2025
Tyni, Heikki; Sotamaa, Olli; Myöhänen, Taina
Understanding Game Data Work Journal Article
In: Big Data and Society, vol. 12, iss. 1, 2025, ISSN: 2053-9517.
Abstract | Links | Tags: Data, Data analytics, Digital gaming, Game industry
@article{nokey,
title = {Understanding Game Data Work},
author = {Heikki Tyni and Olli Sotamaa and Taina Myöhänen},
url = {https://doi.org/10.1177/20539517241309892},
doi = {10.1177/20539517241309892},
issn = {2053-9517},
year = {2025},
date = {2025-01-21},
journal = {Big Data and Society},
volume = {12},
issue = {1},
abstract = {The game industry's content production, maintenance of live games, and processes of acquiring production funding increasingly rely on various kinds of data and its rigorous analysis. These new needs and functions have generated emerging forms of work, such as those of the data analyst, data engineer, and data scientist. Through in-depth interviews with 20 Finnish game industry professionals and an analysis of game industry job advertisements, this paper examines the work and identity of game industry data workers. Drawing from scholarship focused on game production, game work, and data labour, this article argues that organisational practices surrounding data professionals reveal the centrality of high-level data work in game studios focused on live service games and that data work is now performed not just by data analysts, but by the entire staff and management. As a precursor to the wider creative industries, we argue that creative work and data work in game companies are gradually converging, due to the datafied work environment facilitating datafied game work and the work of data professionals increasingly intertwining with creative tasks. Complicating the previous game studio hierarchy is the data analyst's dual role as both a subservient support function and a central broker of data. Adding nuance to this, the article argues that an important aspect of the work of bespoke data professionals in game companies is communication, in contrast to the high-level quantitative tasks often associated with analysis.},
keywords = {Data, Data analytics, Digital gaming, Game industry},
pubstate = {published},
tppubtype = {article}
}
2023
Meriläinen, Mikko; Hietajärvi, Lauri; Aurava, Riikka; Stenros, Jaakko
Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-being Outcomes Journal Article
In: Telematics and Informatics Reports , vol. 12, 2023, ISSN: 2772-5030.
Abstract | Links | Tags: Academic adjustment, Digital gaming, Gaming motives, Internalising symptoms, Wellbeing, Youth
@article{nokey,
title = {Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-being Outcomes},
author = {Mikko Meriläinen and Lauri Hietajärvi and Riikka Aurava and Jaakko Stenros},
url = {https://doi.org/10.1016/j.teler.2023.100104
https://www.sciencedirect.com/science/article/pii/S2772503023000646},
doi = {10.1016/j.teler.2023.100104},
issn = {2772-5030},
year = {2023},
date = {2023-10-21},
urldate = {2023-10-21},
journal = {Telematics and Informatics Reports },
volume = {12},
abstract = {Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.},
keywords = {Academic adjustment, Digital gaming, Gaming motives, Internalising symptoms, Wellbeing, Youth},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko; Ruotsalainen, Maria
The Light, the Dark, and Everything Else: Making Sense of Young People's Digital Gaming Journal Article
In: Frontiers in Psychology, vol. 14, 2023.
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Everyday life, Social worlds, Thematic analysis, Transmedia, Young people
@article{Meriläinen2023b,
title = {The Light, the Dark, and Everything Else: Making Sense of Young People's Digital Gaming},
author = {Mikko Meriläinen and Maria Ruotsalainen },
url = {https://doi.org/10.3389/fpsyg.2023.1164992
https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2023.1164992/full},
doi = {10.3389/fpsyg.2023.1164992},
year = {2023},
date = {2023-06-12},
urldate = {2023-06-12},
journal = {Frontiers in Psychology},
volume = {14},
abstract = {Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.},
keywords = {Digital gaming, Digital gaming relationship, Everyday life, Social worlds, Thematic analysis, Transmedia, Young people},
pubstate = {published},
tppubtype = {article}
}
Meriläinen, Mikko
Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory Journal Article
In: Entertainment Computing, vol. 44, 2023, ISSN: 1875-9521.
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth
@article{Meriläinen2023,
title = {Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202303223093
},
doi = {https://doi.org/10.1016/j.entcom.2022.100538},
issn = {1875-9521},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
journal = {Entertainment Computing},
volume = {44},
abstract = {Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.},
keywords = {Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth},
pubstate = {published},
tppubtype = {article}
}
2022
Kinnunen, Jani; Meriläinen, Mikko; Männikkö, Niko; Mustonen, Terhi
Digipelaamisen yhteiskunnallinen merkitys other
2022.
Links | Tags: Addiction, Digital gaming, Society
@other{Kinnunen2022b,
title = {Digipelaamisen yhteiskunnallinen merkitys},
author = {Jani Kinnunen and Mikko Meriläinen and Niko Männikkö and Terhi Mustonen},
editor = {Hannu Alho and Mauri Aalto and Sari Castrén and Mari Pajula},
url = {https://researchportal.tuni.fi/fi/publications/digipelaamisen-yhteiskunnallinen-merkitys},
isbn = {978-952-360-061-4},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
booktitle = {Peliriippuvuus},
pages = {37-39},
publisher = {Kustannus Oy Duodecim},
keywords = {Addiction, Digital gaming, Society},
pubstate = {published},
tppubtype = {other}
}
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}
}
Suominen, Jaakko
Digitaalisen pelaamisen tiloja ja vaiheita Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Digital games, Digital gaming, Game history
@incollection{Suominen2022d,
title = {Digitaalisen pelaamisen tiloja ja vaiheita},
author = {Jaakko Suominen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://research.utu.fi/converis/portal/detail/Publication/174949638},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {7},
keywords = {Digital games, Digital gaming, Game history},
pubstate = {published},
tppubtype = {incollection}
}
Meriläinen, Mikko
Pandemic Rhythms: Adults' Gaming in Finland During the Spring 2020 COVID-19 Restrictions Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, vol. Pre-print, 2022, ISSN: 1354-8565.
Abstract | Links | Tags: Coping, COVID-19, Digital gaming, Everyday life, Family, Non-digital gaming, Rhythm analysis, Situated gaming, Thematic analysis
@article{Meriläinen2022b,
title = {Pandemic Rhythms: Adults' Gaming in Finland During the Spring 2020 COVID-19 Restrictions},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202203232696},
doi = {10.1177/13548565221077582},
issn = {1354-8565},
year = {2022},
date = {2022-03-02},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {Pre-print},
abstract = {This qualitative study examines how the spring 2020 COVID-19 restriction measures impacted adults’ gaming in Finland. The study draws on a thematic analysis of qualitative data (N = 201) collected in April 2020, which is explored through the lens of Apperley’s (2010) theory of gaming rhythms. The results illuminate the ways in which gaming was situated in everyday life both during and before the COVID-19 restrictions, and how the pandemic and its associated restrictions disrupted, reinforced, and reconfigured the everyday rhythms of gaming. The situation impacted individuals and families differently, being beneficial to some and detrimental to others, contingent on other aspects of respondents’ lives. The results underline how an individual’s gaming does not happen in isolation, but takes place in the confines of everyday life, shaped by factors outside the individual’s control. Developing Apperley’s theory, the results show that gaming can be a very resilient activity, given the right circumstances.},
keywords = {Coping, COVID-19, Digital gaming, Everyday life, Family, Non-digital gaming, Rhythm analysis, Situated gaming, Thematic analysis},
pubstate = {published},
tppubtype = {article}
}
2021
Meriläinen, Mikko
Crooked Views and Relaxed Rules: How Teenage Boys Experience Parents' Handling of Digital Gaming Journal Article
In: Media and Communication, vol. 9, iss. 1, pp. 62-72, 2021, ISSN: 2183-2439.
Abstract | Links | Tags: Digital gaming, Game literacy, Gaming literacy, Media education, Parental mediation, Parenting
@article{Meriläinen2021,
title = {Crooked Views and Relaxed Rules: How Teenage Boys Experience Parents' Handling of Digital Gaming},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202104213249},
doi = {doi:10.17645/mac.v9i1.3193},
issn = {2183-2439},
year = {2021},
date = {2021-01-06},
journal = {Media and Communication},
volume = {9},
issue = {1},
pages = {62-72},
abstract = {Digital gaming is a major part of the current media landscape. Parents employ a variety of practices, such as limiting gaming time and discussing games, when addressing their childrens’ gaming. Yet, there is still a notable gaming-related generational gap between adolescents and their parents. In this qualitative study, gaming-related parenting practices and parents’ and teenagers’ views are examined through a thematic analysis of reports from Finnish, 16–19-year-old, active game players. The results suggest a core tension between elements of protection and understanding. Perceived parental attitudes towards gaming ranged from excessively negative to indifferent to very positive. These attitudes were not static, but instead changed according to life situations and parents’ familiarity with gaming. Young game players’ perceptions and views were also not uniform. Respondents indicated the need for both parental understanding of games and gaming, and parents’ responsibilities in limiting gaming, particularly in the case of younger children. Implications for parenting and future research are discussed.},
keywords = {Digital gaming, Game literacy, Gaming literacy, Media education, Parental mediation, Parenting},
pubstate = {published},
tppubtype = {article}
}
2020
Meriläinen, Mikko
Kohti pelisivistystä: Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä PhD Thesis
2020, ISSN: 2489–2297.
Abstract | Links | Tags: Adverse gaming consequences, Bildung, Digitaalinen pelaaminen, Digital gaming, Game education, Game literacy, Media education, Mediakasvatus, Nuoret, Pelihaitat, Pelikasvatus, Pelisivistys, Youth
@phdthesis{Meriläinen2020c,
title = {Kohti pelisivistystä: Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä},
author = {Mikko Meriläinen},
url = {http://urn.fi/URN:ISBN:978-951-51-5791-1},
issn = {2489–2297},
year = {2020},
date = {2020-01-25},
urldate = {2020-01-25},
publisher = {Helsingin yliopisto},
abstract = {Digital gaming has become an important pastime and phenomenon especially among adolescents and young adults, and the growth of the phenomenon has brought with it new challenges for parenting. The study looks at the requirements that Finnish youth’s (aged 13–30) gaming motives, experiences of adverse effects, and gaming-related parenting place on game education. The concept of pelisivistys (being gaming literate) is presented and serves as a lens through which key issues in game education are examined.
The three substudies of the study explored young people’s experiences of their gaming: why they spent time gaming, what adverse consequences they had encountered and how they viewed gaming-related parenting. The results revealed a broad range of different game players, gaming experiences, and ways of gaming. While games provided important experiences of autonomy, relatedness, and competence, they also helped kill time and alleviate boredom.
Respondents who spent the most time gaming reported more adverse consequences than other respondents, but the connection between time spent gaming and adverse consequences was not linear. Time spent gaming was not a reliable predictor of adverse consequences, as gaming motives and experiences of excessive gaming were related to experiencing gaming-related harm. Young game players were aware of risks related to gaming and sought to prevent them. Based on the results, gaming does not appear to pose a significant threat to the well-being of Finnish youth on a population level, but on an individual level the effects can be considerable, especially if gaming ties in with existing problems.
Experiences of gaming-related parenting varied. Parents’ attitudes towards gaming ranged from very negative to highly positive, which was reflected in parenting practices. The need for parents to both understand gaming and prevent harm was prominent in respondents’ views on gaming-related parenting.
The results of the study are examined in the light of previous research and public discourse. Based on the results, suggestions are presented for game education that acknowledges the diversity of both young game players and gaming and promotes youth agency.
Digitaalinen pelaaminen on noussut merkittäväksi harrastukseksi ja ilmiöksi etenkin nuorten ja nuorten aikuisten parissa, ja tuonut mukanaan uudenlaisia kasvatuksellisia haasteita. Tutkimuksessa tarkastellaan, millaisia vaatimuksia suomalaisten nuorten (13–30-vuotiaat) pelaamismotiivit, kokemukset pelihaitoista ja pelaamiseen liittyvästä kasvatuksesta asettavat kotien pelikasvatukselle. Tutkimuksessa esitellään pelisivistyksen käsite ja tarkastellaan sen näkökulmasta pelikasvatuksen keskeisiä kysymyksiä.
Tutkimuksen kolmessa osatutkimuksessa tarkasteltiin pelaavien nuorten kokemuksia pelaamisestaan: miksi nuoret pelasivat, mitä haittoja nuoret olivat pelaamisen yhteydessä kokeneet ja miten nuoret olivat kokeneet pelaamisen käsittelyn kotikasvatuksessa. Tulokset paljastivat laajan kirjon erilaisia pelaajia, pelikokemuksia ja pelaamisen tapoja. Peleistä saatiin tärkeitä omaehtoisuuden, yhteenkuuluvuuden ja osaamisen kokemuksia, mutta ne olivat myös ajantappamista tylsinä hetkinä.
Runsaasti pelaavilla nuorilla esiintyi muita nuoria enemmän pelihaittoja. Pelaamisen määrä ei kuitenkaan ollut luotettava haitallisuuden mittari, vaan pelaamisen motiivit ja vastaajien omat kokemukset liikaa pelaamisesta olivat yhteydessä haittojen esiintymiseen. Nuoret olivat tietoisia pelaamiseen liittyvistä riskeistä ja pyrkivät ehkäisemään niitä. Tulosten perusteella pelaaminen ei vaikuta olevan suomalaisille nuorille merkittävä riski ikäluokkatasolla, mutta yksilötasolla vaikutukset voivat olla hyvinkin suuria, etenkin mikäli pelaaminen kytkeytyy muihin ongelmiin.
Nuorten kertomuksissa vanhempien asenteet pelaamista kohtaan vaihtelivat hyvin kielteisistä voimakkaan myönteisiin, mikä näkyi myös kasvatusvalinnoissa. Nuorten pelikasvatusnäkemyksissä korostuivat sekä pelaamisen ymmärtämisen ja myönteisen käsittelyn että haittojen ehkäisyn näkökulmat.
Tuloksia peilataan nuorten pelaamisen aiempaan tutkimukseen ja julkiseen keskusteluun. Tulosten perusteella annetaan suosituksia pelisivistykselliseen pelikasvatukseen, jossa huomioidaan sekä nuorten pelaajien että pelaamisen monimuotoisuus ja korostetaan nuorten toimijuutta.},
keywords = {Adverse gaming consequences, Bildung, Digitaalinen pelaaminen, Digital gaming, Game education, Game literacy, Media education, Mediakasvatus, Nuoret, Pelihaitat, Pelikasvatus, Pelisivistys, Youth},
pubstate = {published},
tppubtype = {phdthesis}
}
The three substudies of the study explored young people’s experiences of their gaming: why they spent time gaming, what adverse consequences they had encountered and how they viewed gaming-related parenting. The results revealed a broad range of different game players, gaming experiences, and ways of gaming. While games provided important experiences of autonomy, relatedness, and competence, they also helped kill time and alleviate boredom.
Respondents who spent the most time gaming reported more adverse consequences than other respondents, but the connection between time spent gaming and adverse consequences was not linear. Time spent gaming was not a reliable predictor of adverse consequences, as gaming motives and experiences of excessive gaming were related to experiencing gaming-related harm. Young game players were aware of risks related to gaming and sought to prevent them. Based on the results, gaming does not appear to pose a significant threat to the well-being of Finnish youth on a population level, but on an individual level the effects can be considerable, especially if gaming ties in with existing problems.
Experiences of gaming-related parenting varied. Parents’ attitudes towards gaming ranged from very negative to highly positive, which was reflected in parenting practices. The need for parents to both understand gaming and prevent harm was prominent in respondents’ views on gaming-related parenting.
The results of the study are examined in the light of previous research and public discourse. Based on the results, suggestions are presented for game education that acknowledges the diversity of both young game players and gaming and promotes youth agency.
Digitaalinen pelaaminen on noussut merkittäväksi harrastukseksi ja ilmiöksi etenkin nuorten ja nuorten aikuisten parissa, ja tuonut mukanaan uudenlaisia kasvatuksellisia haasteita. Tutkimuksessa tarkastellaan, millaisia vaatimuksia suomalaisten nuorten (13–30-vuotiaat) pelaamismotiivit, kokemukset pelihaitoista ja pelaamiseen liittyvästä kasvatuksesta asettavat kotien pelikasvatukselle. Tutkimuksessa esitellään pelisivistyksen käsite ja tarkastellaan sen näkökulmasta pelikasvatuksen keskeisiä kysymyksiä.
Tutkimuksen kolmessa osatutkimuksessa tarkasteltiin pelaavien nuorten kokemuksia pelaamisestaan: miksi nuoret pelasivat, mitä haittoja nuoret olivat pelaamisen yhteydessä kokeneet ja miten nuoret olivat kokeneet pelaamisen käsittelyn kotikasvatuksessa. Tulokset paljastivat laajan kirjon erilaisia pelaajia, pelikokemuksia ja pelaamisen tapoja. Peleistä saatiin tärkeitä omaehtoisuuden, yhteenkuuluvuuden ja osaamisen kokemuksia, mutta ne olivat myös ajantappamista tylsinä hetkinä.
Runsaasti pelaavilla nuorilla esiintyi muita nuoria enemmän pelihaittoja. Pelaamisen määrä ei kuitenkaan ollut luotettava haitallisuuden mittari, vaan pelaamisen motiivit ja vastaajien omat kokemukset liikaa pelaamisesta olivat yhteydessä haittojen esiintymiseen. Nuoret olivat tietoisia pelaamiseen liittyvistä riskeistä ja pyrkivät ehkäisemään niitä. Tulosten perusteella pelaaminen ei vaikuta olevan suomalaisille nuorille merkittävä riski ikäluokkatasolla, mutta yksilötasolla vaikutukset voivat olla hyvinkin suuria, etenkin mikäli pelaaminen kytkeytyy muihin ongelmiin.
Nuorten kertomuksissa vanhempien asenteet pelaamista kohtaan vaihtelivat hyvin kielteisistä voimakkaan myönteisiin, mikä näkyi myös kasvatusvalinnoissa. Nuorten pelikasvatusnäkemyksissä korostuivat sekä pelaamisen ymmärtämisen ja myönteisen käsittelyn että haittojen ehkäisyn näkökulmat.
Tuloksia peilataan nuorten pelaamisen aiempaan tutkimukseen ja julkiseen keskusteluun. Tulosten perusteella annetaan suosituksia pelisivistykselliseen pelikasvatukseen, jossa huomioidaan sekä nuorten pelaajien että pelaamisen monimuotoisuus ja korostetaan nuorten toimijuutta.
