2024
Arjoranta, Jonne
Miksi ihmiset pelaavat? Journal Article
In: Kleio, iss. 3, pp. 8-10, 2024, ISSN: 0356-181X.
Abstract | Tags: Leikkiminen, Pelaaminen, Pelikulttuuri, Vapaa-aika
@article{nokey,
title = {Miksi ihmiset pelaavat?},
author = {Jonne Arjoranta},
issn = {0356-181X},
year = {2024},
date = {2024-05-02},
journal = {Kleio},
issue = {3},
pages = {8-10},
abstract = {Ainakin kaikki selkärankaiset eläimet leikkivät. Tutkimuksen mukaan niinkin erilaiset eläimet kuin mustekalat ja todennäköisesti myös mehiläiset leikkivät. Todennäköisesti siis suurin osa eläimistä, jos eivät kaikki, leikkii jollain tapaa. Se voi tosin olla vaikea tunnistaa leikiksi, jos kyseinen eläin eroaa suuresti meistä ihmisistä.},
keywords = {Leikkiminen, Pelaaminen, Pelikulttuuri, Vapaa-aika},
pubstate = {published},
tppubtype = {article}
}
2022
Karhulahti, Veli-Matti; Heljakka, Katriina; Jo, Dongwon
From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea Journal Article
In: Korean Studies, iss. Early release, 2022, ISSN: 1529-1529.
Abstract | Links | Tags: Claw crane, Cuteness, Doll drawing, K-drama, Kidults, Kolikkopelit, Leikkiminen, Pehmolelut, Pelikulttuuri, Romantic play, Seurustelu, Transmedia culture
@article{Karhulahti2022i,
title = {From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea},
author = {Veli-Matti Karhulahti and Katriina Heljakka and Dongwon Jo},
url = {http://urn.fi/URN:NBN:fi:jyu-202212195750},
doi = {10.1353/ks.2018.0037},
issn = {1529-1529},
year = {2022},
date = {2022-12-30},
urldate = {2022-12-30},
journal = {Korean Studies},
issue = {Early release},
publisher = {University of Hawaii press},
abstract = {The claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the claw crane as a historical artifact that promotes diverse forms of human interaction and engagement in the techno-cultural and social context of South Korea. The claw crane (or in South Korea, rather the “toy crane”) is investigated by means of historical design analysis, a review of contemporary South Korean media texts, and field observations in Seoul. We suggest the claw crane to serve as a multipurpose medium for playful interactions beyond the act of play itself—and in South Korea, having become a means for playful courting and emotional support, which at times of anxiety, stress, and uncertainty may contribute to one’s confidence and belief in the future.},
keywords = {Claw crane, Cuteness, Doll drawing, K-drama, Kidults, Kolikkopelit, Leikkiminen, Pehmolelut, Pelikulttuuri, Romantic play, Seurustelu, Transmedia culture},
pubstate = {published},
tppubtype = {article}
}
2021
Järvenpää, Hanna
The Playful Affordances of Picture Book Apps for Children Journal Article
In: Eludamos: Journal for Computer Game Culture, vol. 12, iss. 1, pp. 149–167, 2021, ISSN: 1866-6124.
Abstract | Links | Tags: Affordances, Children's literature, Digitaaliset pelit, Digital children's literature, Digital play, E-kirjat, Kuvakirjat, Lastenkirjallisuus, Leikkiminen, Lukeminen, Mobiilisovellukset, Pelaaminen, Picture book apps
@article{Järvenpää2021,
title = {The Playful Affordances of Picture Book Apps for Children},
author = {Hanna Järvenpää},
url = {http://urn.fi/URN:NBN:fi:jyu-202109285009},
issn = {1866-6124},
year = {2021},
date = {2021-09-14},
journal = {Eludamos: Journal for Computer Game Culture},
volume = {12},
issue = {1},
pages = {149–167},
abstract = {The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.
The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps afford opportunities for a reading experience that contains features characteristic for children’s digital play. For this purpose, I adapt a specific model of close reading that focuses on the visual, auditory, tactile, and performative elements of children’s video games.
On the basis of the case studies, it seems that navigating a picture book app requires balancing between different modes of action: reading, playing, and exploring. Engagement with picture book apps has different forms that resemble the features of both traditional print reading and digital play. However, further examination of children’s playful reading practices and intergenerational play is necessary from a premise that recognizes playing with a book as a valuable research topic.
},
keywords = {Affordances, Children's literature, Digitaaliset pelit, Digital children's literature, Digital play, E-kirjat, Kuvakirjat, Lastenkirjallisuus, Leikkiminen, Lukeminen, Mobiilisovellukset, Pelaaminen, Picture book apps},
pubstate = {published},
tppubtype = {article}
}
The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps afford opportunities for a reading experience that contains features characteristic for children’s digital play. For this purpose, I adapt a specific model of close reading that focuses on the visual, auditory, tactile, and performative elements of children’s video games.
On the basis of the case studies, it seems that navigating a picture book app requires balancing between different modes of action: reading, playing, and exploring. Engagement with picture book apps has different forms that resemble the features of both traditional print reading and digital play. However, further examination of children’s playful reading practices and intergenerational play is necessary from a premise that recognizes playing with a book as a valuable research topic.
2019
Heljakka, Katriina
Leikki tarvitsee (akateemisenkin) asiantuntijansa other
2019.
Links | Tags: Asiantuntijuus, Leikki, Leikkiminen
@other{Heljakka2019g,
title = {Leikki tarvitsee (akateemisenkin) asiantuntijansa},
author = {Katriina Heljakka},
url = {https://blogit.utu.fi/lumonblogi/2019/03/28/leikki-tarvitsee-asiantuntijansa/},
year = {2019},
date = {2019-03-28},
journal = {Tutkimuksen LUMO – kirjoituksia luovuudesta, motivaatiosta ja asiantuntijuudesta},
keywords = {Asiantuntijuus, Leikki, Leikkiminen},
pubstate = {published},
tppubtype = {other}
}
