2022
Mäyrä, Frans
Game Studies other
2022.
Abstract | Links | Tags: Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research
@other{Mäyrä2022,
title = {Game Studies},
author = {Frans Mäyrä},
editor = {Paweł Grabarczyk},
url = {https://urn.fi/URN:NBN:fi:tuni-202206285861
https://trepo.tuni.fi//bitstream/handle/10024/141138/GameStudies_Mayra.pdf?sequence=1
https://eolt.org/articles/game-studies},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {‘Game Studies’ is generally used to signify a humanities-based orientation to the study of games, play and related phenomena. This involves the development of conceptual, theoretical and methodological approaches that address the artistic form and aesthetic experience of games as a form of art and entertainment. As such, Game Studies is also a young academic discipline, which entered academia in the early 2000s. There are different emphases in how contemporary Game Studies is being practised, with some scholars focusing more attention on the formal characteristics of games, some on the role of play and players, game design, or on the historical and political contexts and meanings for games and play.},
keywords = {Culture, Discipline, Education, Games, Humanities, Interdisciplinarity, Research},
pubstate = {published},
tppubtype = {other}
}
Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko
Johdanto: Pelit kulttuurina ja kulttuurissa Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
@incollection{Friman2022b,
title = {Johdanto: Pelit kulttuurina ja kulttuurissa},
author = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146845},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
keywords = {Culture, Games},
pubstate = {published},
tppubtype = {incollection}
}
Stenros, Jaakko
Pelit kulttuurina ja taiteena 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: Art, Culture, Games
@incollection{Stenros2022,
title = {Pelit kulttuurina ja taiteena},
author = {Jaakko Stenros},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros },
url = {https://trepo.tuni.fi/handle/10024/146874},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {3},
keywords = {Art, Culture, Games},
pubstate = {published},
tppubtype = {incollection}
}
Koskimaa, Raine; Välisalo, Tanja
Kulttuurin leikillistyminen ja pelillistyminen 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: Culture, Gamification, Playification
@incollection{Koskimaa2022,
title = {Kulttuurin leikillistyminen ja pelillistyminen},
author = {Raine Koskimaa and Tanja Välisalo},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://jyx.jyu.fi/handle/123456789/80855},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {11},
keywords = {Culture, Gamification, Playification},
pubstate = {published},
tppubtype = {incollection}
}
2021
Thibault, Mattia; Hamari, Juho
Seven Points to Reappropriate Gamification Book Section
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.
Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research
@incollection{Thibault2021d,
title = {Seven Points to Reappropriate Gamification},
author = {Mattia Thibault and Juho Hamari},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_2},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {11-28},
publisher = {Springer International},
abstract = {Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamification of our reality has suffered from growing pains, which has led to polarized, ideological and opportunistic discussions, narrative and debate about what gamification is, how it should be defined, how it should be applied (if at all), where it should be applied as well as about its overall ethical and societal premise and scope. In this chapter, we attempt to make sense of some of the prevailing foci of this discussion during the early growing pains of the development of gamification. We feel that this sense-making effort is crucial for a mature, constructive and healthy development of increasing pervasiveness of gamification, which commands an increasing meaning and importance in our daily lives. Therefore, in this chapter we wish to reclaim the discussion and help redirect it to its constructive rails and to save it from the dangers of Luddism toward ludism.
},
keywords = {Culture, Design, Gamification, Practice, Research},
pubstate = {published},
tppubtype = {incollection}
}
2018
Scolari, Carlos A.; Buckingham, David; Pereira, S.; Moura, Pedro; Koskimaa, Raine; Pérez, Ó.; Contreras, R.; Gaspard, I.; Horst, H.; Guerrero-Pico, M.; Lugo, N.; Masanet, M. J.; Establés, M. J.; Gutiérrez, E.; Rey, E.; Melo, L.; Tirocchi, S.; Márquez, I.; Lanzeni, D.; Winocur, R.; Morales, S.; Pink, S.; Ardévol, E.; Amici, S.; Taddeo, G.
Teens, Media and Collaborative Cultures: Exploiting Teens' Transmedia Skills in the Classroom other
2018.
Links | Tags: Adolescents, Classroom, Culture, Teens, Transmedia, Transmedia skills
@other{Scolari2018,
title = {Teens, Media and Collaborative Cultures: Exploiting Teens' Transmedia Skills in the Classroom},
author = {Carlos A. Scolari and David Buckingham and S. Pereira and Pedro Moura and Raine Koskimaa and Ó. Pérez and R. Contreras and I. Gaspard and H. Horst and M. Guerrero-Pico and N. Lugo and M. J. Masanet and M. J. Establés and E. Gutiérrez and E. Rey and L. Melo and S. Tirocchi and I. Márquez and D. Lanzeni and R. Winocur and S. Morales and S. Pink and E. Ardévol and S. Amici and G. Taddeo},
url = {http://urn.fi/URN:NBN:fi:jyu-201901291348},
isbn = {978-84-697-9843-0},
year = {2018},
date = {2018-03-01},
publisher = {Universitat Pompeu Fabra},
keywords = {Adolescents, Classroom, Culture, Teens, Transmedia, Transmedia skills},
pubstate = {published},
tppubtype = {other}
}
