2021
Turtiainen, Riikka
‘Dare to Shine’: Megan Rapinoe as the Rebellious Star of the FIFA Women's World Cup 2019 Book Section
In: Dashper, Katherine (Ed.): Sport, Gender and Mega-Events, pp. 133-148, Emerald Publishing, 2021, ISBN: 978-1-83982-937-6.
Abstract | Links | Tags: Inequality, Megan Rapinoe, Post-feminism, Social media, Sports
@incollection{Turtiainen2021,
title = {‘Dare to Shine’: Megan Rapinoe as the Rebellious Star of the FIFA Women's World Cup 2019},
author = {Riikka Turtiainen},
editor = {Katherine Dashper},
doi = {10.1108/978-1-83982-936-920211013},
isbn = {978-1-83982-937-6},
year = {2021},
date = {2021-11-29},
booktitle = {Sport, Gender and Mega-Events},
pages = {133-148},
publisher = {Emerald Publishing},
abstract = {In 2019, FIFA Women's World Cup turned into a mega event with enormous viewing figures. The U.S. player Megan Rapinoe became a star of the tournament on and off the field. Her controversial presence as an outspoken athlete-activist gained attention worldwide. In this chapter I examine her representations in social and mainstream media during the World Cup. In context of social media I focus on her Instagram posts and ephemeral stories with ethnographic observation and field notes. I utilize feminist thematic analysis of female athletes’ self-representation strategies on social media. The key concepts emphasizing neoliberal post-feminism here are self-love, self-disclosure and self-empowerment. (Toffoletti & Thorpe 2018.) As a result, I argue that the time is finally right for the new kind of recognition of women’s football and therefore need for a rebellious female athlete who takes advantage of this opportunity to raise awareness of equality among (sports) people.
},
keywords = {Inequality, Megan Rapinoe, Post-feminism, Social media, Sports},
pubstate = {published},
tppubtype = {incollection}
}
Garda, Maria B.; Karhulahti, Veli-Matti
Let’s Play Tinder! Aesthetics of a Dating App Journal Article
In: Games and Culture, vol. 16, iss. 2, pp. 248-261, 2021, ISSN: 1555-4120.
Abstract | Links | Tags: Aesthetics, Dating app, Gameplay, Social media, Tinder
@article{Garda2021,
title = {Let’s Play Tinder! Aesthetics of a Dating App},
author = {Maria B. Garda and Veli-Matti Karhulahti},
doi = {10.1177/1555412019891328},
issn = {1555-4120},
year = {2021},
date = {2021-03-01},
journal = {Games and Culture},
volume = {16},
issue = {2},
pages = {248-261},
abstract = {This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa.},
keywords = {Aesthetics, Dating app, Gameplay, Social media, Tinder},
pubstate = {published},
tppubtype = {article}
}
2019
Feng, Chao; Xi, Nannan; Zhuang, Guijun; Hamari, Juho
IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis Proceedings Article
In: Proceedings of the 25th Americas Conference on Information Systems, pp. 1-5, Association for Information Systems, 2019, ISBN: 978-0-9966831-8-0.
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}
}
Törhönen, Maria; Hassan, Lobna; Sjöblom, Max; Hamari, Juho
Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2558-2567, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Gamification, Media, Playbour, Social media, Video
@inproceedings{Törhönen2019,
title = {Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers},
author = {Maria Törhönen and Lobna Hassan and Max Sjöblom and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202002172137},
doi = {10.24251/HICSS.2019.308},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2558-2567},
publisher = {HICSS},
abstract = {The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities.},
keywords = {Gamification, Media, Playbour, Social media, Video},
pubstate = {published},
tppubtype = {inproceedings}
}
Heljakka, Katriina; Harviainen, J. Tuomas
From Displays and Dioramas to Doll Dramas Journal Article
In: American Journal of Play, vol. 11, no. 3, pp. 351–379, 2019, ISSN: 1938-0399.
Abstract | Links | Tags: Adult play, Adult toy play, Creativity, Object play, Object relations, Photoplay, Social media, Social play, Toys, World play, Worldbuilding
@article{Heljakka2019,
title = {From Displays and Dioramas to Doll Dramas},
author = {Katriina Heljakka and J. Tuomas Harviainen},
url = {https://trepo.tuni.fi/handle/10024/116158},
issn = {1938-0399},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
journal = {American Journal of Play},
volume = {11},
number = {3},
pages = {351–379},
publisher = {The Strong},
address = {Rochester},
abstract = {Toys both guide and foster the play—and stimulate the imaginations—of players of all ages. The authors investigate adult use of toys as a point of entry to the world play of both transmedia-connected and stand alone toy characters—dolls, action figures, and soft toys. They point to how adult toy players engage actively in world building in their world play and suggest that play better describes the object relations of adults with toys than such notions as collecting or pursuing a hobby. They discuss how adults use world playing with toys to develop toy industry back stories and replay—and sometimes revolutionize—original story lines familiar from popular fiction. And they highlight how mature audiences for character toys employ these physical objects to explore their capacity for imaginative, spatial, and hybrid world play.},
keywords = {Adult play, Adult toy play, Creativity, Object play, Object relations, Photoplay, Social media, Social play, Toys, World play, Worldbuilding},
pubstate = {published},
tppubtype = {article}
}
