2022
Meriläinen, Mikko
Pandemic Rhythms: Adults' Gaming in Finland During the Spring 2020 COVID-19 Restrictions
In: Convergence: The International Journal of Research into New Media Technologies, vol. Pre-print, 2022, ISSN: 1354-8565.
Journal article Open access
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
Kultima, Annakaisa; Park, Solip; Kankainen, Ville; Aurava, Riikka; Piispanen, Laura; Kauppinen, Tomi
Expert-Driven (Online) Game Jams for (Game) Design Education
In: Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021 , pp. 64-68, ACM, 2021, ISBN: 978-1-4503-8417-9.
In proceedings
Abstract | Links | Tags: COVID-19, Educational game jams, Expert-driven game jams, Game design education, Game education, Jam-based learning, Online game jam, Online learning
@inproceedings{Kultima2021b,
title = {Expert-Driven (Online) Game Jams for (Game) Design Education},
author = {Annakaisa Kultima and Solip Park and Ville Kankainen and Riikka Aurava and Laura Piispanen and Tomi Kauppinen},
doi = {10.1145/3472688.3472697},
isbn = {978-1-4503-8417-9},
year = {2021},
date = {2021-08-02},
booktitle = {Proceedings of the 6th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ 2021
},
pages = {64-68},
publisher = {ACM},
abstract = {In this paper, we explore a teaching experiment utilizing expert-driven online game jams in the context of game design education. Four online game jams were run as a part of an open lecture series on game development between March 2020 and April 2021. The lectures featured visiting experts exploring the jam themes and giving feedback on the submitted games. For the purpose of evaluating the format, we collected the experiences of the jammers and the experts in addition to observing the events. In this short paper, we concentrate only on the experiences of the experts.},
keywords = {COVID-19, Educational game jams, Expert-driven game jams, Game design education, Game education, Jam-based learning, Online game jam, Online learning},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Baer, Manuel F.
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 130-139, CEUR-WS, 2021, ISBN: 1613-0073.
In proceedings Open access
Abstract | Links | Tags: Borders, COVID-19, Liminal spaces, Urban gamification
@inproceedings{Thibault2021f,
title = {Urban Gamification During Lockdown and Social Isolation – From the Teddy Bear Challenge to Window Expeditions},
author = {Mattia Thibault and Manuel F. Baer},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176587},
isbn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {130-139},
publisher = {CEUR-WS},
abstract = {The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in these trying times new forms of urban gamification surfaced, allowing citizens to engage their surroundings playfully, to connect with others and to escape these dire situations. In this paper, we propose an overview of the many playful activities that emerged in the cities hit by the pandemic, organised according to the urban borders they engage (windows, balconies, rooftops). We then focus on how several borders can be engaged by the same play practice, through a gamified application called Window Expeditions, which aims at participatory data generation, while addressing some of the issues related to isolation and reduced mobility of its users. In the conclusions, we discuss the potential role of urban gamification during the pandemic and, in particular, its ability to comfort, connect, increase curiosity and encourage exploration.},
keywords = {Borders, COVID-19, Liminal spaces, Urban gamification},
pubstate = {published},
tppubtype = {inproceedings}
}