CoE GameCult publications

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2022

Blom, Joleen

Attachment, Possession or Personalization?: Why the Character Trade in Animal Crossing: New Horizons Exploded

In: Replaying Japan, vol. 4, pp. 23-34, 2022, ISSN: 2433-8060.

Journal article Open access

Abstract | Links | Tags: Animal Crossing: New Horizons, Character trade, Characters, Nintendo, Video games

Macey, Joseph; Hamari, Juho

Gamblification: A Definition

In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.

Journal article Open access

Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games

Ruotsalainen, Maria

“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

In: Television & New Media, vol. Pre-print, 2022, ISSN: 1527-4764.

Journal article Open access

Abstract | Links | Tags: Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games

Kerttula, Tero

(Broad)casting the Game: The Spectacle of Real in Representing and Narrating Video Game Play

2022, ISBN: 978-951-39-8968-2.

Doctoral thesis Open access

Abstract | Links | Tags: Game history, Let's Play, Spectacle, Television, Video games

2021

de Wildt, Lars; Aupers, Stef

Marketable Religion: How Game Company Ubisoft Commodified Religion for a Global Audience

In: Journal of Consumer Culture, vol. Pre-print, 2021, ISSN: 1469-5405.

Journal article

Abstract | Links | Tags: Assassin's Creed, Commodification, Cultural industries, Depoliticization, Game production studies, Marketable religion, Religion, Science-fictionalization, Universalization, Video games

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

Korkeila, Henry

Social Capital in Video Game Studies: A Scoping Review

In: New Media & Society, vol. 2021, no. 146144482110547, 2021, ISSN: 1461-4448.

Journal article Open access

Abstract | Links | Tags: Digital games, Games, Scoping review, Social capital, Socialness, Video games

Zeiler, Xenia; Mukherjee, Souvik

Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)

In: Games and Culture, vol. Pre-print, 2021, ISSN: 1555-4120.

Journal article Open access

Abstract | Links | Tags: Cultural and creative industries, Cultural heritage, India, Indie games, Video game development, Video games

Tuominen, Juho; Sotamaa, Olli

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

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

Journal article Open access

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

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

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

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

In proceedings Open access

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

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

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

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

Journal article Open access

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

Fordyce, Robbie; Apperley, Thomas H.

Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms

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

Book chapter Open access

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

2020

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

Arjoranta, Jonne

Playing the Nonhuman: Alien Experiences in Aliens vs. Predator

In: Karkulehto, Sanna; Koistinen, Aino-Kaisa; Varis, Essi (Ed.): Reconfiguring Human, Nonhuman and Posthuman in Literature and Culture, pp. 108-124, Routledge, 2020, ISBN: 978-0-367-19747-6.

Book chapter Open access

Abstract | Links | Tags: Alien vs. Predator, Experience, Game characters, Posthumanism, Video games

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

Lammes, Sybille; Leorke, Dale (Ed.)

Games, Play and Urban Environments

American Journal of Play, vol. 12, 2020, ISSN: 1938-0399.

Special issue Open access

Abstract | Links | Tags: Location-based game, Minecraft, Pervasive games, Pokémon Go, Reviews, Urban play, Urban studies, Video games, Wayfinder Live

Korkeila, Henry; Hamari, Juho

Avatar Capital: The Relationships Between Player Orientation and Their Avatar’s Social, Symbolic, Economic and Cultural Capital

In: Computers in Human Behavior, vol. 102, pp. 14-21, 2020, ISSN: 0747-5632.

Journal article Open access

Abstract | Links | Tags: Avatars, Capital, Digitalization, MMORPG, Video games, Virtualization

2019

Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko

Pelitutkimuksen vuosikirja 2019

Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.

Book Open access

Abstract | Links | Tags: Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit

Kerttula, Tero

‘‘What an Eccentric Performance": Storytelling in Online Let's Plays

In: Games and Culture, vol. 14, iss. 3, pp. 236-255, 2019, ISSN: 1555-4120.

Journal article

Abstract | Links | Tags: Let's Play, Narrative, Video games, YouTube

Švelch, Jan

Resisting the Perpetual Update: Struggles Against Protocological Power in Video Games

In: New Media & Society, vol. 21, iss. 7, pp. 1594-1612, 2019, ISSN: 1461-4448.

Journal article Open access

Abstract | Links | Tags: Contingent commodity, Digital distribution, Patch, Platform, Protocol, Protocological power, Update, User resistance, Video games

Arjoranta, Jonne

How to Define Games and Why We Need to

In: The Computer Games Journal, vol. 8, iss. 3-4, pp. 109-120, 2019, ISSN: 2052-773X.

Journal article Open access

Abstract | Links | Tags: Definition, Game, Video games

Apperley, Thomas H.

Digital Gaming's South-South Connection

In: Penix-Tadsen, Phillip (Ed.): Video Games and the Global South, pp. 211-224, ETC Press, 2019, ISBN: 9780359641390.

Book chapter Open access

Links | Tags: Global South, Postcolonialism, Video games

Kerttula, Tero

“What an Eccentric Performance”: Storytelling in Online Let’s Plays

In: Games and Culture, vol. 14, iss. 3, pp. 236-255, 2019, ISSN: 1555-4120.

Journal article Open access

Abstract | Links | Tags: Narrative, Video games, YouTube

Junnila, Miikka; Reunanen, Markku; Heikkinen, Tero

The Interplay of Thematic and Ludological Elements in Western-Themed Games

In: Kinephanos, vol. 9, iss. 1, pp. 40-73, 2019, ISSN: 1916-985X.

Journal article Open access

Abstract | Links | Tags: Game genres, Thematization, Video games, Western

Harviainen, J. Tuomas; Paavilainen, Janne; Koskinen, Elina

Ayn Rand's Objectivist Ethics Applied to Video Game Business

In: Journal of Business Ethics, vol. 167, iss. 4, pp. 761-774, 2019, ISSN: 0167-4544.

Journal article Open access

Abstract | Links | Tags: Ayn Rand, Business ethics, Free-to-play, Monetization, Video games

Kerttula, Tero

The Foundations of Let's Play: Live Action Representations of Video Games in Television and Online 1975-2018

In: Koivisto, Jonna; Hamari, Juho (Ed.): GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference, RWTH Aachen, 2019, ISSN: 1613-0073.

In proceedings Open access

Links | Tags: Let's Play, Narrative, Representation, Television programs, Video games

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

Vahlo, Jukka

In Gameplay: The Invariant Structures and Varieties of the Video Game Gameplay Experience

2018, ISBN: 978-951-29-7168-8.

Doctoral thesis Open access

Abstract | Links | Tags: Agency, Cognition, Emotions, Experience narrative, Factor analysis, Motivations, Performativity, Phenomenology, Storytelling, Variation, Video games

Ryn, Luke; Apperley, Thomas H.; Clemens, Justin

Avatar Economies: Affective Investment from Game to Platform

In: New Review of Hypermedia and Multimedia, vol. 24, no. 4, pp. 291–306, 2018, ISSN: 17407842.

Journal article

Abstract | Links | Tags: Avatars, Platform, Video games