2025
Suominen, Jaakko
Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s Proceedings Article
In: Conference Proceedings of Nordic DiGRA 2025 , 2025.
Abstract | Links | Tags: Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability
@inproceedings{Suominen2025,
title = {Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s},
author = {Jaakko Suominen },
url = {https://dl.digra.org/index.php/dl/article/view/2412
https://dl.digra.org/index.php/dl/article/view/2412/2405},
year = {2025},
date = {2025-05-26},
urldate = {2025-05-26},
booktitle = {Conference Proceedings of Nordic DiGRA 2025 },
issuetitle = {Hope: Envisioning the Future of Game Cultures},
abstract = {This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.},
keywords = {Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Malinen, Ville
Green Capital of Simulated Entertainment: The Reformed Relationship Between Motorsports and Sim Racing and Their Sustainability Proceedings Article
In: Rantanen, M. M.; Westerstrand, S.; Sahlgren, O.; Koskinen, J. (Ed.): Proceedings of the Conference on Technology Ethics 2023: Tethics 2023, RWTH Aachen University, 2023, ISSN: 1613-0073.
Abstract | Links | Tags: Bourdieu, Esports, Greenwashing, Motorsports, Sustainability
@inproceedings{Malinen2023,
title = {Green Capital of Simulated Entertainment: The Reformed Relationship Between Motorsports and Sim Racing and Their Sustainability},
author = {Ville Malinen },
editor = {M. M. Rantanen and S. Westerstrand and O. Sahlgren and J. Koskinen},
url = {https://ceur-ws.org/Vol-3582/FP_02.pdf
https://jyx.jyu.fi/handle/123456789/92871},
issn = {1613-0073},
year = {2023},
date = {2023-10-19},
urldate = {2023-10-19},
booktitle = {Proceedings of the Conference on Technology Ethics 2023: Tethics 2023},
number = {3582},
publisher = {RWTH Aachen University},
series = {CEUR Workshop Proceedings},
abstract = {This article suggests that the rising visibility and status of sim racing may lead to new challenges owing to its increased synergy with motorsports. Risks are accelerated because of the position of sim racing between motorsports and esports, and the lack of institutional resources and sustainable, healthy ecosystem faced by sim racing. These lacks also increase the tendency for image–cleaning actionssuch as greenwashing. The position and status of these sports were viewed through Pierre Bourdieu’s theoretical concepts, including capitals and doxa. The collaborations and status that sim racing has achieved has allegedly subjected it to more criticism for its ethical aspects, namely environmental friendliness and accessibility. Further adoption of traditional sports institutionalization to compensate the lack of a clear structure for sim racing might not be ideal. This is due to the possibility of ethical conflicts of the motorsports world emigrating to sim racing.
},
keywords = {Bourdieu, Esports, Greenwashing, Motorsports, Sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Thibault, Mattia; Fernandez Galeote, Daniel; Macey, Joseph; Jylhä, Henrietta
Forests in Digital Games - An Ecocritical Framework Proceedings Article
In: Karpouzis, Kostas; Gualeni, Stefano; Pirker, Johanna; Fowler, Allan (Ed.): FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM, 2022, ISBN: 978-1-4503-9795-7.
Abstract | Links | Tags: Digital gaming, Ecocriticism, Ideology, Sustainability, Woodland
@inproceedings{Thibault2022,
title = {Forests in Digital Games - An Ecocritical Framework},
author = {Mattia Thibault and Fernandez Galeote, Daniel and Joseph Macey and Henrietta Jylhä},
editor = {Kostas Karpouzis and Stefano Gualeni and Johanna Pirker and Allan Fowler},
url = {https://dl.acm.org/doi/pdf/10.1145/3555858.3555941},
doi = {10.1145/3555858.3555941},
isbn = {978-1-4503-9795-7},
year = {2022},
date = {2022-11-04},
urldate = {2022-11-04},
booktitle = {FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games},
publisher = {ACM},
abstract = {Forests are, both culturally and ecologically, one of the most important environments on our planet. As such, there are countless representations of them - with Digital Games being no exception. In this paper we adopt the perspective of ecocriticism, which regards the analysis of the textual portrayal of physical environments of the natural world. In particular, we propose here a framework for the analysis of forest representations in digital games, mindful of the many different layers that coexist together: cultural, discursive, representational and ludic. In order to test our framework and to showcase its potential, in the last section we present a brief analysis of the slicing game Jack Lumber and of the ideological tensions that emerge from the game.},
keywords = {Digital gaming, Ecocriticism, Ideology, Sustainability, Woodland},
pubstate = {published},
tppubtype = {inproceedings}
}
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 Journal Article
In: International Journal of Esports, vol. 1, iss. 1, 2022, ISBN: 2634-1069.
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.
2020
Leorke, Dale; Owens, Marcus
Introduction: Connecting Games, Play and Urban Discourse Book Section
In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 1-26, Routledge, 2020, ISBN: 978-0-367-44123-4.
Links | Tags: Creative cities, Game studies, Resilience, Smart city, Sustainability, Urban policy, Urban studies
@incollection{Leorke2020b,
title = {Introduction: Connecting Games, Play and Urban Discourse},
author = {Dale Leorke and Marcus Owens },
editor = {Dale Leorke and Marcus Owens },
doi = {10.4324/9781003007760},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-12-31},
booktitle = {Games and Play in the Creative, Smart and Ecological City},
pages = {1-26},
publisher = {Routledge},
keywords = {Creative cities, Game studies, Resilience, Smart city, Sustainability, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {incollection}
}
Leorke, Dale; Owens, Marcus
Games and Play in the Creative, Smart and Ecological City Book
Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Tags: Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies
@book{Leorke2020c,
title = {Games and Play in the Creative, Smart and Ecological City},
author = {Dale Leorke and Marcus Owens},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-11-16},
publisher = {Routledge},
abstract = {This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
},
keywords = {Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {book}
}
