head-mounted VR technologies, the retailers as well as related scholarly areas have started to increasingly notice the possible potential of virtual reality. However, there is no coherent understanding of the state-of-the-art of the literature on VR shopping, how VR shopping has been investigated and what empirically indicated benefits VR has for a variety of marketing outcomes. Therefore, in this paper, we systematically review the published body of literature on VR shopping (N = 40). The current study contributes to the VR shopping and marketing literature by mapping the VR technologies, product types, consumer experiences and research methods in the extant literature. The review shows that the literature on VR shopping is still in its infancy and there remains ample room for progression both in breadth and depth in the literature on VR shopping in terms of methodological rigor and theoretical prowess.},
keywords = {CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti
Nordic and Baltic Statement on Gender Equality in Academia
In: Global Young Academy, 2019.
Publication for professional or general audience Open access
Abstract | Links | Tags: Gender equality, Young academies
@other{Karhulahti2019d,
title = {Nordic and Baltic Statement on Gender Equality in Academia},
author = {Veli-Matti Karhulahti},
url = {https://research.utu.fi/converis/portal/detail/Publication/45174548?lang=en_GB},
year = {2019},
date = {2019-08-12},
publisher = {Global Young Academy},
abstract = {The purpose of this joint statement, developed at the initiative of the Nordic young academies and further reinforced with the support of the Baltic young academies, is to identify initiatives and strategies that may improve gender equality in academia. We take gender equality to be not only a matter of fairness, but also a powerful tool for greater diversity, leading to higher quality and excellence in science. This statement is aimed at universities, research councils and decision makers in the Nordic´and Baltic countries. },
keywords = {Gender equality, Young academies},
pubstate = {published},
tppubtype = {other}
}
Koskinen, Elina; Alha, Kati; Leorke, Dale; Paavilainen, Janne
Middle-aged Players’ Memorable Experiences with Pokémon GO
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Augmented reality, Location-based game, Middle-aged players, Older gamers, Player experience, Pokémon Go
@inproceedings{Koskinen2019b,
title = {Middle-aged Players’ Memorable Experiences with Pokémon GO},
author = {Elina Koskinen and Kati Alha and Dale Leorke and Janne Paavilainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202009016828},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this article, we present the findings of a qualitative survey study (n=349) focusing on the middle-aged (40–65-year-old) Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and its player base likely most diverse. We analyzed the open-ended survey responses with thematic analysis, resulting in 7 categories and 88 thematic codes. The categories constructed were Game Play & Game Content, People & Sociability, Location, Circumstances & Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand the play experiences of middle-aged players through Pokémon GO. These findings also capture the memorable moments of a massive, unique social phenomenon at its peak from the perspective of a traditionally overlooked demographic.},
keywords = {Augmented reality, Location-based game, Middle-aged players, Older gamers, Player experience, Pokémon Go},
pubstate = {published},
tppubtype = {inproceedings}
}
Alha, Kati
The Imbalanced State of Free-to-Play Game Research: A Literature Review
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Free-to-play, Freemium, Games, Literature review, Research agendas
@inproceedings{Alha2019b,
title = {The Imbalanced State of Free-to-Play Game Research: A Literature Review},
author = {Kati Alha},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151361},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research.},
keywords = {Free-to-play, Freemium, Games, Literature review, Research agendas},
pubstate = {published},
tppubtype = {inproceedings}
}
Wiik, Elisa
“More Interaction, More Story, More Lore”: Motivations Related to Game-centric Transmedia
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Defiance, Digital games, Game-centric transmedia, Motivations, Quantum Break, Transmedia
@inproceedings{Wiik2019,
title = {“More Interaction, More Story, More Lore”: Motivations Related to Game-centric Transmedia},
author = {Elisa Wiik},
url = {http://www.digra.org/digital-library/publications/more-interaction-more-story-more-lore-motivations-related-to-game-centric-transmedia/},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {Transmedia research has in the past been mainly interested in defining transmedia and examining transmedia franchises that have their starting point in movies and TV-series. However, there are multiple transmedia constellations that have a game as their starting point and this paper concentrates on two of those, Defiance (Trion Worlds, 2013) and Quantum Break (Remedy Entertainment, 2016). The survey data from these two examples was analyzed by using constructivist grounded theory-informed approach in order to find out what motivates audiences to consume or avoid game-centric transmedia. Ten categories related to consuming game-centric transmedia and five categories related to avoiding it emerged from the data. The motivations to consume game-centric transmedia had a strong focus on narrative aspects. The results differ from earlier transmedia audience studies and suggest the need for more game-centric transmedia audience studies, where the core text is a game instead of a television show.},
keywords = {Defiance, Digital games, Game-centric transmedia, Motivations, Quantum Break, Transmedia},
pubstate = {published},
tppubtype = {inproceedings}
}
Mertala, Pekka; Meriläinen, Mikko
In: Global Studies of Childhood, vol. 9, iss. 4, pp. 275-289, 2019, ISBN: 2043-6106.
Journal article
Abstract | Links | Tags: Children, Digital games, Early childhood, Media education
@article{Mertala2019,
title = {The Best Game in the World: Exploring Young Children's Digital Game-Related Meaning-Making via Design Activity},
author = {Pekka Mertala and Mikko Meriläinen},
doi = {10.1177/2043610619867701},
isbn = {2043-6106},
year = {2019},
date = {2019-08-04},
journal = {Global Studies of Childhood},
volume = {9},
issue = {4},
pages = {275-289},
abstract = {Although digital games have become a constituent part of young children’s lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions: What aspects of digital games appear meaningful for young children when they act as game designers? Why are these aspects meaningful for young children? The findings suggest that children are not mere passive consumers of digital games but are agentic meaning-makers who are capable of critically evaluating digital games when a safe and supportive space and the appropriate medium are provided. The children refined, modified, and personalized existing influential games by replacing the leading male character with a female one or by having a player operate as the antagonist instead of the hero. The findings suggest that there are vast unexplored dimensions for scholars to engage with in young children’s gaming cultures, children’s perceptions of game content, early game literacy, as well as children’s meaning-making in games. Implications for pedagogy of early childhood education are discussed.},
keywords = {Children, Digital games, Early childhood, Media education},
pubstate = {published},
tppubtype = {article}
}
Albarrán-Torres, César; Apperley, Thomas H.
Poker Avatars: Affective Investment and Everyday Gambling Platforms
In: Media International Australia, vol. 172, iss. 1, pp. 103-113, 2019, ISSN: 1329-878X.
Journal article Open access
Abstract | Links | Tags: App, Avatars, Gambling, Online casino, Platform
@article{Albarrán-Torres2019,
title = {Poker Avatars: Affective Investment and Everyday Gambling Platforms},
author = {César Albarrán-Torres and Thomas H. Apperley},
url = {https://journals.sagepub.com/doi/10.1177/1329878X18805088?icid=int.sj-abstract.similar-articles.1},
doi = {10.1177/1329878X18805088},
issn = {1329-878X},
year = {2019},
date = {2019-08-01},
urldate = {2019-08-01},
journal = {Media International Australia},
volume = {172},
issue = {1},
pages = {103-113},
abstract = {This article examines the use of player-controlled avatars on digital gambling platforms and apps. Through a discussion of the influential, but now defunct, online gambling platform PKR ‘The Second Life of gambling’ the article illustrates how the avatar has a key role in the routinization of online gambling and cultivating affective investment from gamblers. The process of creating, maintaining and updating avatars promotes spending winnings in-house as the house now provides digital items that allow players to personalize their avatars. For gamblers, the affective investment in avatars adds a crucial qualitative and social dimension to what is otherwise a game of numbers and odds. The customizable avatar introduces a qualitative uncertainty by creating the possibility for indirect communication through avatar appearance, accessories and gestures, which reconnects online poker to face-to-face gambling through traditions such as bluffing. Affective investment in the avatar thus creates a feeling of co-presence between gamblers while gamblers and gambling platforms.},
keywords = {App, Avatars, Gambling, Online casino, Platform},
pubstate = {published},
tppubtype = {article}
}
Heljakka, Katriina; Ihamäki, Pirita
N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching
In: Diaz, Lily; Dragu, Magda; Eilittä, Leena (Ed.): Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality, pp. 220-241, Aalto University Press, 2019, ISBN: 978-952-60-8311-7.
Book chapter
Abstract | Tags: Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification
@incollection{Heljakka2019c,
title = {N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Lily Diaz and Magda Dragu and Leena Eilittä},
isbn = {978-952-60-8311-7},
year = {2019},
date = {2019-07-22},
booktitle = {Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality},
pages = {220-241},
publisher = {Aalto University Press},
abstract = {In this study we explore the convergence of art and game present in the so-called ‘gamification’ the Sigrid-Secrets, an urban geocaching trail. The starting point for our investigation is the idea that the participants to the ‘gamified’ art experience are committed to interact with the visual artworks they encounter and share their experiences with the other users. By closely studying this game, we get a better insight into the concept of gamification, which allows its users to engage with both art and game (i.e. digital technologies) simultaneously.},
keywords = {Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification},
pubstate = {published},
tppubtype = {incollection}
}
Harviainen, J. Tuomas; Hassan, Lobna
Governmental Service Gamification: Central Concepts
In: International Journal of Innovation in the Digital Economy (IJIDE), vol. 10, iss. 3, pp. 1-12, 2019, ISSN: 1947-8305.
Journal article Open access
Abstract | Links | Tags: Gamification, Government services, Public sector, Public services, Theory development
@article{Harviainen2019b,
title = {Governmental Service Gamification: Central Concepts},
author = {J. Tuomas Harviainen and Lobna Hassan},
url = {https://urn.fi/URN:NBN:fi:tuni-201907162617},
doi = {10.4018/IJIDE.2019070101},
issn = {1947-8305},
year = {2019},
date = {2019-07-16},
journal = {International Journal of Innovation in the Digital Economy (IJIDE)},
volume = {10},
issue = {3},
pages = {1-12},
abstract = {The introduction of gamification of governmental services is a topic of interest to policy makers and gamification researchers and practitioners alike. Nonetheless, governmental gamification still remains an understudied area, despite the practical governmental gamification initiatives already taking place, facing increased implementation risks from the lack of guiding implementation principles. Such risks and lack of unified guidelines for governmental gamification necessitates the examination of governmental gamification from the perspective of existing knowledge to synthesize key knowledge fathered on its implementation. This article examines existing research in order to provide guidelines for applying gamification in government services. By using a combination of research on gamification in civic engagement and the Gamified Service Framework of Klapztein and Cipolla, the article creates a basic roadmap for recognizing factors that need to be considered when applying gamification techniques and methods in government services and the public sector in general.},
keywords = {Gamification, Government services, Public sector, Public services, Theory development},
pubstate = {published},
tppubtype = {article}
}