2022
Karhulahti, Veli-Matti
In: Alho, Hannu; Aalto, Mauri; Castrén, Sari; Pajula, Mari (Ed.): Peliriippuvuus, pp. 177, Kustannus Oy Duodecim, 2022, ISBN: 978-952-360-061-4.
Publication for professional or general audience
Links | Tags: Concentration, Digital games, Electronic sports, Games, Performance, Playing, Problem gambling, Work efficiency, Working life
@other{Karhulahti2022h,
title = {Digipelaaminen ja työelämä},
author = {Veli-Matti Karhulahti},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://converis.jyu.fi/converis/portal/detail/Publication/144313570?auxfun=&lang=en_GB
},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {177},
publisher = {Kustannus Oy Duodecim},
keywords = {Concentration, Digital games, Electronic sports, Games, Performance, Playing, Problem gambling, Work efficiency, Working life},
pubstate = {published},
tppubtype = {other}
}
Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.)
Modes of Esports Engagement in Overwatch
Palgrave Macmillan, 2022, ISBN: 978-3030827663.
Book Open access
Abstract | Links | Tags: Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch
@book{Ruotsalainen2022,
title = {Modes of Esports Engagement in Overwatch},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti
},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0},
isbn = {978-3030827663},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
publisher = {Palgrave Macmillan},
abstract = {This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences.
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time.},
keywords = {Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch},
pubstate = {published},
tppubtype = {book}
}
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time.
Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti
In: Modes of Esports Engagement in Overwatch, pp. 1-7, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Links | Tags: Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch
@incollection{Ruotsalainen2022b,
title = {Introduction},
author = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti
},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_1},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {1-7},
publisher = {Palgrave Macmillan},
keywords = {Digital culture, Digital media, Electronic sports, Game culture, Game development, Game studies, Overwatch},
pubstate = {published},
tppubtype = {incollection}
}
Vahlo, Jukka; Karhulahti, Veli-Matti
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 11-30, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Book chapter Open access
Abstract | Links | Tags: Electronic sports, Overwatch, Player profiles
@incollection{Vahlo2022,
title = {Two Overwatch Player Profiles},
author = {Jukka Vahlo and Veli-Matti Karhulahti},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {11-30},
publisher = {Palgrave Macmillan},
abstract = {What are Overwatch players like? The goal of this chapter is to map out surface characteristics of those who play Overwatch in order to better understand the game and its players’ roles in the larger context of esports play and players. To do this, we employ relatively large-scale esports survey data and carry out game-specific cluster analysis: the surveyed players are divided into groups, which are identified based on the players’ gaming habits. Ultimately, our study will identify six esports player clusters, two of which include distinct Overwatch players. By comparing these two Overwatch player clusters with each other as well as with other esports player clusters, this chapter sets hypotheses that help interpreting the rest of this book’s chapters and, we hope, also the accumulating and diversifying literature on esports players more widely.},
keywords = {Electronic sports, Overwatch, Player profiles},
pubstate = {published},
tppubtype = {incollection}
}
Nyström, Anna-Greta; McCauley, Brian; Macey, Joseph; Scholz, Tobias M.; Besombes, Nicolas; Cestino, Joaquin; Hiltscher, Julia; Stephanie, Orme; Rumble, Ryan; Törmänen, Maria
Current Issues of Sustainability in Esports
In: International Journal of Esports, vol. 1, iss. 1, 2022, ISBN: 2634-1069.
Journal article Open access
Abstract | Links | Tags: Economic sustainability, Electronic sports, Social sustainability, Sustainability
@article{Nyström2022,
title = {Current Issues of Sustainability in Esports},
author = {Anna-Greta Nyström and Brian McCauley and Joseph Macey and Tobias M. Scholz and Nicolas Besombes and Joaquin Cestino and Julia Hiltscher and Orme Stephanie and Ryan Rumble and Maria Törmänen},
url = {https://research.abo.fi/ws/portalfiles/portal/35618138/94_1_657_1_10_20220305.pdf},
isbn = {2634-1069},
year = {2022},
date = {2022-03-10},
journal = {International Journal of Esports},
volume = {1},
issue = {1},
abstract = {Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry.
Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic.
Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.},
keywords = {Economic sustainability, Electronic sports, Social sustainability, Sustainability},
pubstate = {published},
tppubtype = {article}
}
Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic.
Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.
2021
Macey, Joseph
A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling
2021, ISBN: 978-952-03-2190-1.
Doctoral thesis Open access
Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods
@phdthesis{Macey2021b,
title = {A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2190-1},
year = {2021},
date = {2021-12-01},
publisher = {Tampere University},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Cestino-Castilla, Joaquin; Macey, Joseph; McCauley, Brian
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 190-199, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Activism, Electronic sports, Grassroots, Interpretive phenomenological analysis, Legitimacy
@inproceedings{Cestino-Castilla2021,
title = {Aiming for Validity: The Experience of Conflicts in Legitimacy Judgments in Esports Actors and New Grassroots Activism},
author = {Joaquin Cestino-Castilla and Joseph Macey and Brian McCauley},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106296124},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {190-199},
publisher = {CEUR-WS},
abstract = {Esports is a phenomenon which continues to grow in socio-cultural and economic importance, yet it remains at the edges of mainstream society. To date, there have been few works which address the topic in terms of legitimacy, particularly the micro-processes of legitimization. Given that the esports system is one which currently operates outside wider societal practices, the lived experiences of actors in the ecosystem can offer valuable insights into the world of esports. This research employs IPA in order to understand how actors in organized grassroots esports movements make sense of their individual experiences and actions. A series of novel contributions are provided by this work. First, micro-level theories of legitimacy are applied to a phenomenon which has recently come to mainstream attention, one which is at the same time a business and a culture. Second, it is the first, in our knowledge, to apply a qualitative methodology to the explicit issue of legitimacy in esports. Third, it adds to theories of legitimacy and institutional change by providing empirical insights into the circumstances in which the experience of conflicts in legitimacy judgments independently mobilizes actors, shaping collective action into grassroots activism efforts. Finally, it highlights tensions between international success and the foundations of grassroots esports.},
keywords = {Activism, Electronic sports, Grassroots, Interpretive phenomenological analysis, Legitimacy},
pubstate = {published},
tppubtype = {inproceedings}
}
Macey, Joseph; Hamari, Juho; Sjöblom, Max; Törhönen, Maria
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 120-129, CEUR-WS, 2021, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games
@inproceedings{Macey2021,
title = {Relationships Between the Consumption of Gamblified Media and Associated Gambling Activities in a Sample of Esports Fans},
author = {Joseph Macey and Juho Hamari and Max Sjöblom and Maria Törhönen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176585},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {120-129},
publisher = {CEUR-WS},
abstract = {Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence has been such that observers have referenced not only the gamification of gambling but, additionally, the gamblification of gaming. The phenomenon of esports, or competitive video game play, is the environment which is most obviously characterised by this process, combining as it does both novel forms of gamblified content and established gambling activities from the world of traditional sports. Given the concerns about the normalisation of gambling in young people there is a pressing need to investigate the ways in which the consumption of esports, as a gamblified media product, is associated with participation in gambling activities. The findings of this study highlight the importance of spectating esports as a predictor of involvement in gambling associated with esports, while also providing empirical evidence of under-age participation in gambling. Finally, it offers a snapshot of gamblified media consumption during a period of rapid change, serving both as a historical record and as a basis for comparison with subsequent developments in the field.
},
keywords = {Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games},
pubstate = {published},
tppubtype = {inproceedings}
}
Koskimaa, Raine; Välisalo, Tanja; Ruotsalainen, Maria; Karhulahti, Veli-Matti
Esports Transmedia Universes: The Case of Overwatch
In: Jin, Dal Yong (Ed.): Global Esports: Transformation of Cultural Perceptions of Competitive Gaming, pp. 149–165, Bloomsbury Academic, 2021, ISBN: 978-1-5013-6877-6.
Book chapter Open access
Abstract | Links | Tags: Electronic sports, Elektroninen urheilu, Monimediaisuus, Transmedia
@incollection{Koskimaa2021,
title = {Esports Transmedia Universes: The Case of Overwatch},
author = {Raine Koskimaa and Tanja Välisalo and Maria Ruotsalainen and Veli-Matti Karhulahti},
editor = {Dal Yong Jin},
url = {http://urn.fi/URN:NBN:fi:jyu-202105203061},
doi = {10.5040/9781501368745.0014},
isbn = {978-1-5013-6877-6},
year = {2021},
date = {2021-02-22},
booktitle = {Global Esports: Transformation of Cultural Perceptions of Competitive Gaming},
pages = {149–165},
publisher = {Bloomsbury Academic},
abstract = {Over the years and recently in particular, various elements of esports have gathered piles of research from culture and economics to health and gender (e.g., Jin & Chee, 2008; Scholz, 2019; Szablewicz, 2016; DiFrancisco-Donoghue, 2019; Taylor & Voorhees, 2018; Witkowski, 2018; Kari et al., 2018). However, few have considered the role of transmediality as an explicit part of esport ecosystems—perhaps because of the strong tendency of both the industry and scholars to entertain esports as an extension to traditional sports (e.g., Kane & Spradley, 2017; Jenny et al., 2017; Hallmann & Giel, 2018) rather than part of fictional and narrative cultural lineages. In other words, transmedia studies have always been concerned with fictional and narrative cultural content in particular, and current esports research somewhat uncritically perceives the phenomenon as sports or sports-like to which fictional elements are trivial. In this chapter, our goal is to introduce transmediality as a core pattern that delineates esports design, play, and player-audience interaction on multiple levels. As a case study, we provide a cross-sectional analysis of the esports title Overwatch.},
keywords = {Electronic sports, Elektroninen urheilu, Monimediaisuus, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Siutila, Miia; Karhulahti, Veli-Matti
Continuous Play: Leisure Engagement in Competitive Fighting Games and Taekwondo
In: Annals of Leisure Research, vol. Pre-print, pp. 1-17, 2021, ISSN: 1174-5398.
Journal article Open access
Abstract | Links | Tags: Electronic sports, Fighting games, Serious leisure, Taekwondo
@article{Siutila2021,
title = {Continuous Play: Leisure Engagement in Competitive Fighting Games and Taekwondo},
author = {Miia Siutila and Veli-Matti Karhulahti},
url = {https://research.utu.fi/converis/portal/detail/Publication/53305706?auxfun=&lang=en_GB},
doi = {10.1080/11745398.2020.1865173},
issn = {1174-5398},
year = {2021},
date = {2021-01-14},
urldate = {2021-01-14},
journal = {Annals of Leisure Research},
volume = {Pre-print},
pages = {1-17},
abstract = {In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from 'casual' to 'serious' leisure, individuals in both groups perceive their lasting relationships with these activities gradually evolving through their lives in three stages: acquaintance, attachment, and accommodation, The players fluctuate between casual and serious engagement, occasionally reaching a state of subjectively meaningful and socially cemented life permanence. The study suggests that the patterns of long-term play and gaming may not differ much between digital and non-digital domains.},
keywords = {Electronic sports, Fighting games, Serious leisure, Taekwondo},
pubstate = {published},
tppubtype = {article}
}
2020
Kari, Tuomas; Karhulahti, Veli-Matti; Siutila, Miia
An Extended Study on Training and Physical Exercise in Esports
In: Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, pp. 716-733, Information Resources Management Association, 2020, ISBN: 9781799877073.
Book chapter
Abstract | Links | Tags: Electronic sports, Exercise, Professional player, Training
@incollection{Kari2020,
title = {An Extended Study on Training and Physical Exercise in Esports},
author = {Tuomas Kari and Veli-Matti Karhulahti and Miia Siutila},
doi = {10.4018/978-1-7998-7707-3},
isbn = {9781799877073},
year = {2020},
date = {2020-11-27},
booktitle = {Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports},
pages = {716-733},
publisher = {Information Resources Management Association},
abstract = {This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive effect on esport performance; however, no less than 47.0% do the physical exercise chiefly to maintain their overall state of health. Accordingly, the study indicates that professional and high-level esport players are physically active as well: those of age 18 and older exercising more than three times the daily 21-minute physical activity recommendation given by the World Health Organization.},
keywords = {Electronic sports, Exercise, Professional player, Training},
pubstate = {published},
tppubtype = {incollection}
}
Švelch, Jan
Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming
In: Media, Culture & Society, vol. 42, iss. 6, pp. 838-856, 2020, ISSN: 0163-4437.
Journal article Open access
Abstract | Links | Tags: Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games
@article{Švelch2020,
title = {Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming},
author = {Jan Švelch},
url = {https://urn.fi/URN:NBN:fi:tuni-201910254099},
doi = {10.1177/0163443719876536},
issn = {0163-4437},
year = {2020},
date = {2020-09-01},
journal = {Media, Culture & Society},
volume = {42},
issue = {6},
pages = {838-856},
abstract = {Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.},
keywords = {Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games},
pubstate = {published},
tppubtype = {article}
}
Chee, Florence M.; Karhulahti, Veli-Matti
In: Human Technology, vol. 16, iss. 2, pp. 200-226, 2020, ISSN: 1795-6889.
Journal article
Abstract | Links | Tags: Electronic sports, Ethics, Institutional promotion, League, Rights, Video game labour
@article{Chee2020,
title = {The Ethical and Political Contours of Institutional Promotion in eSports: From Precariat Models to Sustainable Practices},
author = {Florence M. Chee and Veli-Matti Karhulahti},
doi = {10.17011/ht/urn.202008245642},
issn = {1795-6889},
year = {2020},
date = {2020-08-01},
journal = {Human Technology},
volume = {16},
issue = {2},
pages = {200-226},
abstract = {This study evaluated five early cases in which esport developer Riot Games made rulings regarding activities and infractions by members of various institutions related to its product, League of Legends. The findings of this study support future theoretical exploration of other esports in seeking a fuller understanding of issues related to consent, power differentials, and roles and behaviors expected of the institutional activities of players and teams in competition. Increased investigation of these-and other-issues from an ethical standpoint could lead to a framework that not only would facilitate future study but also bring opportunities for improvements in practices in concert with necessary policy changes. },
keywords = {Electronic sports, Ethics, Institutional promotion, League, Rights, Video game labour},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti
Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development
Bloomsbury Publishing, 2020, ISBN: 9781501359330.
Book
Abstract | Tags: Addiction, Electronic sports, League of Legends, Player-play relationships, Psycholudic development, Toxicity
@book{Karhulahti2020b,
title = {Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development},
author = {Veli-Matti Karhulahti},
isbn = {9781501359330},
year = {2020},
date = {2020-06-11},
publisher = {Bloomsbury Publishing},
abstract = {Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.},
keywords = {Addiction, Electronic sports, League of Legends, Player-play relationships, Psycholudic development, Toxicity},
pubstate = {published},
tppubtype = {book}
}
Ruotsalainen, Maria; Välisalo, Tanja
"Overwatch Is Anime": Exploring an Alternative Interpretational Framework for Competitive Gaming
In: DiGRA '20 : Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Anime, Electronic sports, Elektroninen urheilu, Overwatch
@inproceedings{Ruotsalainen2020,
title = {"Overwatch Is Anime": Exploring an Alternative Interpretational Framework for Competitive Gaming},
author = {Maria Ruotsalainen and Tanja Välisalo},
url = {https://jyx.jyu.fi/handle/123456789/72290},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA '20 : Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {Esports has often been likened and compared to traditional sports. This paper suggests an alternative interpretative framework for competitive gaming by focusing on the team-based first-person shooter game Overwatch. We explore Overwatch esports using multi-sited ethnography and demonstrate how the fans and viewers use a rich spectrum of cultural products to enrich and explain their relationship with esports. In the case of Overwatch, anime is particularly prominent, used not only to enrich and explain, but also to challenge ‘sports normativity’, which is visible in the media discussions on Overwatch as well as in the production choices of the esports tournament organizer. This also has consequences on the norms and the values of the fans and the viewer: for instance, it affects the way masculinity is constructed in the context of competitive Overwatch.},
keywords = {Anime, Electronic sports, Elektroninen urheilu, Overwatch},
pubstate = {published},
tppubtype = {inproceedings}
}
Turtiainen, Riikka; Friman, Usva; Ruotsalainen, Maria
In: Games and Culture, vol. 15, iss. 4, pp. 351-371, 2020, ISBN: 1555-4120.
Journal article Open access
Abstract | Links | Tags: Broadcasting, Electronic sports, FIFA, Overwatch, Sportification
@article{Turtiainen2020,
title = {“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016},
author = {Riikka Turtiainen and Usva Friman and Maria Ruotsalainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202106145861},
doi = {doi:10.1177/1555412018795791},
isbn = {1555-4120},
year = {2020},
date = {2020-06-01},
journal = {Games and Culture},
volume = {15},
issue = {4},
pages = {351-371},
abstract = {While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast, looking for similarities and differences in the areas of broadcast structure, commentary and expertise, game presentation, game highlights and acknowledgments, teams and players, and audience.},
keywords = {Broadcasting, Electronic sports, FIFA, Overwatch, Sportification},
pubstate = {published},
tppubtype = {article}
}
Kerttula, Tero
Early Television Video Game Tournaments as Sports Spectacles
In: Reitman, Jason G.; Anderson, Craig G.; Deppe, Mark; Steinkuehler, Constance (Ed.): Proceedings of the 2019 Esports Research Conference (ESC), ETC Press, 2020.
Publication for professional or general audience Open access
Abstract | Links | Tags: Electronic sports, Televisiointi, Television programs, Video games
@other{Kerttula2020b,
title = {Early Television Video Game Tournaments as Sports Spectacles},
author = {Tero Kerttula},
editor = {Jason G. Reitman and Craig G. Anderson and Mark Deppe and Constance Steinkuehler},
url = {http://urn.fi/URN:NBN:fi:jyu-202005253439},
doi = {10.1184/R1/12217766.v1},
year = {2020},
date = {2020-04-29},
booktitle = {Proceedings of the 2019 Esports Research Conference (ESC)},
publisher = {ETC Press},
abstract = {This article looks at two televised video game tournaments from the 1980’s from the viewpoint of sports spectacle. Through the analysis of the television episodes and comparison to modern eSports-scene, the aim is to see, if there were similarities or differences between sports broadcasting and video game broadcasting at the time. The article suggests that because of visual choices made in sports broadcasting, the video game tournaments adapted this style coincidentally, which might have affected the style of eSports-broadcasting later.},
keywords = {Electronic sports, Televisiointi, Television programs, Video games},
pubstate = {published},
tppubtype = {other}
}
2019
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.
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.
2018
Koskimaa, Raine; Arjoranta, Jonne; Friman, Usva; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2018
Pelitutkimuksen seura ry, 2018, ISSN: 1798-355X.
Book Open access
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.
Ruotsalainen, Maria; Friman, Usva
In: DiGRA Nordic '18: Proceedings of 2018 International DiGRA Nordic Conference, 2018.
In proceedings Open access
Abstract | Links | Tags: Electronic sports, Gender, Hegemonic geek mascunility, Overwatch, Toxic meritocracy
@inproceedings{Ruotsalainen2018,
title = {"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming},
author = {Maria Ruotsalainen and Usva Friman},
url = {http://www.digra.org/digital-library/publications/there-are-no-women-and-they-all-play-mercy-understanding-and-explaining-the-lack-of-womens-presence-in-esports-and-competitive-gaming},
year = {2018},
date = {2018-11-01},
urldate = {2018-11-01},
booktitle = {DiGRA Nordic '18: Proceedings of 2018 International DiGRA Nordic Conference},
abstract = {In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation.},
keywords = {Electronic sports, Gender, Hegemonic geek mascunility, Overwatch, Toxic meritocracy},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti; Kimppa, Kai
"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports
In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, 2018, ISSN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Electronic sports, Gamification, In-game purchases, Out-game purchases
@inproceedings{Karhulahti2018,
title = {"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports},
author = {Veli-Matti Karhulahti and Kai Kimppa},
url = {http://ceur-ws.org/Vol-2186/paper14.pdf},
issn = {1613-0073},
year = {2018},
date = {2018-05-23},
urldate = {2018-05-23},
booktitle = {Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018},
abstract = {In this paper, we provide a new perspective on esports as gamified play by mapping out the means of their ludic customization with a reflection on ethics. We start by systematizing purchasable customizations in esport games by their effects: cosmetic in-game purchases, functional in-game purchases, and out-game purchases. Subsequently, we situate purchasable customizations within the five demands that contemporary esport games set for their players: money, time, skill, luck, and occasion. Ultimately, we show that some effect-demand combinations may result in ethical conflicts when perceived through of the sport-philosophical frame of athletic superiority.},
keywords = {Electronic sports, Gamification, In-game purchases, Out-game purchases},
pubstate = {published},
tppubtype = {inproceedings}
}