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}
}
Kankainen, Ville; Käihkö, Ilmari
On Wargames and War: Modelling Carl von Clausewitz’s Theory of War
In: Sjöblom, Björn; Linderoth, Jonas; Frank, Anders (Ed.): Representing Conflicts in Games: Antagonism, Rivalry, and Competition, Routledge, 2022, ISBN: 9781032278278.
Book chapter
Abstract | Links | Tags: Clausewitz, Game studies, Games, War studies, Wargames
@incollection{Kankainen2022,
title = {On Wargames and War: Modelling Carl von Clausewitz’s Theory of War},
author = {Ville Kankainen and Ilmari Käihkö},
editor = {Björn Sjöblom and Jonas Linderoth and Anders Frank},
url = {https://researchportal.tuni.fi/en/publications/on-wargames-and-war-modelling-carl-von-clausewitzs-theory-of-war},
doi = {10.4324/9781003297406-8},
isbn = {9781032278278},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Representing Conflicts in Games: Antagonism, Rivalry, and Competition},
publisher = {Routledge},
chapter = {5},
abstract = {The stated purpose of Carl von Clausewitz’s magnum opus On War, in which he presented the most comprehensive theory of war to date, was educational. Clausewitz saw that proper education departed from theory and concepts, which students were encouraged to reflect over and clarify. Although their common use in pedagogy, wargames often continue to struggle with incorporation of the seven factors always present at war in Clausewitz’ theory – violence, friction, chance, politics, trinity, victory and ethics. As a result, many games offer a rather conventional understanding of war that does not match reality. This chapter investigates how Clausewitz’s theory of war has been modelled in two popular ‘commercial-off-the-shelf’ tabletop wargames: Twilight Struggle and Paths of Glory. Based on an analysis of how the seven concepts of war have been modelled in these games, the chapter discusses how Clausewitz’s theory of war can be used to improve the pedagogy of war.},
keywords = {Clausewitz, Game studies, Games, War studies, Wargames},
pubstate = {published},
tppubtype = {incollection}
}
Karhulahti, Veli-Matti; Vahlo, Jukka; Martončikc, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report
In: Addiction Research & Theory, 2022, ISSN: 1606-6359.
Journal article Open access
Abstract | Links | Tags: Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use
@article{Karhulahti2022c,
title = {Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report},
author = {Veli-Matti Karhulahti and Jukka Vahlo and Marcel Martončikc and Matti Munukka and Raine Koskimaa and Mikaela von Bonsdorff},
url = {https://doi.org/10.1080/16066359.2022.2115033},
doi = {10.1080/16066359.2022.2115033},
issn = {1606-6359},
year = {2022},
date = {2022-09-05},
urldate = {2022-09-05},
journal = {Addiction Research & Theory},
abstract = {Gaming-related health problems have been researched since the 1980s with numerous different ontol-ogies as reference systems, from self-assessed‘game addiction’to‘pathological gambling’(in theDiagnostic and Statistical Manual of Mental Disorders[DSM]-IV),‘internet gaming disorder’(in the thirdsection of the DSM-5) and most recently‘gaming disorder’(in theInternational Classification of Diseases[ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologiesdiffer in identifying associated problem groups. By using four central screening instruments, each rep-resenting a different ontological basis, we hypothesized differences and similarities inprevalence,over-lap, andhealth. A nationally representative (N¼8217) sample of Finnish participants was collected. Thescreening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and thebinomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the prob-lem groups had lower mental health than the general population, yet exploratory analyses impliedequivalent or significantlyhigherphysical health. We also found strong exploratory evidence for mis-chievous responding to complicate the measurement of gaming problems. Considering that severalmajor differences were confirmed between the four gaming problem constructs, we recommendresearchers to clearly define theirconstruct of interest, i.e. whether they are studying the ICD-11 basedofficial mental disorder, the DSM-5 proposed‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses.},
keywords = {Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use},
pubstate = {published},
tppubtype = {article}
}
Mäyrä, Frans
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research
@other{Mäyrä2022,
title = {Game Studies},
author = {Frans Mäyrä},
editor = {Paweł Grabarczyk},
url = {https://urn.fi/URN:NBN:fi:tuni-202206285861
https://trepo.tuni.fi//bitstream/handle/10024/141138/GameStudies_Mayra.pdf?sequence=1
https://eolt.org/articles/game-studies},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {‘Game Studies’ is generally used to signify a humanities-based orientation to the study of games, play and related phenomena. This involves the development of conceptual, theoretical and methodological approaches that address the artistic form and aesthetic experience of games as a form of art and entertainment. As such, Game Studies is also a young academic discipline, which entered academia in the early 2000s. There are different emphases in how contemporary Game Studies is being practised, with some scholars focusing more attention on the formal characteristics of games, some on the role of play and players, game design, or on the historical and political contexts and meanings for games and play.},
keywords = {Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research},
pubstate = {published},
tppubtype = {other}
}
Karhulahti, Veli-Matti
In: Grabarczyk, Paweł (Ed.): Encyclopedia of Ludic Terms, Spring 2022, 2022.
Publication for professional or general audience Open access
Abstract | Links | Tags: Computer games, Concepts, Definitions, Digital games, Games, Video games
@other{Karhulahti2022g,
title = {Digital Games},
author = {Veli-Matti Karhulahti},
editor = {Paweł Grabarczyk},
url = {https://research.fi/en/results/publication/0392491322
https://eolt.org/articles/digital-games},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {This entry summarizes the history and current use of "digital games" and related terminology, such as "computer games", "electronic games", and "videogames". Despite their etymological variety, a few pragmatic differences between these competing terms exist, which has recently led researchers and practitioners to increasingly apply (even more) general concepts such as "gaming" and "esports". A recommendation is not to interpret and use such terms literally, but to choose related terminology based on context and consistency.},
keywords = {Computer games, Concepts, Definitions, Digital games, Games, Video games},
pubstate = {published},
tppubtype = {other}
}
Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko
Johdanto: Pelit kulttuurina ja kulttuurissa
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
@incollection{Friman2022b,
title = {Johdanto: Pelit kulttuurina ja kulttuurissa},
author = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146845},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
keywords = {Culture, Games},
pubstate = {published},
tppubtype = {incollection}
}
Stenros, Jaakko
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Art, Culture, Games
@incollection{Stenros2022,
title = {Pelit kulttuurina ja taiteena},
author = {Jaakko Stenros},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros },
url = {https://trepo.tuni.fi/handle/10024/146874},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {3},
keywords = {Art, Culture, Games},
pubstate = {published},
tppubtype = {incollection}
}
Sotamaa, Olli
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Finnish game industry, Game industry, Games
@incollection{Sotamaa2022,
title = {Pelintekemisen kulttuurit},
author = {Olli Sotamaa},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146847},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {4},
keywords = {Finnish game industry, Game industry, Games},
pubstate = {published},
tppubtype = {incollection}
}
Välisalo, Tanja; Koskimaa, Raine
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Games, Transmedia
@incollection{Välisalo2022c,
title = {Pelit ja transmediaalisuus},
author = {Tanja Välisalo and Raine Koskimaa},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://jyx.jyu.fi/handle/123456789/80853},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {8},
keywords = {Games, Transmedia},
pubstate = {published},
tppubtype = {incollection}
}
Kinnunen, Jani
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Gambling, Games, Money
@incollection{Kinnunen2022,
title = {Raha, pelit ja rahapelit},
author = {Jani Kinnunen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146848},
isbn = { 978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {10},
keywords = {Gambling, Games, Money},
pubstate = {published},
tppubtype = {incollection}
}
Pasanen, Tero; Meriläinen, Mikko
Pelien yhteiskunnalliset uhkakuvat
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Games, Society, Threats
@incollection{Pasanen2022,
title = {Pelien yhteiskunnalliset uhkakuvat},
author = {Tero Pasanen and Mikko Meriläinen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146849},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {13},
keywords = {Games, Society, Threats},
pubstate = {published},
tppubtype = {incollection}
}
Arjoranta, Jonne
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Book chapter Open access
Links | Tags: Game culture, Games, Meaning
@incollection{Arjoranta2022b,
title = {Mitä pelit merkitsevät?},
author = {Jonne Arjoranta},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://jyx.jyu.fi/handle/123456789/80852},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {14},
keywords = {Game culture, Games, Meaning},
pubstate = {published},
tppubtype = {incollection}
}
Vahlo, Jukka; Tuuri, Kai; Välisalo, Tanja
Exploring Gameful Motivation of Autonomous Learners
In: Frontiers in Psychology, vol. 13, 2022, ISSN: 1664-1078.
Journal article Open access
Abstract | Links | Tags: Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination
@article{Vahlo2022b,
title = {Exploring Gameful Motivation of Autonomous Learners},
author = {Jukka Vahlo and Kai Tuuri and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202202281734},
doi = {10.3389/fpsyg.2022.825840},
issn = {1664-1078},
year = {2022},
date = {2022-02-25},
urldate = {2022-02-25},
journal = {Frontiers in Psychology},
volume = {13},
abstract = {In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey data (N = 705) collected from individuals who had voluntarily participated in an open online course about artificial intelligence and its societal impact. The survey included an explorative Motives for Autonomous Learning (MAL) inventory. Exploratory factor analysis suggested that the MAL inventory consisted of six dimensions out of which four were consistent with factors that earlier research has associated with motives to engage with video games. Of the identified factors, the dimension that most clearly described autonomous and playful predispositions was found to be a main precedent for both experienced gamefulness of the learning experience and positive learning outcomes. In all, the results of this study demonstrated that playfulness and autonomy were both prominent and significant factors across the whole learning process.},
keywords = {Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination},
pubstate = {published},
tppubtype = {article}
}
2021
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
@article{Korkeila2021,
title = {Social Capital in Video Game Studies: A Scoping Review},
author = {Henry Korkeila},
url = {https://research.utu.fi/converis/portal/detail/Publication/67710434},
doi = {10.1177/14614448211054778},
issn = {1461-4448},
year = {2021},
date = {2021-11-14},
journal = {New Media & Society},
volume = {2021},
number = {146144482110547},
abstract = {This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.},
keywords = {Digital games, Games, Scoping review, Social capital, Socialness, Video games},
pubstate = {published},
tppubtype = {article}
}
Koskinen, Elina
Pizza and Coffee Make a Game Jam – Learnings from Organizing an Online Game Development Event
In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021, pp. 74-77, ACM, 2021, ISBN: 978-1-4503-8417-9.
In proceedings Open access
Abstract | Links | Tags: Game development, Game jam, Games, Global Game Jam, Online events
@inproceedings{Koskinen2021b,
title = {Pizza and Coffee Make a Game Jam – Learnings from Organizing an Online Game Development Event},
author = {Elina Koskinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202108236697},
doi = {doi:10.1145/3472688.3472699},
isbn = {978-1-4503-8417-9},
year = {2021},
date = {2021-08-02},
booktitle = {Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021},
pages = {74-77},
publisher = {ACM},
abstract = {Global Game Jam was organized fully online for the first time in 2021. This event report presents a walkthrough of the Global Game Jam weekend for the FGJ Tampere Online site, and proposes guidelines for online game jams based on what was learned from organizing the event.},
keywords = {Game development, Game jam, Games, Global Game Jam, Online events},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Nylund, Niklas
Game Heritage: Digital Games in Museum Collections and Exhibitions
2020, ISBN: 978-952-03-1696-9.
Doctoral thesis Open access
Abstract | Links | Tags: Cultural heritage, Game heritage, Game preservation, Games, Heritagization, Museum, Play, Playing, Preservation, Reflexiveness
@phdthesis{Nylund2020,
title = {Game Heritage: Digital Games in Museum Collections and Exhibitions},
author = {Niklas Nylund},
url = {http://urn.fi/URN:ISBN:978-952-03-1697-6},
isbn = {978-952-03-1696-9},
year = {2020},
date = {2020-10-09},
urldate = {2020-10-09},
publisher = {Tampere University Press},
abstract = {Digital games are undergoing a process of heritagization, as demonstrated by how they are increasingly displayed in exhibitions and preserved in heritage institution collections, not to mention engaged with by numerous heritage communities both online and offline. What is lacking, however, is a critical understanding of what constitutes game heritage and how it is produced by the stakeholders involved. In order to provide a critical framework for thinking and working with games as heritage, this dissertation engages in theory building and conceptualizations around key heritagization issues.
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
},
keywords = {Cultural heritage, Game heritage, Game preservation, Games, Heritagization, Museum, Play, Playing, Preservation, Reflexiveness},
pubstate = {published},
tppubtype = {phdthesis}
}
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
Hassan, Lobna; Hamari, Juho
Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation
In: Government Information Quarterly, vol. 37, iss. 3, pp. 101461, 2020, ISSN: 0740-624X.
Journal article Open access
Abstract | Links | Tags: Civic engagement, E-participation, Games, Gamification, Governance, Policy making
@article{Hassan2020b,
title = {Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation},
author = {Lobna Hassan and Juho Hamari},
url = {https://urn.fi/urn:nbn:fi:tuni-202009177034},
doi = {10.1016/j.giq.2020.101461},
issn = {0740-624X},
year = {2020},
date = {2020-07-01},
journal = {Government Information Quarterly},
volume = {37},
issue = {3},
pages = {101461},
abstract = {With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification: a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.},
keywords = {Civic engagement, E-participation, Games, Gamification, Governance, Policy making},
pubstate = {published},
tppubtype = {article}
}
Raitio, Katja; Siitonen, Marko; Hopia, Hanna
Utilizing Games in the Co-Production of Mental Health Services
In: Finnish Journal of eHealth and eWelfare, vol. 12, iss. 2, pp. 117-126, 2020, ISSN: 1798-0798.
Journal article Open access
Abstract | Links | Tags: Co-production, Digital games, Game-related methods, Games, Mental health services
@article{Raitio2020,
title = {Utilizing Games in the Co-Production of Mental Health Services},
author = {Katja Raitio and Marko Siitonen and Hanna Hopia},
url = {http://urn.fi/URN:NBN:fi:jyu-202006244610},
doi = {10.23996/fjhw.89600},
issn = {1798-0798},
year = {2020},
date = {2020-06-15},
journal = {Finnish Journal of eHealth and eWelfare},
volume = {12},
issue = {2},
pages = {117-126},
abstract = {This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their experiences with the activities and content of the co-production workshops. Thematic analysis of the participants’ experiences and perceptions resulted in three main themes: 1) empowering participation; 2) cooperation on a level playing field; and 3) improving self-efficacy. The experiment showed that applying a co-production approach in utilizing digital games is worth implementing in mental health services, particularly when putting novel nursing approaches and procedures into practice. Overall, co-production turned out to be a beneficial approach to introduce and implement game activities into mental healthcare; therefore, it can be taken one step further, meaning that service users’ experiences are truly valued, and they can play a crucial role in developing mental health services.},
keywords = {Co-production, Digital games, Game-related methods, Games, Mental health services},
pubstate = {published},
tppubtype = {article}
}
Passmore, Cale; Harrer, Sabine; Spiel, Katta
Between Pleasure and Power: Game Design Patterns in Clickbait Ludoporn
In: DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Clickbait, Game design, Games, Ludoporn, Play, Porn
@inproceedings{Passmore2020,
title = {Between Pleasure and Power: Game Design Patterns in Clickbait Ludoporn},
author = {Cale Passmore and Sabine Harrer and Katta Spiel},
url = {http://www.digra.org/digital-library/publications/between-pleasure-and-power-game-design-patterns-in-clickbait-ludoporn/},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {Despite its pervasiveness and prosperity in online spaces, the genre of playable online pornog- raphy, or ludoporn, has received little scholarly attention both in Human-Computer Interac- tion (HCI), Games Studies, and Porn Studies. In this paper, we discuss clickbait ludoporn as a hybrid design genre bridging games and pornography as they are offered for free on online platforms. We develop a tentative taxonomy of common design features, analysing game mechanics in terms of the libidinal investments and sexual pleasures promoted to players. Our analysis is based on a sample of 18 games retrieved from three different platforms. We suggest that the design of clickbait ludoporn mechanics incorporate mainstream approaches to sexuality, intimacy, and corporeality with fundamental consequences on how pleasure is culturally produced, articulated and normalised. We close on a call for game researchers and designers to claim the space of clickbait ludoporn with transformative intent.},
keywords = {Clickbait, Game design, Games, Ludoporn, Play, Porn},
pubstate = {published},
tppubtype = {inproceedings}
}
Ferrer-Conill, Raul; Foxman, Maxwell; Jones, Janet; Sihvonen, Tanja; Siitonen, Marko
Playful Approaches to News Engagement
In: Convergence: The International Journal of Research into New Media Technologies, vol. 26, iss. 3, pp. 457-469, 2020, ISBN: 1354-8565.
Journal article Open access
Abstract | Links | Tags: Engagement, Games, Gamification, Institutional logics, Journalism, Ludic, News, Newsgames, Playfulness
@article{Ferrer-Conill2020,
title = {Playful Approaches to News Engagement},
author = {Raul Ferrer-Conill and Maxwell Foxman and Janet Jones and Tanja Sihvonen and Marko Siitonen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005193312},
doi = {10.1177/1354856520923964},
isbn = {1354-8565},
year = {2020},
date = {2020-06-01},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {26},
issue = {3},
pages = {457-469},
abstract = {From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging.},
keywords = {Engagement, Games, Gamification, Institutional logics, Journalism, Ludic, News, Newsgames, Playfulness},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti
Computer Game as a Pragmatic Concept: Ideas, Meanings, and Culture
In: Media, Culture & Society, vol. 42, iss. 3, pp. 471-480, 2020, ISSN: 0163-4437.
Journal article Open access
Abstract | Links | Tags: Cross-cultural concepts, Definitions, Games, Meaning, Philosophy, Social pragmatism
@article{Karhulahti2020,
title = {Computer Game as a Pragmatic Concept: Ideas, Meanings, and Culture},
author = {Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202003232496},
doi = {10.1177/0163443720907010},
issn = {0163-4437},
year = {2020},
date = {2020-04-01},
journal = {Media, Culture & Society},
volume = {42},
issue = {3},
pages = {471-480},
abstract = {This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existence of such objects as cross-cultural practical entities – less in terms of communication, media, and materiality, and more in terms of concrete actions and events that individuals across societies commence and conceptualize.},
keywords = {Cross-cultural concepts, Definitions, Games, Meaning, Philosophy, Social pragmatism},
pubstate = {published},
tppubtype = {article}
}
Paavilainen, Janne
Defining Playability of Games: Functionality, Usability, and Gameplay
In: AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek, pp. 55-64, ACM, 2020, ISBN: 978-1-4503-7774-4.
In proceedings
Abstract | Links | Tags: Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience
@inproceedings{Paavilainen2020,
title = {Defining Playability of Games: Functionality, Usability, and Gameplay},
author = {Janne Paavilainen},
doi = {10.1145/3377290.3377309},
isbn = {978-1-4503-7774-4},
year = {2020},
date = {2020-01-28},
urldate = {2020-01-28},
booktitle = {AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek},
pages = {55-64},
publisher = {ACM},
abstract = {Playability is an ambiguous term that is often used but seldom defined. Used by researchers, practitioners, journalists, and players alike, the term has remained unclear due to different interpretations and definitions. We aim to provide clarity on this issue and propose a definition for playability that is based on a game's functionality, usability, and gameplay. We argue that playability should not cover aspects such as controllers, social contexts, or player experiences, as these are external factors related to hardware, situation, and players. Our definition is based on games as systems paradigm and it focuses only on components that the designer can design into the game. This approach provides clarity between playability and player experience, and it is applicable to all kinds of games - physical or digital. Good playability does not necessarily result in good player experience, while games with poor playability can be enjoyable in the certain contexts.},
keywords = {Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Kankainen, Ville; Kultima, Annakaisa; Meriläinen, Mikko
Motivations of Game Jam Organizers: Case of Finnish Game Jam Community
In: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1-8, ACM, 2019, ISBN: 2153-1633.
In proceedings Open access
Abstract | Links | Tags: Game design, Game jam, Game jam organizers, Games, Intermediaries, Motivations, Volunteering
@inproceedings{Kankainen2019b,
title = {Motivations of Game Jam Organizers: Case of Finnish Game Jam Community},
author = {Ville Kankainen and Annakaisa Kultima and Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-201910013611},
doi = {10.1145/3337722.3341840},
isbn = {2153-1633},
year = {2019},
date = {2019-08-26},
booktitle = {Proceedings of the 14th International Conference on the Foundations of Digital Games},
pages = {1-8},
publisher = {ACM},
abstract = {In this paper, we examine the motivations and experiences of game jam organizers in Finland. For the purpose of the study, 13 game jam organizers were interviewed in 2018 - 2019. We found that motivations for organizing game jams are diverse but interlinked and can be roughly divided into six categories: Community Building, Community Driven, Education, Passion for Organizing, Supporting Creative Culture and Work Driven. Further, we noted that many organizers end up in their position through happenstance rather than actively looking for the role.},
keywords = {Game design, Game jam, Game jam organizers, Games, Intermediaries, Motivations, Volunteering},
pubstate = {published},
tppubtype = {inproceedings}
}
Alha, Kati
The Imbalanced State of Free-to-Play Game Research: A Literature Review
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Free-to-play, Freemium, Games, Literature review, Research agendas
@inproceedings{Alha2019b,
title = {The Imbalanced State of Free-to-Play Game Research: A Literature Review},
author = {Kati Alha},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151361},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research.},
keywords = {Free-to-play, Freemium, Games, Literature review, Research agendas},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Koskimaa, Raine; Maj, Krzysztof; Olkusz, Ksenia
Introduction to Expanding Universes: Exploring Games and Transmedial Ways of World-building
In: International Journal of Transmedia Literacy, vol. 4, pp. 7-17, 2018, ISSN: 2465-227X.
Journal article Open access
Abstract | Links | Tags: Games, Transmedia
@article{Koskimaa2018b,
title = {Introduction to Expanding Universes: Exploring Games and Transmedial Ways of World-building},
author = {Raine Koskimaa and Krzysztof Maj and Ksenia Olkusz},
url = {http://urn.fi/URN:NBN:fi:jyu-201901291353},
doi = {10.7358/ijtl-2018-000-intr},
issn = {2465-227X},
year = {2018},
date = {2018-12-01},
journal = {International Journal of Transmedia Literacy},
volume = {4},
pages = {7-17},
abstract = {Transmedia is a wide concept, as by definition, it is a network of various media forms. It includes also games, both digital and more traditional forms of games. Transmedia productions are often built around a certain television series, but in some cases a digital game has been the core production as well. Games, however, have not been looked at in detail in their role as a part of a transmedia whole. It is important to pay attention to the specificity of games as a media form, to their product-audience relation, and to the way how they incorporate playfulness into that relation. Even in cases where games are just a minor part of the production, the playfulness involved in transmedia user practices makes games well worth closer scrutiny. The selection of articles in this issue of IJTL provide multifaceted and complimentary approaches to the topic of games and transmedia. They discuss both the ways how games in themselves may be transmedial, but also how games may be incorporated as elements in larger transmedia universes. Furthermore, the articles also present ways how playful engagement with media is, or could be, part of transmedia user experience. The articles deal with the World of Warcraft and Metal Gear Solid franchises, live-action role-play, the walking simulator game Dear Esther, as well as time-loop structure in film and games.},
keywords = {Games, Transmedia},
pubstate = {published},
tppubtype = {article}
}