2023
Amey, Evgenia
The Distant Snowy Land Where Rounded Creatures Dwell: Experiencing Moomin-related Nostalgia and Belonging in Finland Journal Article
In: Matkailututkimus, vol. 19, iss. 2, pp. 6–31, 2023, ISSN: 2490-2039.
Abstract | Links | Tags: Belonging, Finland, Media-induced tourism, Moomin, Tove Jansson
@article{Amey2023,
title = {The Distant Snowy Land Where Rounded Creatures Dwell: Experiencing Moomin-related Nostalgia and Belonging in Finland},
author = {Evgenia Amey},
url = {https://doi.org/10.33351/mt.124944
https://journal.fi/matkailututkimus/article/view/124944},
doi = {10.33351/mt.124944},
issn = {2490-2039},
year = {2023},
date = {2023-12-14},
urldate = {2023-12-14},
journal = {Matkailututkimus},
volume = {19},
issue = {2},
pages = {6–31},
abstract = {With the release of the Moominvalley (2019–) animated TV series, the Moomin characters have once again appeared on screens across the world. Whether this newest adaptation of Tove Jansson’s books and comic strips will initiate a new ‘Moomin boom’ remains to be seen. Nevertheless, the re-appearance of the Moomins in domestic (Finnish) and international media has sparked a resurgence of nostalgia among audiences already familiar with the characters. The present study examines what meanings are attributed to the Moomin stories and sites associated with them in the context of media-induced tourism. The study draws on seven English-language press articles featuring authors’ observations and reflections on their visits to places with connections to the Moomins and/or Tove Jansson in Finland. The personal importance of Jansson’s works and associated locations for these members of the audience is revealed through analysis of the notions of belonging and nostalgia in their accounts. On a wider sociocultural level, the findings demonstrate that values associated with Jansson’s texts are (re)negotiated in new contexts and found relevant in times of contemporary socioeconomic, political and environmental crises, and that it reflects in how places with connections to her and her works are viewed and experienced. The data further show that themes in the Moomin books are viewed in parallel to what is perceived as Finnish values, such as care for others, equality and respect for nature. Finland is also imagined as a fairytalesque land, both the home of the writer and even of the Moomins themselves.},
keywords = {Belonging, Finland, Media-induced tourism, Moomin, Tove Jansson},
pubstate = {published},
tppubtype = {article}
}
Garda, Maria B.; Nylund, Niklas; Suominen, Jaakko
Unexpected Monument: Media Attention and Maintenance Work behind the Restoration of the Finnish Educational Game Promille (1990) Journal Article
In: ROMchip: a journal of game histories, vol. 5, iss. 1, 2023, ISSN: 2573-9794.
Abstract | Links | Tags: Alois Riegl, Computer games, Finland, Finnish video games, Heritage, Maintenance, Promille, Repair, Unintentional monument
@article{Garda2023,
title = {Unexpected Monument: Media Attention and Maintenance Work behind the Restoration of the Finnish Educational Game Promille (1990)},
author = {Maria B. Garda and Niklas Nylund and Jaakko Suominen },
url = {https://romchip.org/index.php/romchip-journal/article/view/190},
issn = {2573-9794},
year = {2023},
date = {2023-07-31},
urldate = {2023-07-31},
journal = {ROMchip: a journal of game histories},
volume = {5},
issue = {1},
abstract = {This article is a contextual historical study focused on the restoration process of a Finnish educational PC game, Promille (Tietotoimisto, 1990). In 2017, a floppy disk containing the previously unknown (to historians and hobbyists) game was found by chance in the city woods of Tampere, Finland. These unusual circumstances and the following repair efforts, undertaken as a collaboration between the local retrogaming circles and the Finnish Museum of Games in Tampere, attracted national media attention. This paper aims at reconstructing and contextualizing these events while at the same time reflecting on the cultural practices of maintenance and repair at public and private memory institutions in Finland, and how the case of Promille has affected the local heritage community. The study contributes to the theoretical discussions around the heritagization of games and revisits Alois Riegl’s concept of unintentional monuments in relation to game cultures.},
keywords = {Alois Riegl, Computer games, Finland, Finnish video games, Heritage, Maintenance, Promille, Repair, Unintentional monument},
pubstate = {published},
tppubtype = {article}
}
2021
Paasonen, Susanna; Karhulahti, Veli-Matti
Finnish Fuck Games: A Lost Historical Footnote Book Section
In: Navarro-Remesal, Víctor; Pérez-Latorre, Óliver (Ed.): Perspectives on the European Videogame, pp. 75-90, Amsterdam University Press, 2021, ISBN: 9789048550623.
Abstract | Links | Tags: Demoscene, DIY labour, Finland, Gameplay, Sexuality
@incollection{Paasonen2021,
title = {Finnish Fuck Games: A Lost Historical Footnote},
author = {Susanna Paasonen and Veli-Matti Karhulahti},
editor = {Víctor Navarro-Remesal and Óliver Pérez-Latorre},
doi = {10.1515/9789048550623-005},
isbn = {9789048550623},
year = {2021},
date = {2021-12-14},
booktitle = {Perspectives on the European Videogame},
pages = {75-90},
publisher = {Amsterdam University Press},
abstract = {Our chapter provides a qualitative analysis of four selected independently developed Finnish ‘fuck games’—a term we use for playable software typically implying or simulating sexual intercourse. These titles from the 1980s and 1990s offer regional evidence for the argument that, as it has historically been the case with other media technologies, sex serves as a creative space for both the development and play of early videogames. This opens a perspective from which to better understand the overall development and history of pre-Internet DIY labour within game design.},
keywords = {Demoscene, DIY labour, Finland, Gameplay, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
Mäyrä, Frans
“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)” other
2021.
Abstract | Tags: Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games
@other{Mäyrä2021b,
title = {“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”},
author = {Frans Mäyrä},
editor = {Mark J.P. Wolf},
isbn = {978-1-4408-7020-0},
year = {2021},
date = {2021-05-24},
booktitle = {Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming},
publisher = {Greenwood},
abstract = {[several new and updated short encyclopedia articles]},
keywords = {Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
2020
Kinnunen, Jani; Taskinen, Kirsi; Mäyrä, Frans
Pelaajabarometri 2020: Pelaamista koronan aikaan Technical Report
2020, ISBN: 978-952-03-1786-7.
Abstract | Links | Tags: Finland, Pelaajat, Pelaajatutkimus, Pelikulttuuri, Suomi
@techreport{Kinnunen2020,
title = {Pelaajabarometri 2020: Pelaamista koronan aikaan},
author = {Jani Kinnunen and Kirsi Taskinen and Frans Mäyrä},
url = {https://urn.fi/URN:ISBN:978-952-03-1786-7},
isbn = {978-952-03-1786-7},
year = {2020},
date = {2020-11-09},
urldate = {2020-11-09},
publisher = {Tampere University Press},
abstract = {Keskeisiä tuloksia
- Suomalaisista 98,2 % pelaa ainakin joskus pelejä. Digitaalisia pelejä ainakin joskus pelaa 78,7 % suomalaisista. Luvut ovat hieman edellistä Pelaajabarometriä korkeammat.
- Suomalaiset kokevat ei-digitaalisen ja digitaalisen pelaamisensa lisääntyneen koronan aiheuttamissa poikkeusoloissa.
- Rahapelaamisen on koettu pikemminkin vähentyneen kuin lisääntyneen poikkeusoloissa. Kuitenkin yli 80 % vastaajista on sitä mieltä, että heidän rahapelaamisensa on pysynyt samalla tasolla poikkeusoloja edeltävään aikaan nähden.
- Erityisesti korttipelit sekä lauta- ja seurapelit ovat lisänneet suosiotaan. Myös oppimispelit ovat aiempaa suositumpia.
- Tulosten perusteella lasten ja vanhempien yhteinen pelaaminen vaikuttaa lisääntyneen poikkeusoloissa. Tämä koskee niin viihteellistä pelaamista kuin oppimispelejä.
- Vaikka 10-19-vuotiaat pelaavat eniten ja monipuolisimmin, 40- 49-vuotiaiden ikäryhmässä pelaaminen ja pelaamiseen liittyvät ongelmat ovat lisääntyneet verrattuna edelliseen
Pelaajabarometriin.
- Pelaamiseen liittyviä ongelmia on kohdannut eniten nuorin ikäryhmä. Lapset ja nuoret myös kokevat muita useammin, että pelaamiseen liittyvät ongelmat ovat lisääntyneet poikkeusoloissa.
- Digipelaamiseen käytetään huomattavasti enemmän aikaa kuin aiemmissa Pelaajabarometreissä. Syynä on todennäköisesti koronan aiheuttamat poikkeusolot. Pelaamiseen liittyvä rahankäyttö ei kuitenkaan ole lisääntynyt samalla tavalla.
- Miehet käyttävät yli kaksi kertaa enemmän aikaa ja lähes neljä kertaa enemmän rahaa digipelaamiseen verrattuna naisiin.
- Yli puolet suomalaisista on sitä mieltä, että pelaaminen on hyödyllistä.},
keywords = {Finland, Pelaajat, Pelaajatutkimus, Pelikulttuuri, Suomi},
pubstate = {published},
tppubtype = {techreport}
}
- Suomalaisista 98,2 % pelaa ainakin joskus pelejä. Digitaalisia pelejä ainakin joskus pelaa 78,7 % suomalaisista. Luvut ovat hieman edellistä Pelaajabarometriä korkeammat.
- Suomalaiset kokevat ei-digitaalisen ja digitaalisen pelaamisensa lisääntyneen koronan aiheuttamissa poikkeusoloissa.
- Rahapelaamisen on koettu pikemminkin vähentyneen kuin lisääntyneen poikkeusoloissa. Kuitenkin yli 80 % vastaajista on sitä mieltä, että heidän rahapelaamisensa on pysynyt samalla tasolla poikkeusoloja edeltävään aikaan nähden.
- Erityisesti korttipelit sekä lauta- ja seurapelit ovat lisänneet suosiotaan. Myös oppimispelit ovat aiempaa suositumpia.
- Tulosten perusteella lasten ja vanhempien yhteinen pelaaminen vaikuttaa lisääntyneen poikkeusoloissa. Tämä koskee niin viihteellistä pelaamista kuin oppimispelejä.
- Vaikka 10-19-vuotiaat pelaavat eniten ja monipuolisimmin, 40- 49-vuotiaiden ikäryhmässä pelaaminen ja pelaamiseen liittyvät ongelmat ovat lisääntyneet verrattuna edelliseen
Pelaajabarometriin.
- Pelaamiseen liittyviä ongelmia on kohdannut eniten nuorin ikäryhmä. Lapset ja nuoret myös kokevat muita useammin, että pelaamiseen liittyvät ongelmat ovat lisääntyneet poikkeusoloissa.
- Digipelaamiseen käytetään huomattavasti enemmän aikaa kuin aiemmissa Pelaajabarometreissä. Syynä on todennäköisesti koronan aiheuttamat poikkeusolot. Pelaamiseen liittyvä rahankäyttö ei kuitenkaan ole lisääntynyt samalla tavalla.
- Miehet käyttävät yli kaksi kertaa enemmän aikaa ja lähes neljä kertaa enemmän rahaa digipelaamiseen verrattuna naisiin.
- Yli puolet suomalaisista on sitä mieltä, että pelaaminen on hyödyllistä.
Komulainen, Lauri; Sotamaa, Olli
IGDA Finland Hubs and Their Role in Local Game Development Proceedings Article
In: Turunen, Markku (Ed.): AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek January 2020, pp. 92-99, ACM, 2020, ISBN: 978-1-4503-7774-4.
Abstract | Links | Tags: Community of practice, Finland, Game development, Game industry, IGDA
@inproceedings{Komulainen2020,
title = {IGDA Finland Hubs and Their Role in Local Game Development},
author = {Lauri Komulainen and Olli Sotamaa},
editor = {Markku Turunen},
url = {http://urn.fi/URN:NBN:fi:tuni-202005285778
},
doi = {10.1145/3377290.3377294},
isbn = {978-1-4503-7774-4},
year = {2020},
date = {2020-01-01},
booktitle = {AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek January 2020},
pages = {92-99},
publisher = {ACM},
abstract = {Game development is often considered to be a community-based industry, where social networks and flow of information are vital to both individual and company development. The International Game Developers Association (IGDA) works to promote and support individual game developers by hosting local monthly gatherings worldwide. This study investigates the effects of the IGDA Finland hubs in Tampere and Kajaani. By interviewing the attendees to the IGDA events in the respective areas we aim to understand how an IGDA hub affects the local game development scene, and how the attendees perceive the uses of the events.
The results show that IGDA Finland events can attract a diverse group of people with variety of motivations. Aggregating different insights and accelerating the flow of information seems important for people in very different positions. At the same time, the felt benefits for individuals seem to vary significantly based on the career phase and the expert role. Overall, IGDA gatherings are importantly connected to modes of learning in communities of practice, as they can initiate different communal processes that then continue outside the immediate meetings.},
keywords = {Community of practice, Finland, Game development, Game industry, IGDA},
pubstate = {published},
tppubtype = {inproceedings}
}
The results show that IGDA Finland events can attract a diverse group of people with variety of motivations. Aggregating different insights and accelerating the flow of information seems important for people in very different positions. At the same time, the felt benefits for individuals seem to vary significantly based on the career phase and the expert role. Overall, IGDA gatherings are importantly connected to modes of learning in communities of practice, as they can initiate different communal processes that then continue outside the immediate meetings.
2019
Stenros, Jaakko; Sihvonen, Tanja
Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing Journal Article
In: Analog Game Studies, vol. 4, iss. 4, 2019, ISSN: 2643-7112.
Links | Tags: Finland, Identity, Larp, Live-action role playing, Queer
@article{Stenros2019b,
title = {Queer while Larping: Community, Identity, and Affective Labor in Nordic Live Action Role-Playing},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {https://analoggamestudies.org/2019/12/queer-while-larping-community-identity-and-affective-labor-in-nordic-live-action-role-playing/},
issn = {2643-7112},
year = {2019},
date = {2019-12-23},
urldate = {2019-12-23},
journal = {Analog Game Studies},
volume = {4},
issue = {4},
keywords = {Finland, Identity, Larp, Live-action role playing, Queer},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Koskimaa, Raine
On the Prevalence of Addicted or Problematic Gaming in Finland Journal Article
In: Addictive Behaviors Reports, vol. 10, no. 100225, 2019, ISSN: 2352-8532.
Abstract | Links | Tags: Finland, Gaming disorder, Internet gaming disorder, Prevalence
@article{Karhulahti2019b,
title = {On the Prevalence of Addicted or Problematic Gaming in Finland},
author = {Veli-Matti Karhulahti and Raine Koskimaa},
url = {http://urn.fi/URN:NBN:fi:jyu-201911295056},
doi = {10.1016/j.abrep.2019.100225},
issn = {2352-8532},
year = {2019},
date = {2019-12-01},
journal = {Addictive Behaviors Reports},
volume = {10},
number = {100225},
abstract = {We bring attention to a notable unreported “gaming addiction” or “problem gaming” prevalence data set that adds significantly to both the DSM-5′s call for further Internet Gaming Disorder research as well as many other scientific encouragements for more wide-ranging reports on the topic.},
keywords = {Finland, Gaming disorder, Internet gaming disorder, Prevalence},
pubstate = {published},
tppubtype = {article}
}
