2025
Suominen, Jaakko
Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s Proceedings Article
In: Conference Proceedings of Nordic DiGRA 2025 , 2025.
Abstract | Links | Tags: Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability
@inproceedings{Suominen2025,
title = {Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s},
author = {Jaakko Suominen },
url = {https://dl.digra.org/index.php/dl/article/view/2412
https://dl.digra.org/index.php/dl/article/view/2412/2405},
year = {2025},
date = {2025-05-26},
urldate = {2025-05-26},
booktitle = {Conference Proceedings of Nordic DiGRA 2025 },
issuetitle = {Hope: Envisioning the Future of Game Cultures},
abstract = {This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.},
keywords = {Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Koskinen, Karoliina; Suominen, Jaakko
The Petsamo Board Game (1931) and Everyday Game Culture in Finland in the Interwar Period Proceedings Article
In: Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings, 2023.
Abstract | Links | Tags: Board games, Cultural colonialism, Game history, Racing games
@inproceedings{Koskinen2023,
title = {The Petsamo Board Game (1931) and Everyday Game Culture in Finland in the Interwar Period},
author = {Karoliina Koskinen and Jaakko Suominen},
url = {https://dl.digra.org/index.php/dl/article/view/1930
https://dl.digra.org/index.php/dl/article/view/1930/1929},
year = {2023},
date = {2023-06-20},
urldate = {2023-06-20},
booktitle = {Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings},
abstract = {The paper studies the Petsamo board game, published independently in Finland in 1931. This racing-genre game consisted of a game board map situated in the Petsamo area in northern Lapland. Originally, Petsamo was mainly populated by Sámi people and only officially became a part of Finland after the 1920 Treaty of Tartu between Finland and Soviet Russia. After the Treaty, Petsamo became an arena for several activities that can nowadays also be examined as borderland and cultural colonialism, such as establishing new settlements, mineral prospecting, tourism, the production of Petsamo-related artworks and so forth. In this paper, we approach the Petsamo game within a larger cultural historical context and analyse the representations of Petsamo in the game board and the instruction booklet as well as the activities of the designers of the game and players who originally owned the copy of the game that is currently held in the collection of the Turku Museum Centre. Thus, methodologically, the paper presents a holistic microhistorical example of non-digital game history.},
keywords = {Board games, Cultural colonialism, Game history, Racing games},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Mukherjee, Souvik
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations Book
Bloomsbury Publishing, 2022, ISBN: 9789354356919.
Abstract | Links | Tags: Game culture, Game history, India, Ludic culture, Video games
@book{Mukherjee2022,
title = {Videogames in the Indian Subcontinent: Development, Culture(s) and Representations},
author = {Souvik Mukherjee},
url = {https://www.bloomsbury.com/in/videogames-in-the-indian-subcontinent-9789354356919/},
isbn = {9789354356919},
year = {2022},
date = {2022-11-25},
urldate = {2022-11-25},
publisher = {Bloomsbury Publishing},
abstract = {Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region.
Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.},
keywords = {Game culture, Game history, India, Ludic culture, Video games},
pubstate = {published},
tppubtype = {book}
}
Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
Suominen, Jaakko
Digitaalisen pelaamisen tiloja ja vaiheita Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Digital games, Digital gaming, Game history
@incollection{Suominen2022d,
title = {Digitaalisen pelaamisen tiloja ja vaiheita},
author = {Jaakko Suominen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://research.utu.fi/converis/portal/detail/Publication/174949638},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {7},
keywords = {Digital games, Digital gaming, Game history},
pubstate = {published},
tppubtype = {incollection}
}
Kerttula, Tero
(Broad)casting the Game: The Spectacle of Real in Representing and Narrating Video Game Play PhD Thesis
2022, ISBN: 978-951-39-8968-2.
Abstract | Links | Tags: Game history, Let's Play, Spectacle, Television, Video games
@phdthesis{Kerttula2022,
title = {(Broad)casting the Game: The Spectacle of Real in Representing and Narrating Video Game Play},
author = {Tero Kerttula},
url = {http://urn.fi/URN:ISBN:978-951-39-8968-2},
isbn = {978-951-39-8968-2},
year = {2022},
date = {2022-01-22},
publisher = {University of Jyväskylä},
abstract = {Video games have been a notable part of our lives for a long time now, and also in non-playable ways. The games and the action of gaming have been possible to consume through reading magazines and web pages, watching television and in these days, through online videos. In this compilation dissertation I look at the ways the media has used and presented video games and video gaming in the past 40 years. My aim is to prove, that through different means of presentation the role of the player in these presentations rises to equal the role of the games and even surpasses that. At the same time, I attempt to put these presentations in a media-historical timeline and point out the similarities between modern self-made videos and the television productions and games journalism of the past. I research the subject in the preface through the concept of the media spectacle and I’ll also look at the articles the dissertation consists of through the same concept. The concept of the spectacle makes it possible to look at the different media productions from commercialist and nationalistic angle and also to see, which kind of elements of power in present in these productions. The articles approach the subject through narrativization, oral history and triangulation. One notable part of the research is the data compiled of different television shows about video games from the 1980s to present day. With the help of different articles and methods, the research as a whole draws numerous similarities between the media spectacles about video games of the past and modern media productions. The results of the research are many. From the angle of the spectacle, the modern Let’s Play -videos have connections to early television shows and other audiovisual productions. One specific similarity is the emphasis in the presentation of the player instead of the game. Because the early television shows tried to market the games to the audience by using visual methods also seen in sports spectacles, they also marketed the experience of playing video games. The role of the player is also a role of a narrator. Let’s Play -videos can be seen as a specific kind of stories about how the game in the video was like to play. At the same time the videos show the relationship between the player and the game, for example by oral history. This makes the Let’s Play -videos a part of the research of the history of video games and video game culture. These stories have also their roots in the media history. The stories were told especially in video game magazines and their role were quite the same as in the Let’s Plays, to tell a story about a video game experience in a review or a walkthrough. The research also makes a note about competitive gaming – or eSports – and the evolution of it through these media spectacles. From the results it is seen that the modern eSports broadcasts are in many ways alike to early television shows, which incorporated competitive gaming as a part of the show. Those shows in their own turn took influence from sports broadcasts. At the same time the findings suggest, that in the eSports broadcasts the games are comparable to sport disciplines, where the attention in on the athlete, but also on the other factors influencing the spectacle, like the sponsors.},
keywords = {Game history, Let's Play, Spectacle, Television, Video games},
pubstate = {published},
tppubtype = {phdthesis}
}
2021
Malinen, Ville; Karhulahti, Veli-Matti
북유럽 레트로: 핀란드의 레트로게임 문화 [Retrogaming in Finland] other
2021.
Links | Tags: Digital games, Game culture, Game history, Online games, Retrogaming
@other{Malinen2021,
title = {북유럽 레트로: 핀란드의 레트로게임 문화 [Retrogaming in Finland]},
author = {Ville Malinen and Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202110255344},
year = {2021},
date = {2021-10-09},
journal = {Game Generation},
keywords = {Digital games, Game culture, Game history, Online games, Retrogaming},
pubstate = {published},
tppubtype = {other}
}
Garda, Maria B.; Grabarczyk, Paweł
“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland Book Section
In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 37-55, Palgrave Macmillan, 2021, ISBN: 9783030664213.
Abstract | Links | Tags: Demoscene, Game history, Poland, Retrogaming
@incollection{Garda2021b,
title = {“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland},
author = {Maria B. Garda and Paweł Grabarczyk},
editor = {Melanie Swalwell},
doi = {10.1007/978-3-030-66422-0_3},
isbn = {9783030664213},
year = {2021},
date = {2021-05-25},
booktitle = {Game History and the Local},
pages = {37-55},
publisher = {Palgrave Macmillan},
abstract = {The history of digital games is often focused on the discourse of firstness and on the appreciation of pioneers. The result of this is that there is still little research on late stages of different game history phenomena. Using a case study of one of the last developers for the 8-bit Atari computers, Garda and Grabarczyk discuss this asymmetry, as they investigate the chronology of late 8-bit video games in Poland in the 1990s. The “cassette era” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.},
keywords = {Demoscene, Game history, Poland, Retrogaming},
pubstate = {published},
tppubtype = {incollection}
}
Suominen, Jaakko; Sivula, Anna
In: Swalwell, Melanie (Ed.): Game History and the Local, pp. 79-100, Palgrave Macmillan, 2021, ISBN: 9783030664213.
Abstract | Links | Tags: Domestic gaming, Game history, Gaming memories, Nintendo, Oral history
@incollection{Suominen2021,
title = {A Place for a Nintendo? Discourse on Locale and Players’ Topobiographical Identity in the Late 1980s and the Early 1990s},
author = {Jaakko Suominen and Anna Sivula},
editor = {Melanie Swalwell},
doi = {10.1007/978-3-030-66422-0_5},
isbn = {9783030664213},
year = {2021},
date = {2021-05-25},
booktitle = {Game History and the Local},
pages = {79-100},
publisher = {Palgrave Macmillan},
abstract = {By using digital oral historical sources, Suominen and Sivula study the domestication of Nintendo console gaming in Finland in the late 1980s and the early 1990s. They analyse how the gaming memories are recollected and attached to particular places. According to Suominen and Sivula, the gaming identity is built around homes, but on the other hand, the domestic gaming is extended in public and mobile environments.
},
keywords = {Domestic gaming, Game history, Gaming memories, Nintendo, Oral history},
pubstate = {published},
tppubtype = {incollection}
}
2020
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja (Ed.)
Pelitutkimuksen vuosikirja 2020 Book
Pelitutkimuksen seura ry, 2020, ISSN: 1798-355X.
Abstract | Links | Tags: Arvio, Competitive gaming, Computer magazines, Game history, Ice hockey, Jääkiekko, Kilpapelaaminen, Lectio, Lektio, Pelihistoria, Reviews, Tietokonelehdet
@book{Arjoranta2020d,
title = {Pelitutkimuksen vuosikirja 2020},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo},
url = {https://www.pelitutkimus.fi/vuosikirja-2020},
issn = {1798-355X},
year = {2020},
date = {2020-12-16},
urldate = {2020-12-16},
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. Pelitutkimuksen vuosikirja tuo uusimpia tutkimustuloksia yleisön saataville myös suomeksi.
Pelitutkimuksen vuosikirja 2020 julkaisee uutta, suomenkielistä pelitutkimusta. Vuosikirja sisältää tutkimusta pääasiassa 80-luvulla tietokonelehdissä julkaistuista peliohjelmalistauksista, katsauksen jääkiekkopeleistä, esseen pelistä NieR: Automata, arviot kirjoista ”Pelien äärettömät maailmat. Elämän suuret kysymykset digitaalisissa peleissä” ja ”Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development”, sekä Mikko Meriläisen lektion.
Essee on vuosikirjalle uusi tekstityyppi. Tyypillisesti peleistä kirjoitetaan lähinnä arvioita. Pelejä kriittisesti käsittelevien esseiden julkaisu on yritys tuoda pelit muunkinlaisen kriittisen keskustelun piiriin. },
keywords = {Arvio, Competitive gaming, Computer magazines, Game history, Ice hockey, Jääkiekko, Kilpapelaaminen, Lectio, Lektio, Pelihistoria, Reviews, Tietokonelehdet},
pubstate = {published},
tppubtype = {book}
}
Pelitutkimuksen vuosikirja 2020 julkaisee uutta, suomenkielistä pelitutkimusta. Vuosikirja sisältää tutkimusta pääasiassa 80-luvulla tietokonelehdissä julkaistuista peliohjelmalistauksista, katsauksen jääkiekkopeleistä, esseen pelistä NieR: Automata, arviot kirjoista ”Pelien äärettömät maailmat. Elämän suuret kysymykset digitaalisissa peleissä” ja ”Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development”, sekä Mikko Meriläisen lektion.
Essee on vuosikirjalle uusi tekstityyppi. Tyypillisesti peleistä kirjoitetaan lähinnä arvioita. Pelejä kriittisesti käsittelevien esseiden julkaisu on yritys tuoda pelit muunkinlaisen kriittisen keskustelun piiriin.
Suominen, Jaakko; Pasanen, Tero
Digiversioita, klooneja ja omia ideoita: Suomalaisissa tietokonelehdissä julkaistut peliohjelmalistaukset 1978–1990 Book Section
In: Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja (Ed.): Pelitutkimuksen vuosikirja 2020, pp. 3–35, Suomen Pelitutkimuksen Seura, 2020, ISSN: 1798-355X.
Abstract | Links | Tags: Computer magazines, Game history, Ohjelmalistaukset, Pelihistoria, Program listings, Tietokonelehdet
@incollection{Suominen2020,
title = {Digiversioita, klooneja ja omia ideoita: Suomalaisissa tietokonelehdissä julkaistut peliohjelmalistaukset 1978–1990},
author = {Jaakko Suominen and Tero Pasanen},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo},
url = {https://www.pelitutkimus.fi/vuosikirja-2020},
issn = {1798-355X},
year = {2020},
date = {2020-12-08},
booktitle = {Pelitutkimuksen vuosikirja 2020},
pages = {3–35},
publisher = {Suomen Pelitutkimuksen Seura},
abstract = {Artikkelissa luodaan yleiskuva suomalaisissa tietokonelehdissä julkaistuista peliohjelmalistauksista julkaisutoiminnan alusta hiipumiseen. Artikkeli kartoittaa ohjelmalistausten julkaisemisen laajuutta ja vaihtelua, julkaisutoiminnan painopisteitä sekä pelilistausten tekijöitä. Artikkeli vastaa myös kysymykseen, miksi pelilistauksia tehtiin ja julkaistiin. Artikkelin noin 1300 ohjelmalistauksen ja yli 450 pelin aineisto on koottu 11 suomalaisesta tietokonelehdestä. Teoreettisesti artikkeli kytkeytyy pelihistorian ja tietokoneharrastamisen historian tutkimukseen ja kulttuuriseen ohjelmistotutkimukseen.
The article provides an overall picture on game code listings that has been published in Finnish computer magazines. The time frame encompasses the emergence, as well the eventual fading of their publication. The article maps how extensive of the publication of the code listings was, how the publications varied and who authored the listings. In addition, the article answers the question why the program listings were made and published. The research material consists of about 1300 program listings, over 450 of them games, from 11 Finnish computer magazines. From the theoretical point of view, the article situates itself to previous studies on game history, home computing history, as well as to cultural software studies.},
keywords = {Computer magazines, Game history, Ohjelmalistaukset, Pelihistoria, Program listings, Tietokonelehdet},
pubstate = {published},
tppubtype = {incollection}
}
The article provides an overall picture on game code listings that has been published in Finnish computer magazines. The time frame encompasses the emergence, as well the eventual fading of their publication. The article maps how extensive of the publication of the code listings was, how the publications varied and who authored the listings. In addition, the article answers the question why the program listings were made and published. The research material consists of about 1300 program listings, over 450 of them games, from 11 Finnish computer magazines. From the theoretical point of view, the article situates itself to previous studies on game history, home computing history, as well as to cultural software studies.
Garda, Maria B.; Nylund, Niklas; Sivula, Anna; Suominen, Jaakko
From Cultural Sustainability to Culture of Sustainability: Preservation of Games in the Context of Digital Materiality Proceedings Article
In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
Abstract | Links | Tags: Cultural sustainability, Digital materiality, Game heritage, Game history, Game preservation
@inproceedings{Garda2020,
title = {From Cultural Sustainability to Culture of Sustainability: Preservation of Games in the Context of Digital Materiality},
author = {Maria B. Garda and Niklas Nylund and Anna Sivula and Jaakko Suominen},
url = {http://www.digra.org/digital-library/publications/from-cultural-sustainability-to-culture-of-sustainability-preservation-of-games-in-the-context-of-digital-materiality-2/},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {In this paper, we set out to explore some of the most prevalent questions regarding cultural sustainability in the context of preservation of digital games. Since the 1980s, the concept of sustainable development has been successively expanded to incorporate not only environmental and economic aspects but also the social and cultural, as well as relating to values such as human rights and broadly understood equality (Stylianou- Lambert et al. 2014). We would like to examine what kind of issues and considerations should be taken into account while developing a holistic approach to game preservation that also supports a culture of sustainability focused on broadly understood game heritage. What kind of unique challenges do game cultures and ludic artefacts present in this context? In our paper, we will look at a national case study of Finland where innovative and progressive approaches are currently being developed.},
keywords = {Cultural sustainability, Digital materiality, Game heritage, Game history, Game preservation},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Garda, Maria B.
Last But Not Least? Journal Article
In: ROMchip: A Journal of Game Histories, vol. 1, iss. 1, 2019, ISSN: 2573-9794.
Abstract | Tags: Game history
@article{Garda2019,
title = {Last But Not Least?},
author = {Maria B. Garda},
issn = {2573-9794},
year = {2019},
date = {2019-07-01},
journal = {ROMchip: A Journal of Game Histories},
volume = {1},
issue = {1},
abstract = {Does the history of games have to be so preoccupied with the notion of the first? It is not only the initial phases of various game phenomena that demand in-depth historical studies. The late stages require our attention, too.},
keywords = {Game history},
pubstate = {published},
tppubtype = {article}
}
2018
Koskimaa, Raine; Arjoranta, Jonne; Friman, Usva; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2018 Book
Pelitutkimuksen seura ry, 2018, ISSN: 1798-355X.
Abstract | Links | Tags: Education, Electronic sports, Game history, Kasvatus, Kilpapelaaminen, Mölkky, Outdoor game, Pelihistoria, Role-playing games, Roolipelit, Sportification, Ulkopeli, Urheilullistuminen, Video games, Videopelit
@book{Koskimaa2018,
title = {Pelitutkimuksen vuosikirja 2018},
author = {Raine Koskimaa and Jonne Arjoranta and Usva Friman and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen},
url = {https://www.pelitutkimus.fi/vuosikirja-2018},
issn = {1798-355X},
year = {2018},
date = {2018-12-19},
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. Kuluneen vuoden aikana e-urheilu eli kilpapelaaminen on noussut huomattavasti aiempaa näkyvimmin esiin julkisuudessa. Erityisesti tähän ovat vaikuttaneet suomalaispelaajien saavuttamat voitot kansainvälisissä turnauksissa. Nyt julkaistussa, jo kymmenennessä vuosikirjassa, käsitellään kilpapelaamisen varhaisvaiheita Suomessa 1980-luvulta 1990-luvun puoliväliin artikkelissa, joka tarjoaa perspektiiviä kilpapelaamisesta parhaillaan käytävälle keskustelulle. Toisessa tutkimusartikkelissa vertaillaan mittavan kyselyaineiston (yhteensä yli 4000 vastaajaa) perusteella videopelien pelaamisesta kiinnostuneiden kotimaisten pelaajien pelimieltymyksiä ja -tottumuksia japanilaisten ja kanadalaisten vastaaviin ja todetaan suomalaisten pelaajien mm. suosivan erityisesti yksin tapahtuvaa voimakkaasti vuorovaikutteista pelaamista.
Vertaisarvioitujen tutkimusartikkelien lisäksi vuosikirjassa on katsausartikkeleita, jotka käsittelevät Mölkky-pelin MM-kisoja, pelin ja leikin asemaa uudessa kansallisessa opetussuunnitelmassa sekä kuvailun merkitystä Advanced Dungeons & Dragons –pöytäroolipelin The Temple of Elemental Evil –moduulissa. Vuosikirjassa julkaistaan myös neljän lähiaikoina Suomessa järjestetyn pelitutkimusaiheisen väitöstilaisuuden avausesitelmät. Vuosikirjan päättävät merkittävän leikki- ja pelitutkija Bernie De Kovenin muistokirjoitus sekä arvio kirjasta Fans and Videogames. Histories, Fandom, Archives.},
keywords = {Education, Electronic sports, Game history, Kasvatus, Kilpapelaaminen, Mölkky, Outdoor game, Pelihistoria, Role-playing games, Roolipelit, Sportification, Ulkopeli, Urheilullistuminen, Video games, Videopelit},
pubstate = {published},
tppubtype = {book}
}
Vertaisarvioitujen tutkimusartikkelien lisäksi vuosikirjassa on katsausartikkeleita, jotka käsittelevät Mölkky-pelin MM-kisoja, pelin ja leikin asemaa uudessa kansallisessa opetussuunnitelmassa sekä kuvailun merkitystä Advanced Dungeons & Dragons –pöytäroolipelin The Temple of Elemental Evil –moduulissa. Vuosikirjassa julkaistaan myös neljän lähiaikoina Suomessa järjestetyn pelitutkimusaiheisen väitöstilaisuuden avausesitelmät. Vuosikirjan päättävät merkittävän leikki- ja pelitutkija Bernie De Kovenin muistokirjoitus sekä arvio kirjasta Fans and Videogames. Histories, Fandom, Archives.
Suominen, Jaakko; Sivula, Anna; Garda, Maria B.
In: Kinephanos, vol. August 2018, pp. 174–196, 2018, ISSN: 1916-985X.
Abstract | Links | Tags: Authorization of heritage, Crowdfunding, Emergent heritage, Game history, Heritage community, Museum
@article{Suominen2018c,
title = {Incorporating Curator, Collector and Player Credibilities: Crowdfunding Campaign for the Finnish Museum of Games and the Creation of Game Heritage Community},
author = {Jaakko Suominen and Anna Sivula and Maria B. Garda},
url = {https://www.kinephanos.ca/2018/incorporating-curator-collector-and-player-credibilities-crowdfunding-campaign-for-the-finnish-museum-of-games-and-the-creation-of-game-heritage-community},
issn = {1916-985X},
year = {2018},
date = {2018-08-01},
urldate = {2018-08-01},
journal = {Kinephanos},
volume = {August 2018},
pages = {174–196},
abstract = {The purpose of this paper is to explore the emergence and authorization of game cultures heritage in relation to the process of establishing a game museum. The paper follows a crowdfunding campaign for the Finnish Museum of Games (FMG) and analyzes the Facebook and website communication of the campaign: how the online communication constructs and reflects heritage community of digital gaming in Finland and what the role of different credible know-hows is in the construction? We also compare FMG campaign to other game museum campaigns in order to discover differences in presence of the three credibilities (curator, collector, and player) and their connection to the financial and cultural success of the projects.},
keywords = {Authorization of heritage, Crowdfunding, Emergent heritage, Game history, Heritage community, Museum},
pubstate = {published},
tppubtype = {article}
}
Kultima, Annakaisa; Stenros, Jaakko (Ed.)
Minun pelihistoriani: Henkilökohtaisia tarinoita suomalaisten pelaamisesta ja leikkimisestä Book
TRIM, 2018, ISBN: 9789520306557.
Abstract | Links | Tags: Game history, Pelaajahistoria, Pelihistoria, Player history
@book{Kultima2018,
title = {Minun pelihistoriani: Henkilökohtaisia tarinoita suomalaisten pelaamisesta ja leikkimisestä},
editor = {Annakaisa Kultima and Jaakko Stenros},
url = {https://urn.fi/URN:ISBN:978-952-03-0656-4},
isbn = {9789520306557},
year = {2018},
date = {2018-01-16},
publisher = {TRIM},
abstract = {Jokaisella meistä on oma, arvokas pelihistoria. Lapsuudesta nuoruuteen ja aikuisuudesta vanhuuteenkin asti vietämme aikaa lelujen, leikkien ja pelien parissa. Pelaamme ja leikimme yksin ja yhdessä, vanhempiemme, lastemme, sukulaistemme, ystäviemme ja tuntemattomien kanssa. Pelit eivät ole koskaan olleet elämästä irrallaan oleva saareke, vaan osa arkea.
Kaikilla meistä on erilaisia kokemuksia peleistä. Jos historiankirjoituksessa kerrotaan vaan tietyistä nimekkeistä, laitteista, lajityypeistä tai pelitavoista, se voi alkaa arvottamaan myös yksityisiä kokemuksia. Julkiset narratiivit yksinkertaistavat ja polkevat alleen kokemuksia, jotka eivät ole helposti kerrottavissa tai tuntuvat liian poikkeavilta.
Minun pelihistoriani esittelee yli kahdenkymmenen suomalaisen peli-, leikki- ja leluhistoriaa omin sanoin ja kuvin. Kirja kertoo millaiselta pelien pelaaminen tuntuu, millaiset toimet ovat merkityksellisiä, kenen kanssa leikkiminen tapahtui ja mikä henkilökohtaisessa pelihistoriassa seuraa lapsuudesta aikuisuuteen. Minun pelihistoriani haastaa vallalla olevat historiikit pelien kokemuksellisuutta ja henkilökohtaisuutta painottaen.},
keywords = {Game history, Pelaajahistoria, Pelihistoria, Player history},
pubstate = {published},
tppubtype = {book}
}
Kaikilla meistä on erilaisia kokemuksia peleistä. Jos historiankirjoituksessa kerrotaan vaan tietyistä nimekkeistä, laitteista, lajityypeistä tai pelitavoista, se voi alkaa arvottamaan myös yksityisiä kokemuksia. Julkiset narratiivit yksinkertaistavat ja polkevat alleen kokemuksia, jotka eivät ole helposti kerrottavissa tai tuntuvat liian poikkeavilta.
Minun pelihistoriani esittelee yli kahdenkymmenen suomalaisen peli-, leikki- ja leluhistoriaa omin sanoin ja kuvin. Kirja kertoo millaiselta pelien pelaaminen tuntuu, millaiset toimet ovat merkityksellisiä, kenen kanssa leikkiminen tapahtui ja mikä henkilökohtaisessa pelihistoriassa seuraa lapsuudesta aikuisuuteen. Minun pelihistoriani haastaa vallalla olevat historiikit pelien kokemuksellisuutta ja henkilökohtaisuutta painottaen.
