2022
Saarikoski, Petri; Lindfors, Antti; Suominen, Jaakko; Reunanen, Markku
The Illuminatus Space Game: From an April Fools’ Joke to Digital Cultural Heritage Book Section
In: Giappone, Krista Bonello Rutter; Majkowski, Tomasz Z.; Švelch, Jaroslav (Ed.): Video Games and Comedy, Palgrave Macmillan Cham, 2022, ISBN: 978-3-030-88338-6.
Abstract | Links | Tags: 1980s, April Fools' joke, Cultural memory, Digital culture, Game journalism, Home computers, Humour, Simulation games
@incollection{Saarikoski2022,
title = {The Illuminatus Space Game: From an April Fools’ Joke to Digital Cultural Heritage},
author = {Petri Saarikoski and Antti Lindfors and Jaakko Suominen and Markku Reunanen},
editor = {Krista Bonello Rutter Giappone and Tomasz Z. Majkowski and Jaroslav Švelch},
url = {https://link.springer.com/chapter/10.1007/978-3-030-88338-6_7},
doi = {http://dx.doi.org/10.1007/978-3-030-88338-6_7},
isbn = {978-3-030-88338-6},
year = {2022},
date = {2022-03-26},
urldate = {2022-03-26},
booktitle = {Video Games and Comedy},
publisher = {Palgrave Macmillan Cham},
series = {Palgrave Studies in Comedy},
abstract = {In April 1989, the leading Finnish computer hobbyist magazine MikroBitti published a glowing preview of a 3D space-faring game called Illuminatus. It was described as an epic space flight, trading, combat and empire building title that was more than a game, rather a way of life. In reality, the game did not exist at all, but the April Fools’ joke was taken seriously by many readers. In this chapter we analyse the cultural and historical context of the prank, its plausibility, and repercussions. The technological optimism of the decade is an important backdrop for the joke, and the journalist behind it cleverly evoked the hopes and expectations of the audience. Even after more than three decades, Illuminatus is still referenced and remembered within Finnish enthusiast circles. Interestingly, it appears that the (non-) existence of the game hardly matters at all in the long run, as it has become part of the shared cultural memory of a hobbyist generation, just as if it had been any popular game of the time. },
keywords = {1980s, April Fools' joke, Cultural memory, Digital culture, Game journalism, Home computers, Humour, Simulation games},
pubstate = {published},
tppubtype = {incollection}
}
2021
Rannanpiha, Joni-Tatu; Tyni, Heikki; Sotamaa, Olli
Suomalainen peliteollisuus ja mobiilipelit Pelit-lehdessä vuosina 1992–2014 Journal Article
In: Pelitutkimuksen vuosikirja 2021, pp. 4-29, 2021, ISSN: 1798-355X.
Abstract | Links | Tags: Aikakauslehdet, Finnish game industry, Game journalism, Mobiilipelit, Mobile games, Pelijournalismi, Pelit magazine, Pelit-lehti, Periodicals, Suomalainen peliteollisuus
@article{Rannanpiha2021,
title = {Suomalainen peliteollisuus ja mobiilipelit Pelit-lehdessä vuosina 1992–2014},
author = {Joni-Tatu Rannanpiha and Heikki Tyni and Olli Sotamaa},
url = {https://urn.fi/URN:NBN:fi:tuni-202112209410},
issn = {1798-355X},
year = {2021},
date = {2021-12-15},
journal = {Pelitutkimuksen vuosikirja 2021},
pages = {4-29},
abstract = {Artikkeli tarkastelee, miten suomalaisia digitaalisia pelejä, pelinkehittäjiä ja peliyrityksiä on käsitelty Pelit-lehdessä vuosina 1992–2014. Selvitämme, millaisena kotimainen peliteollisuus on esitetty ja ketkä ovat päässeet ääneen. Kiinnitämme erityistä huomiota mobiilipelien käsittelyssä tapahtuneisiin muutoksiin. Tutkimuksen perusteella voidaan todeta, että tarkastelujakson aikana suomalaisia pelejä koskevien juttujen määrä on tasaisesti kasvanut. Mobiilipelien osuus tässä kirjoittelussa on myös kasvanut 2000-luvun alusta lähtien ja eritoten 2010-luvulla. Pelit-lehden suhde mobiilipeleihin on kuitenkin ristiriitainen, ja neuvottelu mobiilipelien ja "oikeiden" pelien välillä on tämän määrittelykamppailun keskeinen jännite.},
keywords = {Aikakauslehdet, Finnish game industry, Game journalism, Mobiilipelit, Mobile games, Pelijournalismi, Pelit magazine, Pelit-lehti, Periodicals, Suomalainen peliteollisuus},
pubstate = {published},
tppubtype = {article}
}
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja (Ed.)
Pelitutkimuksen vuosikirja 2021 Book
Pelitutkimuksen seura ry, 2021, ISSN: 1798-355X.
Abstract | Links | Tags: Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli
@book{Arjoranta2021b,
title = {Pelitutkimuksen vuosikirja 2021},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo},
url = {https://pelitutkimus.journal.fi/issue/view/7755},
issn = {1798-355X},
year = {2021},
date = {2021-12-15},
urldate = {2021-12-15},
publisher = {Pelitutkimuksen seura ry},
abstract = {Vuoden 2021 vuosikirja koostuu kolmesta tutkimusartikkelista, kahdesta katsausartikkelista, yhdestä esseestä, kahdesta arviosta sekä neljästä lektiosta.},
keywords = {Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli},
pubstate = {published},
tppubtype = {book}
}
2020
Suominen, Jaakko
Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s Proceedings Article
In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
Abstract | Links | Tags: Everyday history, Game journalism, Historiography of digital games, Nostalgia, Timelines
@inproceedings{Suominen2020b,
title = {Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s},
author = {Jaakko Suominen},
url = {http://www.digra.org/digital-library/publications/popular-history-historical-awareness-of-digital-gaming-in-finland-from-the-1980s-to-the-2010s/},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {This paper studies the popular historiography of digital gaming. By using the Finnish context as a case example and analyzing hundreds of popular game-history-related articles, mostly from computer and game hobbyist magazines and newspapers, the paper presents a categorization of four different waves of historical awareness. All the waves emphasized different ways of writing and presenting game history, some focusing more on global issues and some on national and local phenomena. Some of the material was more oriented to personal or individual experiences and some merely toward the collective or general characteristics of gaming. The four-wave categorization and presented topics can be applied to other game historiographical studies to create a richer picture of how the academic and popular histories of games and game cultures have been written.},
keywords = {Everyday history, Game journalism, Historiography of digital games, Nostalgia, Timelines},
pubstate = {published},
tppubtype = {inproceedings}
}
