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All years 202520242023202220212020201920180000 All types Journal ArticlesBooksCollectionsBook ChaptersBook SectionsProceedings ArticlesMiscellaneousotherPhD ThesesTechnical Reports All authors Aarseth, Espen Abarbanel, Brett L. Adam, Martin Adamkovič, Matúš Akan, Ecehan Aker, Çakır Alanko, Jarno Albarrán-Torres, César Alha, Kati Amey, Evgenia Amici, S. Apperley, Thomas H. Ardévol, E. Arjoranta, Jonne Aro, Mikko Assimakopoulos, Vassilios Aupers, Stef Aura, Isabella Aurava, Riikka Äyrämö, Sanna Mari Çatak, Güven Backe, Hans-Joachim Baer, Manuel F. Baltzar, Pauliina Barák, Pavel Bäck, Sandra Belousov, Anatolii Benlian, Alexander Besombes, Nicolas Bhattarai, Rakshya Bienia, Rafael Björk, Staffan Blom, Johanna Blom, Joleenvon Bonsdorff, Mikaela Bostan, Barbaros Bowman, Sarah Lynne Brind, Simon Brown, Ashley M. L. 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Ihamäki, Pirita Iikkanen, Päivi Innocent, Troy Jaakkola, Tapio Jajko, Krzysztof Jara, David Jarnfelt, Patrick Järvelä, Simo Järvelin, Kalervo Järvenpää, Hanna Jørgensen, Kristine Jehličková, Lucie Jo, Dongwon Joelsson, Tapani Jones, Janet Jungman, Heikki Junnila, Miikka Jylhä, Henrietta Kalmanlehto, Johan Kankainen, Ville Karhulahti, Matti Karhulahti, Veli-Matti Kari, Tuomas Karjala, Antti Kaskinen, Ari-Pekka Katila, Rauli Kauppinen, Tomi Kauraoja, Valtteri Käihkö, Ilmari Keogh, Brendan Kerttula, Tero Kimppa, Kai Kinnunen, Jani Kirveennummi, Anna Koistinen, Aino-Kaisa Koistinen, Ronja Koivisto, Jonna Kolamo, Sami Kolek, Lukáš Komulainen, Lauri Kontturi, Katja Koponen, Aki Korhonen, Hannu Korhonen, Tiina Korhonen, Venla Korkeila, Henry Korpua, Jyrki Koskela, Oskari Koski, Kaarina Koski, Pasi Koskimaa, Raine Koskinen, Elina Koskinen, Karoliina Kosola, Silja Kot, Yaraslau I Kot, Yaraslau I. Kovala, Urpoand Krzysztof Jajko, Kultima, Annakaisa Laakso, Kalle Laakso, Noora Laapotti, Tomi Lahdelma, Päivi Laine, Antti Laiti, Outi Laitinen, Tanja Lakanen, Antti-Jussi Lankoski, Petri Lanzeni, D. Lauritano, Giacomo Lämsä, Joni Lefebvre, Florian Legaki, Nikoletta Zampeta Legierse, Tom Lehtonen, Lasse Lehtonen, Miikka Leigh, Elyssebeth Leorke, Dale Lerkkanen, Tuulia Levitski, Andres Li, Xiaozhou Lilja, Pekka Lindfors, Antti Loban, Rhett Lounela, Emilia Lu, Chien Lugo, N. MacCallum-Stewart, Esther MacDonald, James Lórien Macey, Anna-Leena Macey, Joseph Macey, Joseph R. Mäyrä, Frans Maj, Krzysztof Majuri, Jenni Maletska, Mark Malinen, Ville Marionneau, Virve Martin, Anne Martončik, Marcel Martončikc, Marcel Masanet, M. J. Masek, Leland Mattinen, Topias Mayer, Aska Márquez, I. Mähkä, Rami Männikkö, Niko Mäntymäki, Helen Mäyrä, Frans McCauley, Brian Mejía-Alandia, Diego A Mejía-Alandia, Diego A. Melo, L. Meriläinen, Kaarina Meriläinen, Mikko Mertala, Pekka Mikkonen, Kai Mochocki, Michał Moisala, Mona Montola, Markus Moore, Garrett “Wereyoi” Moore, Kyle Morales, S. Moura, Pedro Mukherjee, Souvik Multisilta, Jari Munukka, Matti Murray, John Mustonen, Terhi Myöhänen, Taina Nansen, Bjørn Navarrete-Cardero, Luis Nerg, Henri Ng, Kwok Nicoll, Benjamin Nielsen, Simon Ning, Changhui Nummenmaa, Jyrki Nummenmaa, Timo Nygren, Nina V. Nylund, Niklas Nyman, Isac Nyström, Anna-Greta Ojell-Järventausta, Terho Oksanen, Atte Olbertz-Siitonen, Margarethe Olkusz, Ksenia Ouninkorpi, Olli Owens, Marcus Ozimek, Anna Paasonen, Susanna Paavilainen, Janne Pajula, Mari Palomäki, Jussi Park, Solip Pasanen, Tero Passmore, Cale Päivinen, Antti Pérez, Ó. Pöllänen, Sonja Pötzsch, Holger Peltola, Henna-Riikka Peltonen, Jaakko Perälä, Jussi Pereira, S. Perttu, Soli Peterson, Jon Piipponen, Maarit Piirainen-Marsh, Arja Piispanen, Laura Pink, S. Pirkkalainen, Henri Porkka, Riitta Prax, Patrick Puro, Jukka-Pekka Raisamo, Roope Raitio, Katja Ramírez-Moreno, Carlos Rannanpiha, Joni-Tatu Rantalainen, Jere Ratala, Onni Reer, Felix Reunanen, Markku Rey, E. Roine, Hanna-Riikka Rumble, Ryan Ruokolainen, Teemu Ruotsalainen, Maria Rusk, Fredrik Ryn, Luke Saarenmaa, Laura Saarikoski, Petri Saitta, Eleanor Salmi, Kirsi Salo, Markus Salonen, Anne H. Salonen, Anne Sandqvist, Ulf Sanna Sundqvist, Santos, Victoria Dos Scholz, Tobias M. Schreiber, Paweł Schrier, Karen Scolari, Carlos A. Scully-Blaker, Rainforest Shuo, Xiong Sihvonen, Lilli Sihvonen, Tanja Siikilä-Laitila, Minna Siitonen, Marko Silvast, Antti Simkins, David W Simkins, David W. Sitarski, Piotr Siuda, Piotr Siutila, Miia Sivula, Anna Sjöblom, Max Smed, Jouni Sormanen, Niina Sormunen, Kati Sotamaa, Olli Spiel, Katta Stang, Sarah Ståhl, Matilda Stenros, Jaakko Stephanie, Orme Sturrock, Ian Suominen, Jaakko Suominen, Jaakko Suominen, Tytti Swalwell, Melanie Taddeo, G. Taskinen, Kirsi Taylor, Nicholas Törhönen, Maria Törmänen, Maria Thibault, Mattia Thiel-Woznica, Marcel Tiippana, Netta Tirocchi, S. Tissari, Heli Toft, Ida Marie Toivanen, Vilma Tolvanen, Suvi Torner, Evan Tossavainen, Tommi Tuomi, Pauliina Tuominen, Juho Turner, Nigel Turtiainen, Riikka Turunen, Markku Tuuri, Kai Tyni, Heikki Uotila, Panu Uskali, Turo Uusiautti, Satu Vaahensalo, Elina Vahlo, Jukka Vanhala, Mika Varis, Essi Varsaluoma, Jukka Välisalo, Tanja Vesa, Mikko Viljanen, Tytti Waern, Annika Walliander, Haron Wallius, Eetu Walton, Jonathan Wei, Lewen White, William J White, William J. Wiik, Elisade Wildt, Lars Wingren, Mattias Winocur, R. Wood, Christopher Wu, Yang Wyatt, Danielle Xi, Nannan Xu, Hui Ylipulli, Johanna Zeiler, Xenia Zhang, Zheying Zhuang, Guijun Švelch, Jan Švelch, Jaroslav
629 entries « ‹ 1 of 13 › »
### 2025
Stang, Sarah; Meriläinen, Mikko; Blom, Joleen; Hassan, Lobna
Monstrosity in Games and Play: A Multidisciplinary Examination of the Monstrous in Contemporary Cultures Book
Amsterdam University Press, 2025.
Links | Tags:
@book{nokey,
title = {Monstrosity in Games and Play: A Multidisciplinary Examination of the Monstrous in Contemporary Cultures},
author = {Sarah Stang and Mikko Meriläinen and Joleen Blom and Lobna Hassan},
url = {
https://doi.org/10.1515/9789048556632},
doi = {10.1515/9789048556632},
year = {2025},
date = {2025-12-31},
publisher = {Amsterdam University Press},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Close
* __https://doi.org/10.1515/9789048556632
* __doi:10.1515/9789048556632
Close
Carrera, Julián Gutiérrez
Fictional Videogames as Framing Devices: Suicide Communication in MMOs Journal Article
In: ELUDAMOS, vol. 16, iss. 1, 2025, ISSN: 1866-6124.
Abstract | Links | Tags: Fictional games, Framing devices, MMO, Suicide
@article{nokey,
title = {Fictional Videogames as Framing Devices: Suicide Communication in MMOs},
author = {Julián Gutiérrez Carrera },
url = {https://doi.org/10.7557/23.7894},
doi = {10.7557/23.7894},
issn = {1866-6124},
year = {2025},
date = {2025-06-26},
journal = {ELUDAMOS},
volume = {16},
issue = {1},
abstract = {In this paper, I argue that the use of fictional Massively Multiplayer Online games (MMOs) as framing devices serves as a reflexive narrative tool that suggests an understanding of MMOs as spaces with their own internal rules of communication. To do this, I conduct a close reading of Agony of a Dying MMO, a singleplayer demo game that depicts the final hours of service of a fictional MMO through a series of semi-explorable vignettes showing the activities of fictional players. In order to analyse how MMOs are represented as spaces with internal rules of communication, I focus my analysis on three instances of direct suicide communication—communicative acts directly referring to past, present, or future suicidal intent. As suicide communication is often indirect, I focus on how the social logic and rules of MMOs enable direct suicide communication. Through the close readings, I found that MMOs alter, enable, and restrict specific types of communication through a combination of their game design features, their user interfaces, and their existence as (and contiguity with) online spaces. In particular, I found that written communication through an MMO’s chat box can provide an alibi by turning seemingly serious statements into jokes; that acts embedded in the process of engaging with MMOs, like logging out and the consequent disappearance of a character, can serve as a communicative tool denoting finality; and that game design features meant to bring players together, like guilds and factions, can enable player authenticity and openness by attracting like-minded players, for better or for worse. As the use of videogames as framing devices presents a meta-referential commentary on videogames in the real world, these represented social affordances suggest that virtual online spaces provide unique opportunities and alibis for direct suicide communication.},
keywords = {Fictional games, Framing devices, MMO, Suicide},
pubstate = {published},
tppubtype = {article}
}
Close
In this paper, I argue that the use of fictional Massively Multiplayer Online games (MMOs) as framing devices serves as a reflexive narrative tool that suggests an understanding of MMOs as spaces with their own internal rules of communication. To do this, I conduct a close reading of Agony of a Dying MMO, a singleplayer demo game that depicts the final hours of service of a fictional MMO through a series of semi-explorable vignettes showing the activities of fictional players. In order to analyse how MMOs are represented as spaces with internal rules of communication, I focus my analysis on three instances of direct suicide communication—communicative acts directly referring to past, present, or future suicidal intent. As suicide communication is often indirect, I focus on how the social logic and rules of MMOs enable direct suicide communication. Through the close readings, I found that MMOs alter, enable, and restrict specific types of communication through a combination of their game design features, their user interfaces, and their existence as (and contiguity with) online spaces. In particular, I found that written communication through an MMO’s chat box can provide an alibi by turning seemingly serious statements into jokes; that acts embedded in the process of engaging with MMOs, like logging out and the consequent disappearance of a character, can serve as a communicative tool denoting finality; and that game design features meant to bring players together, like guilds and factions, can enable player authenticity and openness by attracting like-minded players, for better or for worse. As the use of videogames as framing devices presents a meta-referential commentary on videogames in the real world, these represented social affordances suggest that virtual online spaces provide unique opportunities and alibis for direct suicide communication.
Close
* __https://doi.org/10.7557/23.7894
* __doi:10.7557/23.7894
Close
Suominen, Jaakko; Garda, Maria; Suominen, Tytti
Muistitieto pelihistorian lähteenä - Esimerkkeinä pelipostmortem-esitykset Journal Article
In: Elore, vol. 32, iss. 1, 2025, ISSN: 1456-3010.
Abstract | Links | Tags: Esittäminen, Kerronta, Muistityö, Pelikulttuuri
@article{nokey,
title = {Muistitieto pelihistorian lähteenä - Esimerkkeinä pelipostmortem-esitykset},
author = {Jaakko Suominen and Maria Garda and Tytti Suominen},
url = {https://doi.org/10.30666/elore.148233},
doi = {10.30666/elore.148233},
issn = {1456-3010},
year = {2025},
date = {2025-06-18},
journal = {Elore},
volume = {32},
issue = {1},
abstract = {Artikkelissa käsittelemme pelejä koskevaa muistitietoa. Esittelemme yleisemmin pelejä koskevia muistitietoaineistoja, mutta keskitymme empiirisessä analyysissä niin kutsuttujen pelipostmortem-dokumenttien analyysiin muistitietotutkimuksen näkökulmasta. Esittelemme postmortemien roolia pelintuotantoon kytkeytyvänä teksti- ja esityslajina sekä tutkimme kuuden esimerkkiesityksen avulla postmortemien sisällöllisiä piirteitä. Olemme valikoineet aineistoomme sellaisia postmortemeita, joissa muisteluluonne korostuu. Olemme yhtäältä tunnistaneet niistä yleisiä piirteitä, jotka liittyvät pelinkehitystyön eetokseen, projektien haasteisiin ja työn suhteessa luovuuden teemaan. Toisaalta olemme kiinnittäneet huomiota menneiden tapahtumien kerronnalistamiseen ja kerronnan luotettavuuden vakuuttelukeinoihin. Artikkelin päätulos on se, että vaikka tiettyjä pelipostmortemeita voi pitää nimenomaan pelikulttuurille erityisenä omaehtoisen muistitiedon lajina, niissä on runsaasti kerronnallisia, performatiivisia ja sisällöllisiä yhtymäkohtia moniin muihin muistitietoesityksiin.},
keywords = {Esittäminen, Kerronta, Muistityö, Pelikulttuuri},
pubstate = {published},
tppubtype = {article}
}
Close
Artikkelissa käsittelemme pelejä koskevaa muistitietoa. Esittelemme yleisemmin pelejä koskevia muistitietoaineistoja, mutta keskitymme empiirisessä analyysissä niin kutsuttujen pelipostmortem-dokumenttien analyysiin muistitietotutkimuksen näkökulmasta. Esittelemme postmortemien roolia pelintuotantoon kytkeytyvänä teksti- ja esityslajina sekä tutkimme kuuden esimerkkiesityksen avulla postmortemien sisällöllisiä piirteitä. Olemme valikoineet aineistoomme sellaisia postmortemeita, joissa muisteluluonne korostuu. Olemme yhtäältä tunnistaneet niistä yleisiä piirteitä, jotka liittyvät pelinkehitystyön eetokseen, projektien haasteisiin ja työn suhteessa luovuuden teemaan. Toisaalta olemme kiinnittäneet huomiota menneiden tapahtumien kerronnalistamiseen ja kerronnan luotettavuuden vakuuttelukeinoihin. Artikkelin päätulos on se, että vaikka tiettyjä pelipostmortemeita voi pitää nimenomaan pelikulttuurille erityisenä omaehtoisen muistitiedon lajina, niissä on runsaasti kerronnallisia, performatiivisia ja sisällöllisiä yhtymäkohtia moniin muihin muistitietoesityksiin.
Close
* __https://doi.org/10.30666/elore.148233
* __doi:10.30666/elore.148233
Close
Tyni, Heikki; Sotamaa, Olli; Myöhänen, Taina
Emotions in Game Data Work Journal Article
In: Games and Culture, 2025, ISSN: 1555-4120 .
Abstract | Links | Tags: Data, Data-driven development, Emotions, Game industry
@article{nokey,
title = {Emotions in Game Data Work},
author = {Heikki Tyni and Olli Sotamaa and Taina Myöhänen},
url = {https://doi.org/10.1177/15554120251349872},
doi = {10.1177/15554120251349872},
issn = {1555-4120 },
year = {2025},
date = {2025-06-16},
journal = {Games and Culture},
abstract = {This study explores the emotional dimensions of data work within the game industry. Through interviews with Finnish game industry professionals, the research reveals that data-driven work practices evoke a wide range of emotions, ranging from pleasure and satisfaction to insecurity and frustration. Data can act both as a helpful workmate and as a source of professional conflict and frustration, impacting the worker's sense of professionalism. Data-driven work also compels workers to individually confront ethical questions. Our findings highlight the interplay between creative work processes and data analytics, emphasizing the emotional labor that game industry professionals need to handle in a data-driven work culture. Additionally, the research addresses ethical considerations and the emotional work required to reconcile public perceptions of data usage. The study contributes to the broader understanding of emotional work in new data-intensive professions and advocates for more emotionally sustainable practices in data-driven game development.},
keywords = {Data, Data-driven development, Emotions, Game industry},
pubstate = {published},
tppubtype = {article}
}
Close
This study explores the emotional dimensions of data work within the game industry. Through interviews with Finnish game industry professionals, the research reveals that data-driven work practices evoke a wide range of emotions, ranging from pleasure and satisfaction to insecurity and frustration. Data can act both as a helpful workmate and as a source of professional conflict and frustration, impacting the worker's sense of professionalism. Data-driven work also compels workers to individually confront ethical questions. Our findings highlight the interplay between creative work processes and data analytics, emphasizing the emotional labor that game industry professionals need to handle in a data-driven work culture. Additionally, the research addresses ethical considerations and the emotional work required to reconcile public perceptions of data usage. The study contributes to the broader understanding of emotional work in new data-intensive professions and advocates for more emotionally sustainable practices in data-driven game development.
Close
* __https://doi.org/10.1177/15554120251349872
* __doi:10.1177/15554120251349872
Close
Reunanen, Markku; Joelsson, Tapani; Saarikoski, Petri
Viihdettä sivuraiteella – 1980-luvun marginaalikoneet pelikäytössä Journal Article
In: Skrolli, vol. 2, pp. 30-34, 2025, ISSN: 2323-8992.
Abstract | Links | Tags: Digitaalinen kulttuuri, Kotitietokoneet, Videopelit
@article{nokey,
title = {Viihdettä sivuraiteella – 1980-luvun marginaalikoneet pelikäytössä},
author = {Markku Reunanen and Tapani Joelsson and Petri Saarikoski },
url = {https://skrolli.fi/2025.2.loppukoe.pdf},
issn = {2323-8992},
year = {2025},
date = {2025-06-11},
journal = {Skrolli},
volume = {2},
pages = {30-34},
abstract = {Kotitietokoneet olivat 1980-luvun suosituimpia pelilaitteita niin Suomessa kuin muuallakin maailmalla. Commodoren koneet nousivat täällä selvästi markkinajohtajiksi harrastajien parissa, mutta niiden lisäksi myynnissä oli myös kymmeniä muiden valmistajien malleja, joista suurin osa poistui vähin äänin näyttämöltä. Elämä marginaaliin jääneen laitteen kanssa ei ollut aina helppoa, etenkään pelaajan näkökulmasta.},
keywords = {Digitaalinen kulttuuri, Kotitietokoneet, Videopelit},
pubstate = {published},
tppubtype = {article}
}
Close
Kotitietokoneet olivat 1980-luvun suosituimpia pelilaitteita niin Suomessa kuin muuallakin maailmalla. Commodoren koneet nousivat täällä selvästi markkinajohtajiksi harrastajien parissa, mutta niiden lisäksi myynnissä oli myös kymmeniä muiden valmistajien malleja, joista suurin osa poistui vähin äänin näyttämöltä. Elämä marginaaliin jääneen laitteen kanssa ei ollut aina helppoa, etenkään pelaajan näkökulmasta.
Close
* __https://skrolli.fi/2025.2.loppukoe.pdf
Close
Reunanen, Markku; Saarikoski, Petri; Joelsson, Tapani
"Kaverien kanssa ruvettiin harrastamaan ATK:ta" - Tietokoneiden tulo 1980-luvun suomalaisiin koteihin Journal Article
In: Kulttuurintutkimus, vol. 42, iss. 1, pp. 19-38, 2025, ISSN: 0781-5751.
Abstract | Links | Tags: 1980s, Domestikaatio, Kotitietokoneet
@article{nokey,
title = {"Kaverien kanssa ruvettiin harrastamaan ATK:ta" - Tietokoneiden tulo 1980-luvun suomalaisiin koteihin},
author = {Markku Reunanen and Petri Saarikoski and Tapani Joelsson},
url = {https://journal.fi/kulttuurintutkimus/article/view/143267},
issn = {0781-5751},
year = {2025},
date = {2025-06-09},
urldate = {2025-06-09},
journal = {Kulttuurintutkimus},
volume = {42},
issue = {1},
pages = {19-38},
abstract = {1970-luvun lopulla ja 1980-luvulla suomalaisiin koteihin alkoivat saapua niin kutsutut kotimikrot, erityisesti kuluttajille suunnatut tietokoneet. Ammattikäyttöön tarkoitettuihin laitteisiin verrattuna kotimikrot olivat edullisia, ominaisuuksiltaan vaatimattomia ja ulkomuodoltaan muovisen lelumaisia. Kotitietokoneet olivat yhtäältä vallankumouksellisia tulokkaita – ajatus omasta tietokoneesta kotona olisi vielä kymmenen vuotta aiemmin ollut lähinnä tieteisfiktiota – ja toisaalta osa suomalaisten talouksien teknistymistä, jonka myötä videonauhurit, pelilaitteet ja kasettisoittimet tulivat osaksi arkea. Tässä artikkelissa aihetta lähestytään domestikaatioteorian neliportaisen mallin kautta: miksi ja miten laite hankittiin, mihin se sijoitettiin, miten se asettui osaksi arkea ja miten se vaikutti käyttäjiensä elämään kotona sekä kodin ulkopuolella. Tutkimusmateriaalina ovat kesällä 2022 tehtyyn verkkokyselyyn saadut 350 vastausta, joilla saavutettiin hyvä kattavuus niin maantieteellisesti kuin eri laitteidenkin osalta. Jotkin tulokset ovat linjassa jo olemassa olevien tutkimusten kanssa: pelit olivat kotimikrojen tärkein käyttökohde ja keskeisiä käyttäjiä olivat etenkin perheen lapset sekä nuoret. Uutta tietoa kysely tuotti etenkin tietokoneen hankintaprosessista motiiveineen, laitteen fyysisestä sijoittumisesta kotitalouteen sekä ei-käyttäjistä – perheenjäsenistä, joita laite ei syystä tai toisesta kiinnostanut.},
keywords = {1980s, Domestikaatio, Kotitietokoneet},
pubstate = {published},
tppubtype = {article}
}
Close
1970-luvun lopulla ja 1980-luvulla suomalaisiin koteihin alkoivat saapua niin kutsutut kotimikrot, erityisesti kuluttajille suunnatut tietokoneet. Ammattikäyttöön tarkoitettuihin laitteisiin verrattuna kotimikrot olivat edullisia, ominaisuuksiltaan vaatimattomia ja ulkomuodoltaan muovisen lelumaisia. Kotitietokoneet olivat yhtäältä vallankumouksellisia tulokkaita – ajatus omasta tietokoneesta kotona olisi vielä kymmenen vuotta aiemmin ollut lähinnä tieteisfiktiota – ja toisaalta osa suomalaisten talouksien teknistymistä, jonka myötä videonauhurit, pelilaitteet ja kasettisoittimet tulivat osaksi arkea. Tässä artikkelissa aihetta lähestytään domestikaatioteorian neliportaisen mallin kautta: miksi ja miten laite hankittiin, mihin se sijoitettiin, miten se asettui osaksi arkea ja miten se vaikutti käyttäjiensä elämään kotona sekä kodin ulkopuolella. Tutkimusmateriaalina ovat kesällä 2022 tehtyyn verkkokyselyyn saadut 350 vastausta, joilla saavutettiin hyvä kattavuus niin maantieteellisesti kuin eri laitteidenkin osalta. Jotkin tulokset ovat linjassa jo olemassa olevien tutkimusten kanssa: pelit olivat kotimikrojen tärkein käyttökohde ja keskeisiä käyttäjiä olivat etenkin perheen lapset sekä nuoret. Uutta tietoa kysely tuotti etenkin tietokoneen hankintaprosessista motiiveineen, laitteen fyysisestä sijoittumisesta kotitalouteen sekä ei-käyttäjistä – perheenjäsenistä, joita laite ei syystä tai toisesta kiinnostanut.
Close
* __https://journal.fi/kulttuurintutkimus/article/view/143267
Close
Siitonen, Marko
Gaming in Intercultural Education : Promises and Risks Book Chapter
In: Portera, Agostino; Trevisan, Michael S.; Milani, Marta (Ed.): Intercultural Education, Curriculum Development, Assessment and Teaching : Global Perspectives, Routledge, 2025, ISBN: 978-1-032-72339-6.
Abstract | Links | Tags: Education, Gaming, Teaching practices
@inbook{nokey,
title = {Gaming in Intercultural Education : Promises and Risks},
author = {Marko Siitonen},
editor = {Agostino Portera and Michael S. Trevisan and Marta Milani},
url = {https://doi.org/10.4324/9781032723402-15},
doi = {10.4324/9781032723402-15},
isbn = {978-1-032-72339-6},
year = {2025},
date = {2025-05-30},
booktitle = {Intercultural Education, Curriculum Development, Assessment and Teaching : Global Perspectives},
publisher = {Routledge},
abstract = {This chapter considers games and play in the context of intercultural education. The chapter explores three viewpoints that have been of interest to scholars and educators for decades. These include the issue of perspective-taking and role-play, the question of learning to embrace anxiety and uncertainty, and the power of agency. By contrasting concrete examples with theoretical views, the chapter builds an argument for the potential as well as risks related to games as a potential tool in the intercultural educator's toolbox.},
keywords = {Education, Gaming, Teaching practices},
pubstate = {published},
tppubtype = {inbook}
}
Close
This chapter considers games and play in the context of intercultural education. The chapter explores three viewpoints that have been of interest to scholars and educators for decades. These include the issue of perspective-taking and role-play, the question of learning to embrace anxiety and uncertainty, and the power of agency. By contrasting concrete examples with theoretical views, the chapter builds an argument for the potential as well as risks related to games as a potential tool in the intercultural educator's toolbox.
Close
* __https://doi.org/10.4324/9781032723402-15
* __doi:10.4324/9781032723402-15
Close
Suominen, Jaakko
Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s Proceedings Article
In: Conference Proceedings of Nordic DiGRA 2025 , 2025.
Abstract | Links | Tags: Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability
@inproceedings{Suominen2025,
title = {Is New Material Always Better? Plastics and Games in Finnish Popular Media in the 1950s and 1960s},
author = {Jaakko Suominen },
url = {https://dl.digra.org/index.php/dl/article/view/2412
https://dl.digra.org/index.php/dl/article/view/2412/2405},
year = {2025},
date = {2025-05-26},
urldate = {2025-05-26},
booktitle = {Conference Proceedings of Nordic DiGRA 2025 },
issuetitle = {Hope: Envisioning the Future of Game Cultures},
abstract = {This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.},
keywords = {Fad, Game history, Hula hoop, Material culture, Media studies, Plastics, Sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
Close
This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.
Close
* __https://dl.digra.org/index.php/dl/article/view/2412
* __https://dl.digra.org/index.php/dl/article/view/2412/2405
Close
Vahlo, Jukka; Ruotsalainen, Maria; Tuuri, Kai; Koponen, Aki
Outlining the Spectrum of Values of Self-identified Gamers Journal Article
In: Conference Proceedings of DiGRA 2025: Games at the Crossroads , 2025, ISSN: 2342-9666.
Abstract | Links | Tags: Gamer identity, Identity, Personal values, Players
@article{nokey,
title = {Outlining the Spectrum of Values of Self-identified Gamers},
author = {Jukka Vahlo and Maria Ruotsalainen and Kai Tuuri and Aki Koponen},
url = {https://doi.org/10.26503/dl.v2025i2.2486},
doi = {10.26503/dl.v2025i2.2486},
issn = {2342-9666},
year = {2025},
date = {2025-05-16},
journal = {Conference Proceedings of DiGRA 2025: Games at the Crossroads },
abstract = {To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent. In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players. By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identifiedgamers and non-gamer players the survey sample yielded and how they differed from each other. The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes. The results are discussed in reflection with the previous literature and discourses about gamer identities.},
keywords = {Gamer identity, Identity, Personal values, Players},
pubstate = {published},
tppubtype = {article}
}
Close
To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent. In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players. By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identifiedgamers and non-gamer players the survey sample yielded and how they differed from each other. The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes. The results are discussed in reflection with the previous literature and discourses about gamer identities.
Close
* __https://doi.org/10.26503/dl.v2025i2.2486
* __doi:10.26503/dl.v2025i2.2486
Close
Caetano, Mayara Araujo
‘Virtual Pleasure Made Real’: Domestication of Online Sex Games and Sex Toys Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, vol. 31, iss. 4, 2025, ISSN: 1354-8565 .
Links | Tags: Domestication, Sex in games, Sexual play
@article{nokey,
title = {‘Virtual Pleasure Made Real’: Domestication of Online Sex Games and Sex Toys},
author = {Mayara Araujo Caetano},
url = {https://doi.org/10.1177/13548565251336307},
doi = {10.1177/13548565251336307},
issn = {1354-8565 },
year = {2025},
date = {2025-04-21},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {31},
issue = {4},
keywords = {Domestication, Sex in games, Sexual play},
pubstate = {published},
tppubtype = {article}
}
Close
* __https://doi.org/10.1177/13548565251336307
* __doi:10.1177/13548565251336307
Close
Harviainen, J. Tuomas; Masek, Leland; Stenros, Jaakko
The Future’s Language in the Age of Ubiquitous Play Book Chapter
In: Kriz, Willy Christian; Kikkawa, Toshiko; de Wijse-Van Heeswijk, Marieke; Lukosch, Heide (Ed.): Legacy and Future Impact of Gaming Simulation Pioneers : Essays in Memory of Richard de la Barre Duke and Cathy Stein Greenblat, vol. 44, Springer, 2025, ISBN: 978-981-96-4324-0.
Abstract | Links | Tags: Player community, Playful behavior
@inbook{nokey,
title = {The Future’s Language in the Age of Ubiquitous Play},
author = {J. Tuomas Harviainen and Leland Masek and Jaakko Stenros},
editor = { Willy Christian Kriz and Toshiko Kikkawa and Marieke de Wijse-Van Heeswijk and Heide Lukosch},
url = {https://doi.org/10.1007/978-981-96-4325-7_14},
doi = {10.1007/978-981-96-4325-7_14},
isbn = {978-981-96-4324-0},
year = {2025},
date = {2025-04-11},
booktitle = { Legacy and Future Impact of Gaming Simulation Pioneers : Essays in Memory of Richard de la Barre Duke and Cathy Stein Greenblat},
journal = {Translational Systems Sciences},
volume = {44},
publisher = {Springer},
abstract = {This chapter examines games, play, and playfulness in various contexts. Its central focus is on how gameplay has become accepted and common to the point of being ubiquitous, and play and playfulness in general are now ambient and all around us. At the same time, play is taking place in silos, where oftentimes there is little to no real contact with other players. This is reflected against Richard D. Duke’s 1974 idea of games as a future’s language which is able to create gestalt communication through its systemic nature. The chapter examines reasons for this and finds that while the potential exists even now, games and other playful activities are still likely to guide us to learn them as individual systems, not as communication tools. At the same time, people have learned to play also many systems other than games.},
keywords = {Player community, Playful behavior},
pubstate = {published},
tppubtype = {inbook}
}
Close
This chapter examines games, play, and playfulness in various contexts. Its central focus is on how gameplay has become accepted and common to the point of being ubiquitous, and play and playfulness in general are now ambient and all around us. At the same time, play is taking place in silos, where oftentimes there is little to no real contact with other players. This is reflected against Richard D. Duke’s 1974 idea of games as a future’s language which is able to create gestalt communication through its systemic nature. The chapter examines reasons for this and finds that while the potential exists even now, games and other playful activities are still likely to guide us to learn them as individual systems, not as communication tools. At the same time, people have learned to play also many systems other than games.
Close
* __https://doi.org/10.1007/978-981-96-4325-7_14
* __doi:10.1007/978-981-96-4325-7_14
Close
Macey, Anna-Leena; Macey, Joseph; Järvelä, Simo; Galeote, Daniel Fernandez; Hamari, Juho
Virtual empowerment: manipulating height in virtual reality affects self-related cognitions and personal speech performance evaluation Journal Article
In: Behaviour and information technology , 2025, ISSN: 0144-929X.
Abstract | Links | Tags: Empowerment, Metaverse, Virtual reality
@article{nokey,
title = {Virtual empowerment: manipulating height in virtual reality affects self-related cognitions and personal speech performance evaluation},
author = {Anna-Leena Macey and Joseph Macey and Simo Järvelä and Daniel Fernandez Galeote and Juho Hamari},
url = {https://doi.org/10.1080/0144929X.2025.2488899},
doi = {10.1080/0144929X.2025.2488899},
issn = {0144-929X},
year = {2025},
date = {2025-04-11},
journal = {Behaviour and information technology },
abstract = {Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative training environments unavailable in real-life scenarios. Additionally, these innovative tools and methods could also be used during virtually implemented real-life interactions as working conditions are increasingly shifting towards more technology-mediated forms. This research investigates the potential for a virtual reality height manipulation (i.e. raised or lowered point-of-view) to influence individuals’ self-statements during a stressful speech task and, subsequently, their personal performance evaluation. Results of a strictly controlled, between-subject experiment indicate that participants perceiving themselves taller evaluated their speech performance more positively and experienced fewer negative self-statements during the speech task. Furthermore, perceived tallness was associated with lower levels of public speaking anxiety. These results suggest that even a simple, visual first-person perspective manipulation of virtual reality environment influences individuals’ personal evaluation of their own performance and potentially helps them improve their task-related cognitive processes.},
keywords = {Empowerment, Metaverse, Virtual reality},
pubstate = {published},
tppubtype = {article}
}
Close
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative training environments unavailable in real-life scenarios. Additionally, these innovative tools and methods could also be used during virtually implemented real-life interactions as working conditions are increasingly shifting towards more technology-mediated forms. This research investigates the potential for a virtual reality height manipulation (i.e. raised or lowered point-of-view) to influence individuals’ self-statements during a stressful speech task and, subsequently, their personal performance evaluation. Results of a strictly controlled, between-subject experiment indicate that participants perceiving themselves taller evaluated their speech performance more positively and experienced fewer negative self-statements during the speech task. Furthermore, perceived tallness was associated with lower levels of public speaking anxiety. These results suggest that even a simple, visual first-person perspective manipulation of virtual reality environment influences individuals’ personal evaluation of their own performance and potentially helps them improve their task-related cognitive processes.
Close
* __https://doi.org/10.1080/0144929X.2025.2488899
* __doi:10.1080/0144929X.2025.2488899
Close
Ruotsalainen, Maria; Meriläinen, Mikko
Meta as a Social Contract in Competitive Play Journal Article
In: ACM Games, vol. 3, iss. 2, 2025, ISSN: 2832-5516.
Abstract | Links | Tags: Agency, Competitive play, Meta, Social
@article{Ruotsalainen2025b,
title = {Meta as a Social Contract in Competitive Play},
author = {Maria Ruotsalainen and Mikko Meriläinen},
url = {https://doi.org/10.1145/3721119
https://dl.acm.org/doi/10.1145/3721119},
doi = {10.1145/3721119},
issn = {2832-5516},
year = {2025},
date = {2025-04-10},
urldate = {2025-04-10},
journal = {ACM Games},
volume = {3},
issue = {2},
abstract = {In our article, we analyze meta as a social contract in competitive play. We argue that while in esports and competitive play the term meta is typically used in its clinical definition to refer to the optimal strategy in a given game, this use obfuscates its normative and regulative force. Through three individual cases, we demonstrate how meta is both a product and a key component of a normative system that posits players in uneven positions within the social dynamics of competitive gaming, allowing meta and its associated gaming capital to be leveraged in different ways, and even weaponized. While meta provides social cohesion, it also enforces an inevitably discriminating structure.},
keywords = {Agency, Competitive play, Meta, Social},
pubstate = {published},
tppubtype = {article}
}
Close
In our article, we analyze meta as a social contract in competitive play. We argue that while in esports and competitive play the term meta is typically used in its clinical definition to refer to the optimal strategy in a given game, this use obfuscates its normative and regulative force. Through three individual cases, we demonstrate how meta is both a product and a key component of a normative system that posits players in uneven positions within the social dynamics of competitive gaming, allowing meta and its associated gaming capital to be leveraged in different ways, and even weaponized. While meta provides social cohesion, it also enforces an inevitably discriminating structure.
Close
* __https://doi.org/10.1145/3721119
* __https://dl.acm.org/doi/10.1145/3721119
* __doi:10.1145/3721119
Close
Scully-Blaker, Rainforest; Kalmanlehto, Johan; Korkeila, Henry; Ruotsalainen, Maria
Introduction to the Special Issue on Meta : “About, Within, and Around” the 20th Annual Tampere University Game Research Lab Spring Seminar Journal Article
In: ACM Games: Research and Practice, vol. 3, iss. 2, pp. 1-5, 2025, ISSN: 2832-5516.
Abstract | Links | Tags: Critical meta-analysis, Game culture
@article{nokey,
title = {Introduction to the Special Issue on Meta : “About, Within, and Around” the 20th Annual Tampere University Game Research Lab Spring Seminar},
author = {Rainforest Scully-Blaker and Johan Kalmanlehto and Henry Korkeila and Maria Ruotsalainen},
url = {https://doi.org/10.1145/3723324},
doi = {10.1145/3723324},
issn = {2832-5516},
year = {2025},
date = {2025-04-09},
journal = {ACM Games: Research and Practice},
volume = {3},
issue = {2},
pages = {1-5},
abstract = {This is the introduction to a special issue based on papers presented at the 20th Annual Tampere University Game Research Lab Spring Seminar in Tampere, Finland. The theme for this iteration of the seminar was Meta. After a brief discussion on the multifaceted nature of meta, we introduce the six papers that make up this special issue. Within game studies, meta is a word or prefix that has many meanings to many people. We suggest that the articles in this special issue engage with meta as it pertains to players, developers, and scholars, and discuss each piece in turn. We conclude by thanking everyone whose work led to the production. Meta is what one makes of it, and we affirm that our authors have made this special issue a compilation of a set of significant contributions to the study of everything that occurs about, within, and around games.},
keywords = {Critical meta-analysis, Game culture},
pubstate = {published},
tppubtype = {article}
}
Close
This is the introduction to a special issue based on papers presented at the 20th Annual Tampere University Game Research Lab Spring Seminar in Tampere, Finland. The theme for this iteration of the seminar was Meta. After a brief discussion on the multifaceted nature of meta, we introduce the six papers that make up this special issue. Within game studies, meta is a word or prefix that has many meanings to many people. We suggest that the articles in this special issue engage with meta as it pertains to players, developers, and scholars, and discuss each piece in turn. We conclude by thanking everyone whose work led to the production. Meta is what one makes of it, and we affirm that our authors have made this special issue a compilation of a set of significant contributions to the study of everything that occurs about, within, and around games.
Close
* __https://doi.org/10.1145/3723324
* __doi:10.1145/3723324
Close
Doruk, Balcı; Stenros, Jaakko; Sotamaa, Olli
Game Rules as Player Tools: Introspective Rulebook Method Journal Article
In: ACM Games: Research and Practice , vol. 3, iss. 2, pp. 1 - 14, 2025, ISSN: 2832-5516 .
Abstract | Links | Tags: Methodology, Player agency, Rules
@article{nokey,
title = {Game Rules as Player Tools: Introspective Rulebook Method},
author = {Doruk, Balcı and Jaakko Stenros and Olli Sotamaa},
url = {https://doi.org/10.1145/3718056},
doi = {10.1145/3718056},
issn = {2832-5516 },
year = {2025},
date = {2025-04-09},
journal = {ACM Games: Research and Practice },
volume = {3},
issue = {2},
pages = {1 - 14},
abstract = {The rules we play by carry a structural role in our gameplay experiences as they shape the context and the agency we play through. While rules have long been part of scholarship around play and games, an overwhelming majority of these works carry an implicitly formalist approach, framing the rules as an unchanging part of the artifact. In this article, we highlight works that contribute to a diverse notion of rules and argue that a conscious and reflective understanding of rules can be a tool to shape and experiment with our agencies in games. We also introduce a novel game research method, Introspective Rulebook Method, a living document where the researcher-player reflects on and transforms the rules they play by, as a tool to invent alternative play-practices and metagames. Overall, our work here contributes to a broad understanding of game rules, and the capacity we carry in shaping the games we play.},
keywords = {Methodology, Player agency, Rules},
pubstate = {published},
tppubtype = {article}
}
Close
The rules we play by carry a structural role in our gameplay experiences as they shape the context and the agency we play through. While rules have long been part of scholarship around play and games, an overwhelming majority of these works carry an implicitly formalist approach, framing the rules as an unchanging part of the artifact. In this article, we highlight works that contribute to a diverse notion of rules and argue that a conscious and reflective understanding of rules can be a tool to shape and experiment with our agencies in games. We also introduce a novel game research method, Introspective Rulebook Method, a living document where the researcher-player reflects on and transforms the rules they play by, as a tool to invent alternative play-practices and metagames. Overall, our work here contributes to a broad understanding of game rules, and the capacity we carry in shaping the games we play.
Close
* __https://doi.org/10.1145/3718056
* __doi:10.1145/3718056
Close
Mayer, Aska; Mäyrä, Frans; Raisamo, Roope
Playing with Augmented Bodies: Dystopian and Protopian Experiences of Human Augmentation in Digital Games Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, 2025, ISSN: 1354-8565.
Abstract | Links | Tags: Augmentation, Digital games
@article{nokey,
title = {Playing with Augmented Bodies: Dystopian and Protopian Experiences of Human Augmentation in Digital Games },
author = {Aska Mayer and Frans Mäyrä and Roope Raisamo},
url = {https://doi.org/10.1177/13548565251331455},
doi = {10.1177/13548565251331455},
issn = {1354-8565},
year = {2025},
date = {2025-04-03},
urldate = {2025-04-03},
journal = {Convergence: The International Journal of Research into New Media Technologies},
abstract = {In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of technology forecasting. Considering the specific nature of the digital game as an in-itself augmenting technological medium, we will additionally introduce a somaesthetic perspective of player experience to the game analysis, in order to point out the relevance of the immediate bodily perception of games for informing the reflection of diegetic realities. Finally, this paper will provide an overview on how science-fiction games represent and establish experiences and reflections of the progressing augmentation of bodies and their environment.},
keywords = {Augmentation, Digital games},
pubstate = {published},
tppubtype = {article}
}
Close
In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of technology forecasting. Considering the specific nature of the digital game as an in-itself augmenting technological medium, we will additionally introduce a somaesthetic perspective of player experience to the game analysis, in order to point out the relevance of the immediate bodily perception of games for informing the reflection of diegetic realities. Finally, this paper will provide an overview on how science-fiction games represent and establish experiences and reflections of the progressing augmentation of bodies and their environment.
Close
* __https://doi.org/10.1177/13548565251331455
* __doi:10.1177/13548565251331455
Close
Malinen, Ville
Ayrton Sennan kuolinonnettomuutta käsittelevät pelivideot kulttuurisen muistin muotona ja välineenä Journal Article
In: Lähikuva, vol. 38, iss. 1, pp. 52-73, 2025, ISSN: 2343-399X.
Abstract | Links | Tags: Formula, Muistelutyö, Verkkopelit
@article{nokey,
title = {Ayrton Sennan kuolinonnettomuutta käsittelevät pelivideot kulttuurisen muistin muotona ja välineenä},
author = {Ville Malinen},
url = {https://doi.org/10.23994/lk.160194},
doi = {10.23994/lk.160194},
issn = {2343-399X},
year = {2025},
date = {2025-04-01},
journal = {Lähikuva},
volume = {38},
issue = {1},
pages = {52-73},
abstract = {Tarkastelen artikkelissani Formula 1 -kuljettaja Ayrton Sennan vuoden 1994 San Marinon osakilpailussa tapahtunutta kohtalokasta onnettomuutta simuloivia Youtubeen ladattuja pelivideoita, joita käsittelen kulttuurisen muistin muotoina ja välineinä. Tutkin videoita lähikuun nojaavan sisällönanalyysin avulla. Peilaan myös videoiden kerronnallisuutta vertaamalla niiden eroja ja uskollisuutta alkuperäismateriaaliin, tässä tapauksessa televisioituun onnettomuuteen ja tallenteisiin siitä. Käsitän kyseisen onnettomuuden traagisena mediaurheiluspektaakkelina, jonka todistivat miljoonat ihmiset suorana ympäri maailmaa. Reflektoin lisäksi muun muassa kolarien remediointia, ajosimulaatiopelejä, todellisten tragedioiden käsittelyä videopeleissä sekä kulttuurisen muistin tarkoitusperiä ja keinoja. Aineistoanalyysini perusteella Sennan asema ja tapahtuman tunnettavuus kulttuurisessa muistissa on ilmeisen vahva videoissa käytettyjen pelien kirjon ja lopputulosten jäljen vuoksi niin teknisesti kuin tyyliltään. Toteutukset vaihtelevat alkuperäislähdemateriaalille uskollisista videoista löyhempiin tribuutteihin. Pelivideoiden ote vaihtelee peli- ja genrekohtaisesti alkuperäisten televisioitujen tapahtumien todenmukaisesta kerronnasta ja yksityiskohtaisista rekonstruktioista aiheen parissa leikittelyyn sekä peleillä kokeiluun. Aineisto ja sen vaihtelu kuvastaa kulttuurisen muistin vaalimiseen ja välittämiseen liittyvää remediointia ja ylläpidon jatkuvaa tarvetta. Sennan kuolonkolarin kaltaisen televisioidun tragedian tunnettavuus ja tallenteet siitä herättävät kysymyksiä myös valikoinnista, tapahtumien trivialisoinnista ja remediaation aiheuttamista vääristymistä. Pelivideot ovat ikään kuin uusi ja osallistava kulttuurisen muistin väline, joka pelikohtaisesti tarjoaa sekä vapauksia että rajoitteita tekijöiden taidoista ja motiiveista riippuen. Nämä videot joka tapauksessa omalla tavallaan ylläpitävät ja toistavat Sennaan ja hänen onnettomuuteensa liittyvää kulttuurista muistia, joskin autenttisuuteen pyrkiminen on niissä suhteellista. },
keywords = {Formula, Muistelutyö, Verkkopelit},
pubstate = {published},
tppubtype = {article}
}
Close
Tarkastelen artikkelissani Formula 1 -kuljettaja Ayrton Sennan vuoden 1994 San Marinon osakilpailussa tapahtunutta kohtalokasta onnettomuutta simuloivia Youtubeen ladattuja pelivideoita, joita käsittelen kulttuurisen muistin muotoina ja välineinä. Tutkin videoita lähikuun nojaavan sisällönanalyysin avulla. Peilaan myös videoiden kerronnallisuutta vertaamalla niiden eroja ja uskollisuutta alkuperäismateriaaliin, tässä tapauksessa televisioituun onnettomuuteen ja tallenteisiin siitä. Käsitän kyseisen onnettomuuden traagisena mediaurheiluspektaakkelina, jonka todistivat miljoonat ihmiset suorana ympäri maailmaa. Reflektoin lisäksi muun muassa kolarien remediointia, ajosimulaatiopelejä, todellisten tragedioiden käsittelyä videopeleissä sekä kulttuurisen muistin tarkoitusperiä ja keinoja. Aineistoanalyysini perusteella Sennan asema ja tapahtuman tunnettavuus kulttuurisessa muistissa on ilmeisen vahva videoissa käytettyjen pelien kirjon ja lopputulosten jäljen vuoksi niin teknisesti kuin tyyliltään. Toteutukset vaihtelevat alkuperäislähdemateriaalille uskollisista videoista löyhempiin tribuutteihin. Pelivideoiden ote vaihtelee peli- ja genrekohtaisesti alkuperäisten televisioitujen tapahtumien todenmukaisesta kerronnasta ja yksityiskohtaisista rekonstruktioista aiheen parissa leikittelyyn sekä peleillä kokeiluun. Aineisto ja sen vaihtelu kuvastaa kulttuurisen muistin vaalimiseen ja välittämiseen liittyvää remediointia ja ylläpidon jatkuvaa tarvetta. Sennan kuolonkolarin kaltaisen televisioidun tragedian tunnettavuus ja tallenteet siitä herättävät kysymyksiä myös valikoinnista, tapahtumien trivialisoinnista ja remediaation aiheuttamista vääristymistä. Pelivideot ovat ikään kuin uusi ja osallistava kulttuurisen muistin väline, joka pelikohtaisesti tarjoaa sekä vapauksia että rajoitteita tekijöiden taidoista ja motiiveista riippuen. Nämä videot joka tapauksessa omalla tavallaan ylläpitävät ja toistavat Sennaan ja hänen onnettomuuteensa liittyvää kulttuurista muistia, joskin autenttisuuteen pyrkiminen on niissä suhteellista.
Close
* __https://doi.org/10.23994/lk.160194
* __doi:10.23994/lk.160194
Close
Vahlo, Jukka; Tuuri, Kai
Validating Motives of Autonomous Players (MAP) inventory : a bottom-up model of general motivational factors to videogame play Journal Article
In: User Modeling and User-Adapted Interaction, vol. 35, 2025, ISSN: 0924-1868.
Abstract | Links | Tags: Factor analysis, Human-computer interaction, Motivation, Scale validation, Videogames
@article{Vahlo2025,
title = {Validating Motives of Autonomous Players (MAP) inventory : a bottom-up model of general motivational factors to videogame play},
author = {Jukka Vahlo and Kai Tuuri },
url = {https://doi.org/10.1007/s11257-025-09431-7
https://link.springer.com/article/10.1007/s11257-025-09431-7},
doi = {10.1007/s11257-025-09431-7},
issn = {0924-1868},
year = {2025},
date = {2025-03-30},
urldate = {2025-03-30},
journal = {User Modeling and User-Adapted Interaction},
volume = {35},
abstract = {In this study, we develop and validate Motives of Autonomous Players (MAP) inventory. Several models on videogame motives have been published recently, but typically these models focus either on specific videogame types, on individual games, or on a particular theory on human motivation. The MAP model takes an integrative approach that considers why people play games in general. This is done by adopting an inductive bottom-up research attitude and by focusing on motives that can be argued to be broadly applicable for all kinds of videogames, ranging from casual mobile games to massively multiplayer online role-playing games. Since the MAP model is based on extensive player data that represent a great variety of player motives, the results are widely applicable in player modeling and in understanding player–game interaction at large. The initial MAP model was developed by analyzing open-ended gaming motive descriptions (N 1,648) by a content analysis procedure. A preliminary 101-item MAP inventory was included in a UK-based survey (N 600). A nine-factor model was identified and further validated as a 34-item version by making a confirmatory factor analysis with a USA-based survey data (N 600). Additional analyses on construct validity were performed for investigating how motives to play videogames predict players’ game enjoyment factors that were kept analytically distinct from general motivational factors to play videogames.},
keywords = {Factor analysis, Human-computer interaction, Motivation, Scale validation, Videogames},
pubstate = {published},
tppubtype = {article}
}
Close
In this study, we develop and validate Motives of Autonomous Players (MAP) inventory. Several models on videogame motives have been published recently, but typically these models focus either on specific videogame types, on individual games, or on a particular theory on human motivation. The MAP model takes an integrative approach that considers why people play games in general. This is done by adopting an inductive bottom-up research attitude and by focusing on motives that can be argued to be broadly applicable for all kinds of videogames, ranging from casual mobile games to massively multiplayer online role-playing games. Since the MAP model is based on extensive player data that represent a great variety of player motives, the results are widely applicable in player modeling and in understanding player–game interaction at large. The initial MAP model was developed by analyzing open-ended gaming motive descriptions (N 1,648) by a content analysis procedure. A preliminary 101-item MAP inventory was included in a UK-based survey (N 600). A nine-factor model was identified and further validated as a 34-item version by making a confirmatory factor analysis with a USA-based survey data (N 600). Additional analyses on construct validity were performed for investigating how motives to play videogames predict players’ game enjoyment factors that were kept analytically distinct from general motivational factors to play videogames.
Close
* __https://doi.org/10.1007/s11257-025-09431-7
* __https://link.springer.com/article/10.1007/s11257-025-09431-7
* __doi:10.1007/s11257-025-09431-7
Close
Blom, Johanna
The Turmoil of Dating Game Characters: False Promises of Agency in Genshin Impact Book Chapter
In: Ciesielska, Dominika; Lamerichs, Nicolle; Zarzycka, Agata (Ed.): Affect in Fandom: Fan Creators and Productivity, 2025, ISBN: 978-90-485-5470-6.
Abstract | Links | Tags: Agency, Dating simulator, Monetization
@inbook{nokey,
title = {The Turmoil of Dating Game Characters: False Promises of Agency in Genshin Impact},
author = {Johanna Blom},
editor = {Dominika Ciesielska and Nicolle Lamerichs and Agata Zarzycka},
url = {https://doi.org/10.2307/jj.26282442},
doi = {10.2307/jj.26282442},
isbn = {978-90-485-5470-6},
year = {2025},
date = {2025-03-27},
booktitle = {Affect in Fandom: Fan Creators and Productivity},
abstract = {This chapter concentrates on Genshin Impact’s dating simulator and the romantic affective desire it facilitates within its players. Video games, particularly those with dating simulator elements, can be designed to facilitate parasocial relationships between players and game characters, by endowing players with the agency over characters to steer the development
of the romantic relationship. At the same time, game characters have become an important means of generating revenue for free-to-play games. This chapter, therefore, closely scrutinizes Genshin Impact’s dating simulator, arguing that it only serves to attach players to the game product for monetary reasons by giving the impression that players have agency over the characters, but changes nothing in the game at all.},
keywords = {Agency, Dating simulator, Monetization},
pubstate = {published},
tppubtype = {inbook}
}
Close
This chapter concentrates on Genshin Impact’s dating simulator and the romantic affective desire it facilitates within its players. Video games, particularly those with dating simulator elements, can be designed to facilitate parasocial relationships between players and game characters, by endowing players with the agency over characters to steer the development
of the romantic relationship. At the same time, game characters have become an important means of generating revenue for free-to-play games. This chapter, therefore, closely scrutinizes Genshin Impact’s dating simulator, arguing that it only serves to attach players to the game product for monetary reasons by giving the impression that players have agency over the characters, but changes nothing in the game at all.
Close
* __https://doi.org/10.2307/jj.26282442
* __doi:10.2307/jj.26282442
Close
Stenros, Jaakko
Role-playing Games Book Chapter
In: Elgar Encyclopedia of Queer Studies , pp. 323-325, Edward Elgar, 2025, ISBN: 978-1-80392-209-6.
Links | Tags: Gaming, Role-playing games
@inbook{nokey,
title = {Role-playing Games},
author = {Jaakko Stenros},
url = {https://doi.org/10.4337/9781803922102.ch086},
doi = {10.4337/9781803922102.ch086},
isbn = {978-1-80392-209-6},
year = {2025},
date = {2025-03-18},
booktitle = {Elgar Encyclopedia of Queer Studies },
pages = {323-325},
publisher = {Edward Elgar},
keywords = {Gaming, Role-playing games},
pubstate = {published},
tppubtype = {inbook}
}
Close
* __https://doi.org/10.4337/9781803922102.ch086
* __doi:10.4337/9781803922102.ch086
Close
Grasmo, Hanne
Neurospicy Larpers: Role-play as a Method for Working with Neurodivergent Youth with Challenging Behavior Regarding Sexuality Journal Article
In: Anatomy of Larp Thoughts: A Breathing Corpus, pp. 429-442, 2025, ISBN: 978-82-692633-2-9.
Links | Tags: Larp, Larp design, Neurodivergent, Role-play, Sexuality
@article{nokey,
title = {Neurospicy Larpers: Role-play as a Method for Working with Neurodivergent Youth with Challenging Behavior Regarding Sexuality},
author = {Hanne Grasmo},
url = {https://urn.fi/URN:NBN:fi:tuni-202506167214},
isbn = {978-82-692633-2-9},
year = {2025},
date = {2025-03-11},
journal = {Anatomy of Larp Thoughts: A Breathing Corpus},
pages = {429-442},
keywords = {Larp, Larp design, Neurodivergent, Role-play, Sexuality},
pubstate = {published},
tppubtype = {article}
}
Close
* __https://urn.fi/URN:NBN:fi:tuni-202506167214
Close
Grasmo, Hanne
Reading Larps: The Larp Experience Through Larp Scripts Journal Article
In: Anatomy of Larp Thoughts: A Breathing Corpus, pp. 389-403, 2025, ISBN: 978-82-692633-2-9.
Links | Tags: Archives, Close reading, Larp
@article{nokey,
title = {Reading Larps: The Larp Experience Through Larp Scripts},
author = {Hanne Grasmo},
url = {https://urn.fi/URN:NBN:fi:tuni-202506167211},
isbn = {978-82-692633-2-9},
year = {2025},
date = {2025-03-11},
journal = {Anatomy of Larp Thoughts: A Breathing Corpus},
pages = {389-403},
keywords = {Archives, Close reading, Larp},
pubstate = {published},
tppubtype = {article}
}
Close
* __https://urn.fi/URN:NBN:fi:tuni-202506167211
Close
Ståhl, Matilda; Rusk, Fredrik
Hegemoniska Genusstrukturer i Förändring : En Duoetnografi i Multiplayerspelet Fallout 76 Book Chapter
In: Dankertsen, Astri; Tørrisplass, Ann-Torill (Ed.): På Sporet av Kjønn : Debatter og Dialog i en Nordisk Kontekst, pp. 137–153, Universitetsforlaget, 2025, ISBN: 978-82-15-06932-6.
Abstract | Links | Tags: Ethnography, Multiplayer
@inbook{nokey,
title = {Hegemoniska Genusstrukturer i Förändring : En Duoetnografi i Multiplayerspelet Fallout 76},
author = {Matilda Ståhl and Fredrik Rusk},
editor = {Astri Dankertsen and Ann-Torill Tørrisplass},
url = {https://doi.org/10.18261/9788215069326-25-10},
doi = {10.18261/9788215069326-25-10},
isbn = {978-82-15-06932-6},
year = {2025},
date = {2025-03-06},
booktitle = {På Sporet av Kjønn : Debatter og Dialog i en Nordisk Kontekst},
pages = {137–153},
publisher = {Universitetsforlaget},
abstract = {With a background of being a male-dominated subculture, games and game culture is currently in a shift where the idea of a gamer is being challenged. In this chapter, we discuss gender constructions (as a cis-woman and cis-man respectively) in a specific context through our shared duoethnographic experiences of the multiplayer game Fallout 76. We discuss changing hegemonic gender structures based on texts such as Connell (1985; 1987; 2021), Connell & Messerschmidt (2005), Messerschmidt (2012; 2018) and Duncanson (2015) as well as relevant game research in this field.},
keywords = {Ethnography, Multiplayer},
pubstate = {published},
tppubtype = {inbook}
}
Close
With a background of being a male-dominated subculture, games and game culture is currently in a shift where the idea of a gamer is being challenged. In this chapter, we discuss gender constructions (as a cis-woman and cis-man respectively) in a specific context through our shared duoethnographic experiences of the multiplayer game Fallout 76. We discuss changing hegemonic gender structures based on texts such as Connell (1985; 1987; 2021), Connell & Messerschmidt (2005), Messerschmidt (2012; 2018) and Duncanson (2015) as well as relevant game research in this field.
Close
* __https://doi.org/10.18261/9788215069326-25-10
* __doi:10.18261/9788215069326-25-10
Close
Ståhl, Matilda; Hansell, Katri; Bäck, Sandra; Wingren, Mattias
Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft Journal Article
In: International journal of game-based learning, vol. 15, iss. 1, 2025, ISSN: 2155-6857 .
Abstract | Links | Tags: Children's play, Children's play, Game-based learning, Minecraft, Natural language processing
@article{nokey,
title = {Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft},
author = {Matilda Ståhl and Katri Hansell and Sandra Bäck and Mattias Wingren},
url = {https://www.igi-global.com/gateway/article/370559},
doi = {10.4018/IJGBL.370559},
issn = {2155-6857 },
year = {2025},
date = {2025-03-05},
journal = {International journal of game-based learning},
volume = {15},
issue = {1},
abstract = {Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these conditions. In this paper, this is discussed through two datasets: a) a pre-study, a survey among students in grades 4–7 (n = 65), as well as b) playtests with child volunteers (n = 6), conducted in pairs in a laboratory setting. The results are discussed in relation to interactional practices, what game genres and mechanics are relevant to tandem language learning and the implications that in-game competence might have on such learning.},
keywords = {Children's play, Children's play, Game-based learning, Minecraft, Natural language processing},
pubstate = {published},
tppubtype = {article}
}
Close
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these conditions. In this paper, this is discussed through two datasets: a) a pre-study, a survey among students in grades 4–7 (n = 65), as well as b) playtests with child volunteers (n = 6), conducted in pairs in a laboratory setting. The results are discussed in relation to interactional practices, what game genres and mechanics are relevant to tandem language learning and the implications that in-game competence might have on such learning.
Close
* __https://www.igi-global.com/gateway/article/370559
* __doi:10.4018/IJGBL.370559
Close
Kankainen, Ville
Hybrid Play Experience and Design in Tabletop Gaming PhD Thesis
2025.
Abstract | Links | Tags: Experience, Game design, Hybridity, Tabletop game
@phdthesis{nokey,
title = {Hybrid Play Experience and Design in Tabletop Gaming},
author = {Ville Kankainen},
url = {https://urn.fi/URN:ISBN:978-952-03-3765-0},
year = {2025},
date = {2025-02-21},
urldate = {2025-02-21},
journal = {Tampere University Dissertations},
publisher = {Tampere University},
abstract = {In times of ubiquitous digitality and pervasive media networks, a materially grounded
leisure culture of contemporary tabletop gaming is flourishing. This includes the play
and culture of modern board games, tabletop role-playing games, and miniature
games. While tabletop gamers often herald tangible aesthetics and co-located face to
face sociality among the key pleasures of this form of leisure, the tabletop gaming
hobby is in many ways shaped by recent techno–cultural developments.
Especially, the past decade has been a period of blurring boundaries between
physical and digital experiences in games and leisure, but also more broadly in the
contempary West. Everyday practices and social interaction are engaged increasingly
through online platforms, shaping the ways in which people experience leisure and
life in general. The blending of physical and digital elements in contemporary
tabletop gaming practices results in patterns of hybrid play which collate together a
variety of tangible and intangible experiences on the physical–digital continuum,
characterizing everyday life in the networked society.
This dissertation is an exploratory study, situated in the interdisciplinary field of
game studies, with a diverse array of methods and theoretical perspectives. The
multi-method approach used in the work is a flexible combination of social–
scientific and design research methods. It is supported by a collection of synergistic
theories drawn from several related fields, including game studies, media studies,
consumer culture studies, and leisure studies. A combination of diverse theoretical
perspectives throughout the four articles of the dissertation allows for a
comprehensive, multi-angle exploration of hybrid play experiences and design in
contemporary tabletop gaming.
The work largely relies on fundamental research on (tabletop game) player
experiences. The intention of this was to create understanding on the roles of digital
technology and online media practices in contemporary tabletop gaming leisure.
Understanding the changing environment of (tabletop game) play in this critical
period is among the central goals of this work. However, the study was conducted
with a future-oriented design ethnographical ethos, wherein the exploration was
carried out to inform and inspire the design of future hybrid play solutions. As a
result, I have contextualized hybrid play to a wider aesthetic and cultural “postix
digital” paradigm, referring to the way that content has taken the central stage in
culture after digital technology has become an inseparable part of everyday life.
I see hybrid play as a temporal phenomenon describing this critical period of
converging media and the fusing of analog and digital technologies, and the resulting
affective and aesthetic experiences. I investigate the matter from both theoretical
and practical perspectives, proposing a set of core principles for hybrid boardgame
design, while promoting an understanding of hybrid games and hybrid play as
experiential, rather than technological categories.
The results illustrate how experiential assemblages of physical and digital
elements in tabletop gaming open an environment for meaningful tabletop gaming
experiences beyond the act of playing the game, and how both the material and
immaterial cultures of tabletop gaming spread on a global scale through sociocultural
hybrid play engagements in networked media. By promoting this approach, I
challenge a common approach in games research which emphasizes the gameplay
situation over contextual game experiences.
In this, the work highlights sociomaterial interactions in the hybrid media
ecosystem of tabletop gaming as a source for hybrid play experiences, and further
earmarks key opportunities in the resulting hybrid play design space of tabletop
games. Finally, the focus on tabletop gaming in the dissertation is merely an example
of postdigital developments in contemporary culture, and the observations made in
the work hopefully have wider implications for understanding the entanglements of
physical and digital in gaming and leisure experiences, but also more broadly in
contemporary networked media cultures.},
keywords = {Experience, Game design, Hybridity, Tabletop game},
pubstate = {published},
tppubtype = {phdthesis}
}
Close
In times of ubiquitous digitality and pervasive media networks, a materially grounded
leisure culture of contemporary tabletop gaming is flourishing. This includes the play
and culture of modern board games, tabletop role-playing games, and miniature
games. While tabletop gamers often herald tangible aesthetics and co-located face to
face sociality among the key pleasures of this form of leisure, the tabletop gaming
hobby is in many ways shaped by recent techno–cultural developments.
Especially, the past decade has been a period of blurring boundaries between
physical and digital experiences in games and leisure, but also more broadly in the
contempary West. Everyday practices and social interaction are engaged increasingly
through online platforms, shaping the ways in which people experience leisure and
life in general. The blending of physical and digital elements in contemporary
tabletop gaming practices results in patterns of hybrid play which collate together a
variety of tangible and intangible experiences on the physical–digital continuum,
characterizing everyday life in the networked society.
This dissertation is an exploratory study, situated in the interdisciplinary field of
game studies, with a diverse array of methods and theoretical perspectives. The
multi-method approach used in the work is a flexible combination of social–
scientific and design research methods. It is supported by a collection of synergistic
theories drawn from several related fields, including game studies, media studies,
consumer culture studies, and leisure studies. A combination of diverse theoretical
perspectives throughout the four articles of the dissertation allows for a
comprehensive, multi-angle exploration of hybrid play experiences and design in
contemporary tabletop gaming.
The work largely relies on fundamental research on (tabletop game) player
experiences. The intention of this was to create understanding on the roles of digital
technology and online media practices in contemporary tabletop gaming leisure.
Understanding the changing environment of (tabletop game) play in this critical
period is among the central goals of this work. However, the study was conducted
with a future-oriented design ethnographical ethos, wherein the exploration was
carried out to inform and inspire the design of future hybrid play solutions. As a
result, I have contextualized hybrid play to a wider aesthetic and cultural “postix
digital” paradigm, referring to the way that content has taken the central stage in
culture after digital technology has become an inseparable part of everyday life.
I see hybrid play as a temporal phenomenon describing this critical period of
converging media and the fusing of analog and digital technologies, and the resulting
affective and aesthetic experiences. I investigate the matter from both theoretical
and practical perspectives, proposing a set of core principles for hybrid boardgame
design, while promoting an understanding of hybrid games and hybrid play as
experiential, rather than technological categories.
The results illustrate how experiential assemblages of physical and digital
elements in tabletop gaming open an environment for meaningful tabletop gaming
experiences beyond the act of playing the game, and how both the material and
immaterial cultures of tabletop gaming spread on a global scale through sociocultural
hybrid play engagements in networked media. By promoting this approach, I
challenge a common approach in games research which emphasizes the gameplay
situation over contextual game experiences.
In this, the work highlights sociomaterial interactions in the hybrid media
ecosystem of tabletop gaming as a source for hybrid play experiences, and further
earmarks key opportunities in the resulting hybrid play design space of tabletop
games. Finally, the focus on tabletop gaming in the dissertation is merely an example
of postdigital developments in contemporary culture, and the observations made in
the work hopefully have wider implications for understanding the entanglements of
physical and digital in gaming and leisure experiences, but also more broadly in
contemporary networked media cultures.
Close
* __https://urn.fi/URN:ISBN:978-952-03-3765-0
Close
Ruotsalainen, Maria; Meriläinen, Mikko
“I bet she’s ‘not like other girls” : Discursive Construction of the Ideal Gaming Woman on r/GirlGamers Journal Article
In: Media and communication, vol. 13, 2025, ISSN: 2183-2439.
Abstract | Links | Tags: Female gamers, Gender, Hostile behaviour, Online games, Reddit
@article{Ruotsalainen2025,
title = {“I bet she’s ‘not like other girls” : Discursive Construction of the Ideal Gaming Woman on r/GirlGamers},
author = {Maria Ruotsalainen and Mikko Meriläinen},
url = {https://doi.org/10.17645/mac.8802
https://www.cogitatiopress.com/mediaandcommunication/article/view/8802},
doi = {10.17645/mac.8802},
issn = {2183-2439},
year = {2025},
date = {2025-02-13},
urldate = {2025-02-13},
journal = {Media and communication},
volume = {13},
abstract = {Research on women and hostile behaviour in video games has largely focused on women as victims rather than perpetuators of hostile behaviour. In this study, by utilizing discourse analysis, we examine how women’s hostile behaviour is discussed in the subreddit r/GirlGamers, and how the ideal gaming woman is discursively constructed in these discussions.},
keywords = {Female gamers, Gender, Hostile behaviour, Online games, Reddit},
pubstate = {published},
tppubtype = {article}
}
Close
Research on women and hostile behaviour in video games has largely focused on women as victims rather than perpetuators of hostile behaviour. In this study, by utilizing discourse analysis, we examine how women’s hostile behaviour is discussed in the subreddit r/GirlGamers, and how the ideal gaming woman is discursively constructed in these discussions.
Close
* __https://doi.org/10.17645/mac.8802
* __https://www.cogitatiopress.com/mediaandcommunication/article/view/8802
* __doi:10.17645/mac.8802
Close
Koskinen, Elina
Memorable Player Experiences with Pokémon GO PhD Thesis
2025, ISSN: 2489-9860.
Abstract | Links | Tags: Location-based games, Pokémon Go, Sociability
@phdthesis{nokey,
title = {Memorable Player Experiences with Pokémon GO},
author = {Elina Koskinen},
url = {https://urn.fi/URN:ISBN:978-952-03-3763-6},
issn = {2489-9860},
year = {2025},
date = {2025-01-31},
journal = {Tampere University Dissertations},
volume = {1166},
publisher = {Tampere University},
abstract = {When Pokémon GO (Niantic, 2016) was published in 2016, it quickly rose to the top of the most downloaded and most profitable mobile applications. The enormous and unprecedented success of Pokémon GO offered a chance to study game experiences of a mainstream location-based game with an exceptionally wide and diverse player base. While other location-based games with famous franchises have been published after Pokémon GO, they have had less visible popularity and economic success. Even though Pokémon GO has been studied from several points of view, there has been a lack of studies that examine player experiences through players’ own descriptions. This dissertation examines memorable player experiences with location-based games through the case of Pokémon GO. The dissertation is based on Finnish qualitative survey data (n=2400) gathered seven weeks after the game’s European launch when memories of the early days of the game’s peak popularity were fresh in players’ minds. The social atmosphere and communality created by Pokémon GO in the game’s early days was a unique phenomenon, the virality of which is hard to repeat. The game lowered the threshold to interact with strangers in ways and situations that players normally might not. Pokémon GO afforded a variety of positive experiences, facilitating new, and augmenting existing family interactions between parents and children, partners and siblings, due to the playful mindset that Pokémon GO is able to facilitate. The game had an extensive impact on the experiences and accessibility of games for middle-aged players – a player group that has traditionally
played less, and for some of whom Pokémon GO was their first experience of video games. Based on the results of the study, I argue that the memorable player experiences
of location-based games are divided into four main dimensions related to gameplay, physical context of play, sociability and the investment players had in the game. Pokémon GO demonstrated a significant potential to transform physical locations through the way people populated them, as well as the social atmosphere through how people encountered each other more openly. It also made some players so invested in the game that their public behavior transformed. Hence, we should reconsider the concept of digital play experience, which has traditionally been seen as something that takes place between the player and the game screen. Accordingly, I argue that play experience also includes a wider context that features our physical surroundings, the people in it, and the interaction we have with them and our environment, stemming from gameplay that affects our behavior. This dissertation explores what Pokémon GO players experienced as being memorable about a massive phenomenon when it was at the height of its popularity, and captures the uniqueness of Pokémon GO as a social phenomenon. More broadly, this dissertation provides insights into understanding player experiences in locationbased games, and how these games are capable of engaging their players with the physical and social contexts surrounding them.},
keywords = {Location-based games, Pokémon Go, Sociability},
pubstate = {published},
tppubtype = {phdthesis}
}
Close
When Pokémon GO (Niantic, 2016) was published in 2016, it quickly rose to the top of the most downloaded and most profitable mobile applications. The enormous and unprecedented success of Pokémon GO offered a chance to study game experiences of a mainstream location-based game with an exceptionally wide and diverse player base. While other location-based games with famous franchises have been published after Pokémon GO, they have had less visible popularity and economic success. Even though Pokémon GO has been studied from several points of view, there has been a lack of studies that examine player experiences through players’ own descriptions. This dissertation examines memorable player experiences with location-based games through the case of Pokémon GO. The dissertation is based on Finnish qualitative survey data (n=2400) gathered seven weeks after the game’s European launch when memories of the early days of the game’s peak popularity were fresh in players’ minds. The social atmosphere and communality created by Pokémon GO in the game’s early days was a unique phenomenon, the virality of which is hard to repeat. The game lowered the threshold to interact with strangers in ways and situations that players normally might not. Pokémon GO afforded a variety of positive experiences, facilitating new, and augmenting existing family interactions between parents and children, partners and siblings, due to the playful mindset that Pokémon GO is able to facilitate. The game had an extensive impact on the experiences and accessibility of games for middle-aged players – a player group that has traditionally
played less, and for some of whom Pokémon GO was their first experience of video games. Based on the results of the study, I argue that the memorable player experiences
of location-based games are divided into four main dimensions related to gameplay, physical context of play, sociability and the investment players had in the game. Pokémon GO demonstrated a significant potential to transform physical locations through the way people populated them, as well as the social atmosphere through how people encountered each other more openly. It also made some players so invested in the game that their public behavior transformed. Hence, we should reconsider the concept of digital play experience, which has traditionally been seen as something that takes place between the player and the game screen. Accordingly, I argue that play experience also includes a wider context that features our physical surroundings, the people in it, and the interaction we have with them and our environment, stemming from gameplay that affects our behavior. This dissertation explores what Pokémon GO players experienced as being memorable about a massive phenomenon when it was at the height of its popularity, and captures the uniqueness of Pokémon GO as a social phenomenon. More broadly, this dissertation provides insights into understanding player experiences in locationbased games, and how these games are capable of engaging their players with the physical and social contexts surrounding them.
Close
* __https://urn.fi/URN:ISBN:978-952-03-3763-6
Close
Vahlo, Jukka; Tuuri, Kai
Eight types of video game experience Journal Article
In: Entertainment Computing, vol. 52, 2025, ISSN: 1875-9521.
Abstract | Links | Tags: Game experience types, Game preferences, Latent class analysis, Survey
@article{Vahlo2025b,
title = {Eight types of video game experience},
author = {Jukka Vahlo and Kai Tuuri },
url = {https://doi.org/10.1016/j.entcom.2024.100882
https://www.sciencedirect.com/science/article/pii/S1875952124002507
},
doi = {10.1016/j.entcom.2024.100882},
issn = {1875-9521},
year = {2025},
date = {2025-01-31},
urldate = {2025-01-31},
journal = {Entertainment Computing},
volume = {52},
abstract = {The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.},
keywords = {Game experience types, Game preferences, Latent class analysis, Survey},
pubstate = {published},
tppubtype = {article}
}
Close
The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.
Close
* __https://doi.org/10.1016/j.entcom.2024.100882
* __https://www.sciencedirect.com/science/article/pii/S1875952124002507
* __doi:10.1016/j.entcom.2024.100882
Close
Tuuri, Kai; Koskela, Oskari; Tissari, Heli; Vahlo, Jukka
Exploring music-based attachment to video games through affect expressions in written memories Journal Article
In: Entertainment Computing, vol. 52, 2025, ISSN: 1875-9521.
Abstract | Links | Tags: Affect expressions, Attachment, Cognitive linguistics, Game music, Memories, Music psychology
@article{Tuuri2025,
title = {Exploring music-based attachment to video games through affect expressions in written memories},
author = {Kai Tuuri and Oskari Koskela and Heli Tissari and Jukka Vahlo },
url = {https://doi.org/10.1016/j.entcom.2024.100883
https://www.sciencedirect.com/science/article/pii/S1875952124002519},
doi = {10.1016/j.entcom.2024.100883},
issn = {1875-9521},
year = {2025},
date = {2025-01-31},
urldate = {2025-01-31},
journal = {Entertainment Computing},
volume = {52},
abstract = {This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.},
keywords = {Affect expressions, Attachment, Cognitive linguistics, Game music, Memories, Music psychology},
pubstate = {published},
tppubtype = {article}
}
Close
This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.
Close
* __https://doi.org/10.1016/j.entcom.2024.100883
* __https://www.sciencedirect.com/science/article/pii/S1875952124002519
* __doi:10.1016/j.entcom.2024.100883
Close
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}
}
Close
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.
Close
* __https://doi.org/10.1177/20539517241309892
* __doi:10.1177/20539517241309892
Close
Amey, Evgenia; Moore, Garrett “Wereyoi”
Interview with Nicolas Lietzau: Approaches to Storytelling, Worldbuilding and Fantasy Geographies in Enderal Mod and the Twelfth World Novels Journal Article
In: Fafnir, vol. 11, iss. 1-2, pp. 77-86, 2025, ISSN: 2342-2009.
Abstract | Tags: Game development, Interview, Storytelling
@article{nokey,
title = {Interview with Nicolas Lietzau: Approaches to Storytelling, Worldbuilding and Fantasy Geographies in Enderal Mod and the Twelfth World Novels},
author = {Evgenia Amey and Garrett “Wereyoi” Moore
},
issn = {2342-2009},
year = {2025},
date = {2025-01-21},
journal = {Fafnir},
volume = {11},
issue = {1-2},
pages = {77-86},
abstract = {Interview with game developer and writer Nicolas Lietzau.},
keywords = {Game development, Interview, Storytelling},
pubstate = {published},
tppubtype = {article}
}
Close
Interview with game developer and writer Nicolas Lietzau.
Close
Reunanen, Markku; Hoeberechts, Guus; Viljanen, Tytti
Kotitietokoneita kolmessa maassa – Astu sinäkin tulevaisuuteen Journal Article
In: Skrolli, vol. 1, 2025, ISSN: 2323-8992.
Links | Tags: Digitaalinen kulttuuri, Domestikaatio, Kotitietokoneet
@article{nokey,
title = {Kotitietokoneita kolmessa maassa – Astu sinäkin tulevaisuuteen},
author = {Markku Reunanen and Guus Hoeberechts and Tytti Viljanen},
url = {https://skrolli.fi/numerot/2025-1/},
issn = {2323-8992},
year = {2025},
date = {2025-01-16},
journal = {Skrolli},
volume = {1},
keywords = {Digitaalinen kulttuuri, Domestikaatio, Kotitietokoneet},
pubstate = {published},
tppubtype = {article}
}
Close
* __https://skrolli.fi/numerot/2025-1/
Close
Caetano, Mayara Araujo
An Unknown Sex Game: Navigating Challenges in Game Studies Book Chapter
In: Wysocki, Matthew; Shook, Steffi (Ed.): The Bloomsbury Handbook of Sex and Sexuality in Game Studies, Chapter 18, pp. 248-263, Bloomsbury Academic, 2025, ISBN: 978-1-5013-9401-0.
Links | Tags: Game studies, Sex in games, Sexuality
@inbook{nokey,
title = {An Unknown Sex Game: Navigating Challenges in Game Studies},
author = {Mayara Araujo Caetano},
editor = {Matthew Wysocki and Steffi Shook},
url = {https://www.bloomsbury.com/uk/bloomsbury-handbook-of-sex-and-sexuality-in-game-studies-9781501394010/},
isbn = {978-1-5013-9401-0},
year = {2025},
date = {2025-01-09},
booktitle = {The Bloomsbury Handbook of Sex and Sexuality in Game Studies},
pages = {248-263},
publisher = {Bloomsbury Academic},
chapter = {18},
keywords = {Game studies, Sex in games, Sexuality},
pubstate = {published},
tppubtype = {inbook}
}
Close
* __https://www.bloomsbury.com/uk/bloomsbury-handbook-of-sex-and-sexuality-in-game-s[...]
Close
Laapotti, Tomi; Iikkanen, Päivi; Kerttula, Tero; Koistinen, Aino-Kaisa; Martin, Anne; Sormanen, Niina
Multiliteracies in the Making – Multidisciplinary Conceptualization Journal Article
In: Journal of Literacy and Technology, vol. 26, iss. 1, pp. 16-41, 2025, ISSN: 1535-0975 .
Abstract | Links | Tags: Collective action, Multiliteracy
@article{nokey,
title = {Multiliteracies in the Making – Multidisciplinary Conceptualization},
author = {Tomi Laapotti and Päivi Iikkanen and Tero Kerttula and Aino-Kaisa Koistinen and Anne Martin and Niina Sormanen},
url = {https://urn.fi/URN:NBN:fi:jyu-202502061837},
issn = {1535-0975 },
year = {2025},
date = {2025-01-01},
journal = {Journal of Literacy and Technology},
volume = {26},
issue = {1},
pages = {16-41},
abstract = {This article focuses on the concept of multiliteracies from a multidisciplinary point of view. By analyzing texts that were created to discuss differing research foci and relationships with the concept, a nonhierarchical and dynamic model, a wheel of multiliteracies, is formulated for understanding the processes of multiliteracies. Communication, temporality, and contextuality form the hoop of the wheel and the spokes include agency, competencies, expressions, individual experiences, and collectivity. The intertwined spokes can be examined through the tensions connected to communication, contextuality, and temporality: individuality/relationality, local/global, and the tensions built in the concept of time, respectively. The conceptualization reflects recent discussions on multiliteracies and develops the concept further through the dynamics emerging from the built-in tensions in the wheel. Furthermore, this text is an exploration of collective knowledge production through academic writing and the processual quality of multiliteracies – or multiliteracies in the making.},
keywords = {Collective action, Multiliteracy},
pubstate = {published},
tppubtype = {article}
}
Close
This article focuses on the concept of multiliteracies from a multidisciplinary point of view. By analyzing texts that were created to discuss differing research foci and relationships with the concept, a nonhierarchical and dynamic model, a wheel of multiliteracies, is formulated for understanding the processes of multiliteracies. Communication, temporality, and contextuality form the hoop of the wheel and the spokes include agency, competencies, expressions, individual experiences, and collectivity. The intertwined spokes can be examined through the tensions connected to communication, contextuality, and temporality: individuality/relationality, local/global, and the tensions built in the concept of time, respectively. The conceptualization reflects recent discussions on multiliteracies and develops the concept further through the dynamics emerging from the built-in tensions in the wheel. Furthermore, this text is an exploration of collective knowledge production through academic writing and the processual quality of multiliteracies – or multiliteracies in the making.
Close
* __https://urn.fi/URN:NBN:fi:jyu-202502061837
Close
### 2024
Rusk, Fredrik; Ståhl, Matilda; Nyman, Isac
Equitable Forms of Participation on a Gaming-Adjacent Platform: The Platformization of a Youth Center Journal Article
In: ELUDAMOS, vol. 15, pp. 225-241, 2024, ISSN: 1866-6124.
Abstract | Links | Tags: Ethnography, Moderation, Platformization
@article{nokey,
title = {Equitable Forms of Participation on a Gaming-Adjacent Platform: The Platformization of a Youth Center},
author = {Fredrik Rusk and Matilda Ståhl and Isac Nyman},
url = {https://doi.org/10.7557/23.7744},
doi = {10.7557/23.7744},
issn = {1866-6124},
year = {2024},
date = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
pages = {225-241},
abstract = {To connect with youth online, a non-profit organization in Finland is organizing a youth center on a server on the gaming-adjacent social platform, Discord. We focus on the infrastructuralized platform and study ethnographically how the labor of moderation and technical competencies that platforms require on the part of the youth workers. We want to better understand the technical conditions by which youth workers have to navigate equity in platformized communities. How does the platform and connected infrastructure determine what forms of communication and interaction are and are not permitted and when and to whom? The results indicate that the employment of opening hours and the presence of youth workers who actively moderate the server during those opening hours, seem to create a safe space for a diversity of youth. The moderation, largely invisible and frictionless, becomes an intricate part of the infrastructuralized platform and the socialization on the platform. This infrastructuralized moderation requires technical, pedagogical and psychological knowledge, competence and resources.},
keywords = {Ethnography, Moderation, Platformization},
pubstate = {published},
tppubtype = {article}
}
Close
To connect with youth online, a non-profit organization in Finland is organizing a youth center on a server on the gaming-adjacent social platform, Discord. We focus on the infrastructuralized platform and study ethnographically how the labor of moderation and technical competencies that platforms require on the part of the youth workers. We want to better understand the technical conditions by which youth workers have to navigate equity in platformized communities. How does the platform and connected infrastructure determine what forms of communication and interaction are and are not permitted and when and to whom? The results indicate that the employment of opening hours and the presence of youth workers who actively moderate the server during those opening hours, seem to create a safe space for a diversity of youth. The moderation, largely invisible and frictionless, becomes an intricate part of the infrastructuralized platform and the socialization on the platform. This infrastructuralized moderation requires technical, pedagogical and psychological knowledge, competence and resources.
Close
* __https://doi.org/10.7557/23.7744
* __doi:10.7557/23.7744
Close
Masek, Leland; Stenros, Jaakko
Parties as Playful Experiences: Why Game Studies Should Study Partying Journal Article
In: ELUDAMOS, vol. 15, iss. 1, 2024, ISSN: 1866-6124.
Abstract | Links | Tags: Game studies, Party Culture, Playful behavior, Playfulness
@article{nokey,
title = {Parties as Playful Experiences: Why Game Studies Should Study Partying},
author = {Leland Masek and Jaakko Stenros},
url = {https://doi.org/10.7557/23.7562},
doi = {10.7557/23.7562},
issn = {1866-6124},
year = {2024},
date = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
issue = {1},
abstract = {Partying is a widespread, understudied, and playful phenomena. Game Studies has seen great value from defining important concepts related to games since its inception. Foundational play and game scholars urged for a need to analyze parties and celebrations as a form of playfulness, yet there is little empirical Game Studies work enabling a deeper understanding of partying. Partying bears striking resemblances to games: inefficient use of resources, arbitrary rules, cultural group formation, and ongoing moral panics. There are also practical overlaps: games occur at parties and digital party games are quite popular. This work contributes to a deeper understanding of parties by analyzing 33 semi-structured interviews where individuals from a wide variety of cultural backgrounds had highly playful experiences at parties. A new theoretical conception of partying as a form of playfulness is proposed as a “phenomenon that creates an experience of social connection in a group mediated through a shared engagement-prioritizing activity”. This work concludes with a call for party studies to become a sub-field in game studies.},
keywords = {Game studies, Party Culture, Playful behavior, Playfulness},
pubstate = {published},
tppubtype = {article}
}
Close
Partying is a widespread, understudied, and playful phenomena. Game Studies has seen great value from defining important concepts related to games since its inception. Foundational play and game scholars urged for a need to analyze parties and celebrations as a form of playfulness, yet there is little empirical Game Studies work enabling a deeper understanding of partying. Partying bears striking resemblances to games: inefficient use of resources, arbitrary rules, cultural group formation, and ongoing moral panics. There are also practical overlaps: games occur at parties and digital party games are quite popular. This work contributes to a deeper understanding of parties by analyzing 33 semi-structured interviews where individuals from a wide variety of cultural backgrounds had highly playful experiences at parties. A new theoretical conception of partying as a form of playfulness is proposed as a “phenomenon that creates an experience of social connection in a group mediated through a shared engagement-prioritizing activity”. This work concludes with a call for party studies to become a sub-field in game studies.
Close
* __https://doi.org/10.7557/23.7562
* __doi:10.7557/23.7562
Close
Legierse, Tom; Ruotsalainen, Maria
Deconstructing Esports : Why We Need to Acknowledge Bodies in a Move Toward More Equitable Esports Practices Journal Article
In: ELUDAMOS, vol. 15, iss. 1, pp. 163-181, 2024, ISSN: 1866-6124 .
Abstract | Links | Tags: Esports, Inequality
@article{nokey,
title = {Deconstructing Esports : Why We Need to Acknowledge Bodies in a Move Toward More Equitable Esports Practices},
author = {Tom Legierse and Maria Ruotsalainen},
url = {https://doi.org/10.7557/23.7704},
doi = {10.7557/23.7704},
issn = {1866-6124 },
year = {2024},
date = {2024-12-31},
urldate = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
issue = {1},
pages = {163-181},
abstract = {Branding competitive gaming as esports, part of a process known as sportification, has con-tributed greatly to the wider acceptance of competitive gaming as legitimate leisure and pro-fessional activity. However, the social effects of sportification remain largely overlooked in current research. In this paper we argue that in order to understand the normative and formative social effects of sportification of competitive gaming, we need to forefront the bodies in esports. Building on scholarship that highlights inequities in (competitive) gaming and esports, we identify four ways in which bodies are made relevant in esports: 1) the ob-scuring of the playing body and establishment of an idealized and normative masculine ath-letic body;2) the ‘visibility’ of women's bodies as deviant from the norm; 3) the invisibility (and impossibility) of disabled bodies through design (embodied nature of design of both games and gameplay); and 4) the embodied nature of infrastructural issues that cannot be reduced to materiality. We argue for a deconstruction of esports as a social practice that forefronts bodies. Understanding exactly how bodies become relevant will allow us to de-construct the structural conditions of participation that dictate which bodies are possible or not in esports and move towards more equitable esports practices.},
keywords = {Esports, Inequality},
pubstate = {published},
tppubtype = {article}
}
Close
Branding competitive gaming as esports, part of a process known as sportification, has con-tributed greatly to the wider acceptance of competitive gaming as legitimate leisure and pro-fessional activity. However, the social effects of sportification remain largely overlooked in current research. In this paper we argue that in order to understand the normative and formative social effects of sportification of competitive gaming, we need to forefront the bodies in esports. Building on scholarship that highlights inequities in (competitive) gaming and esports, we identify four ways in which bodies are made relevant in esports: 1) the ob-scuring of the playing body and establishment of an idealized and normative masculine ath-letic body;2) the ‘visibility’ of women's bodies as deviant from the norm; 3) the invisibility (and impossibility) of disabled bodies through design (embodied nature of design of both games and gameplay); and 4) the embodied nature of infrastructural issues that cannot be reduced to materiality. We argue for a deconstruction of esports as a social practice that forefronts bodies. Understanding exactly how bodies become relevant will allow us to de-construct the structural conditions of participation that dictate which bodies are possible or not in esports and move towards more equitable esports practices.
Close
* __https://doi.org/10.7557/23.7704
* __doi:10.7557/23.7704
Close
Maletska, Mark
Queer Gender Identities and Videogames Literature Review Journal Article
In: ELUDAMOS, vol. 15, iss. 1, pp. 125-150, 2024, ISSN: 1866-6124.
Abstract | Links | Tags: Gender, Literature review, Queer
@article{nokey,
title = {Queer Gender Identities and Videogames Literature Review},
author = {Mark Maletska},
url = {https://doi.org/10.7557/23.7432},
doi = {10.7557/23.7432},
issn = {1866-6124},
year = {2024},
date = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
issue = {1},
pages = {125-150},
abstract = {This narrative literature review discusses peer-reviewed research articles connecting queer gender identities and videogames. Its main purpose is to describe directions of research on connections between queer gender identities and videogames, and to indicate gaps and missing connections in existing studies. The analysed material was collected in April–August 2023 using Google Scholar, Web of Science, and Scopus databases. Three major thematic categories were identified in the publications: representation of queer gender identities in videogames; player–avatar connections and gender dysphoria; and queer gender identities in game-related spaces. The main finding of the review is that articles focused on queer people do not tend to address the inherent queerness of videogames. Queer temporality and spatiality are not sufficiently studied in interaction with queer players, and narrative and/or visual elements remain in focus, even when potentially interactive activities like avatar creation are being researched.},
keywords = {Gender, Literature review, Queer},
pubstate = {published},
tppubtype = {article}
}
Close
This narrative literature review discusses peer-reviewed research articles connecting queer gender identities and videogames. Its main purpose is to describe directions of research on connections between queer gender identities and videogames, and to indicate gaps and missing connections in existing studies. The analysed material was collected in April–August 2023 using Google Scholar, Web of Science, and Scopus databases. Three major thematic categories were identified in the publications: representation of queer gender identities in videogames; player–avatar connections and gender dysphoria; and queer gender identities in game-related spaces. The main finding of the review is that articles focused on queer people do not tend to address the inherent queerness of videogames. Queer temporality and spatiality are not sufficiently studied in interaction with queer players, and narrative and/or visual elements remain in focus, even when potentially interactive activities like avatar creation are being researched.
Close
* __https://doi.org/10.7557/23.7432
* __doi:10.7557/23.7432
Close
Ruotsalainen, Maria
Examining Gender in the Gameplay and Reception of Housemarque's Returnal Book Chapter
In: Korpua, Jyrki; Koistinen, Aino-Kaisa; Roine, Hanna-Riikka; Tveit, Marta Mboka (Ed.): Nordic Speculative Fiction : Research, Theory, and Practise , Routledge, 2024.
Abstract | Links | Tags: Game reception, Gender
@inbook{nokey,
title = {Examining Gender in the Gameplay and Reception of Housemarque's Returnal},
author = {Maria Ruotsalainen},
editor = {Jyrki Korpua and Aino-Kaisa Koistinen and Hanna-Riikka Roine and Marta Mboka Tveit},
url = {https://doi.org/10.4324/9781003561101},
doi = {10.4324/9781003561101},
year = {2024},
date = {2024-12-20},
urldate = {2024-12-20},
booktitle = { Nordic Speculative Fiction : Research, Theory, and Practise },
publisher = {Routledge},
abstract = {Returnal, a psychological horror/sci-fi game developed by the Finnish game studio Housemarque and published by Sony Interactive Entertainment in 2021, has a rather atypical protagonist for a video game: a middle-aged woman, a rarity in player-characters in the world of gaming. Against this backdrop, this chapter examines how intersections of age and gender are represented through this character in the game Returnal and discussed in its reception. The analysis of the game shows how Selene's gender is negotiated within masculine game culture by depicting her as a masculine woman, but also how this is both complicated and emphasised by depictions of motherhood. The analysis of reception both highlights the meaningful absences related to the intersections of gender and age in the reception and traces places where these resurface as meaningful themes.},
keywords = {Game reception, Gender},
pubstate = {published},
tppubtype = {inbook}
}
Close
Returnal, a psychological horror/sci-fi game developed by the Finnish game studio Housemarque and published by Sony Interactive Entertainment in 2021, has a rather atypical protagonist for a video game: a middle-aged woman, a rarity in player-characters in the world of gaming. Against this backdrop, this chapter examines how intersections of age and gender are represented through this character in the game Returnal and discussed in its reception. The analysis of the game shows how Selene's gender is negotiated within masculine game culture by depicting her as a masculine woman, but also how this is both complicated and emphasised by depictions of motherhood. The analysis of reception both highlights the meaningful absences related to the intersections of gender and age in the reception and traces places where these resurface as meaningful themes.
Close
* __https://doi.org/10.4324/9781003561101
* __doi:10.4324/9781003561101
Close
Reunanen, Markku; Joelsson, Tapani; Saarikoski, Petri
Commodoren varjossa. 1980-luvun tietokonepelaamista marginaalikoneilla Journal Article
In: Pelitutkimuksen vuosikirja, pp. 2-25, 2024, ISSN: 1798-355X.
Abstract | Links | Tags: Computer games, Digitaalinen kulttuuri, Digital culture, Home computers, Kotitietokoneet, Marginaalisuus, Marginality, Tietokonepelit
@article{Reunanen2024,
title = {Commodoren varjossa. 1980-luvun tietokonepelaamista marginaalikoneilla},
author = {Markku Reunanen and Tapani Joelsson and Petri Saarikoski},
url = {https://pelitutkimus.journal.fi/article/view/145359
https://pelitutkimus.journal.fi/article/view/145359/100276},
issn = {1798-355X},
year = {2024},
date = {2024-12-19},
urldate = {2024-12-19},
journal = {Pelitutkimuksen vuosikirja},
pages = {2-25},
abstract = {Monenkirjavat kotitietokoneet olivat 1980-luvun suosituimpia digitaalisia pelilaitteita. Keskenään yhteensopimattomia malleja oli markkinoilla kymmeniä erilaisia, eivätkä useimmat niistä selvinneet pitkään kilpailun puristuksessa. Suomessa Commodoren kotimikrot saavuttivat vankan jalansijan pelaajien suosikkikoneina, mutta niiden varjossa pelattiin myös Spectrumeilla, MSX-tietokoneilla, Amstradeilla ja vielä niitäkin harvinaisemmilla laitteilla. Tässä artikkelissa käsitellään marginaalikoneilla pelaamista pohjautuen monimuotoiseen lähdemateriaaliin: tietokone- ja kerholehtiin, lehtien lukijakirjeisiin sekä kesällä 2022 järjestetyn kyselyn vastauksiin. Tuloksissa korostuvat lehdistön näennäisen neutraali asenne, harvinaisten koneiden käyttäjien ratkaisut kaupallisen tuen puuttuessa sekä se, kuinka kokonaisvaltaista laitteiden marginaalisuus oli.
In English:
Various home computers were popular gaming platforms in the 1980s. There were tens of mutually incompatible models available and most of them did not survive in the competition for long. In Finland Commodore’s home computers claimed the top spot among gamers, but in the shadow of the mainstream devices people also played on Spectrums, MSX compatibles, Amstrads and even rarer machines. This article deals with gaming on marginal computers based on diverse research material: computer and club magazines, letters to the editor and the answers to a survey organized in 2022. The results highlight the apparent neutrality of magazines, the solutions that the users tried when there was little commercial support available and how all-encompassing the marginality of a device could be.},
keywords = {Computer games, Digitaalinen kulttuuri, Digital culture, Home computers, Kotitietokoneet, Marginaalisuus, Marginality, Tietokonepelit},
pubstate = {published},
tppubtype = {article}
}
Close
Monenkirjavat kotitietokoneet olivat 1980-luvun suosituimpia digitaalisia pelilaitteita. Keskenään yhteensopimattomia malleja oli markkinoilla kymmeniä erilaisia, eivätkä useimmat niistä selvinneet pitkään kilpailun puristuksessa. Suomessa Commodoren kotimikrot saavuttivat vankan jalansijan pelaajien suosikkikoneina, mutta niiden varjossa pelattiin myös Spectrumeilla, MSX-tietokoneilla, Amstradeilla ja vielä niitäkin harvinaisemmilla laitteilla. Tässä artikkelissa käsitellään marginaalikoneilla pelaamista pohjautuen monimuotoiseen lähdemateriaaliin: tietokone- ja kerholehtiin, lehtien lukijakirjeisiin sekä kesällä 2022 järjestetyn kyselyn vastauksiin. Tuloksissa korostuvat lehdistön näennäisen neutraali asenne, harvinaisten koneiden käyttäjien ratkaisut kaupallisen tuen puuttuessa sekä se, kuinka kokonaisvaltaista laitteiden marginaalisuus oli.
In English:
Various home computers were popular gaming platforms in the 1980s. There were tens of mutually incompatible models available and most of them did not survive in the competition for long. In Finland Commodore’s home computers claimed the top spot among gamers, but in the shadow of the mainstream devices people also played on Spectrums, MSX compatibles, Amstrads and even rarer machines. This article deals with gaming on marginal computers based on diverse research material: computer and club magazines, letters to the editor and the answers to a survey organized in 2022. The results highlight the apparent neutrality of magazines, the solutions that the users tried when there was little commercial support available and how all-encompassing the marginality of a device could be.
Close
* __https://pelitutkimus.journal.fi/article/view/145359
* __https://pelitutkimus.journal.fi/article/view/145359/100276
Close
Aurava, Riikka
Game Jamming in Schools: Affordances of Game Jam Events in General Formal Education PhD Thesis
2024, ISBN: 978-952-03-3690-5.
Abstract | Links | Tags: Affordance, Education, Game jam, Game jam organizers
@phdthesis{nokey,
title = {Game Jamming in Schools: Affordances of Game Jam Events in General Formal Education},
author = {Riikka Aurava},
url = {https://urn.fi/URN:ISBN:978-952-03-3691-2},
isbn = {978-952-03-3690-5},
year = {2024},
date = {2024-12-17},
journal = {Tampere University Dissertations},
publisher = {Tampere University},
abstract = {Educational systems worldwide aim to further the so-called 21st century or futureoriented
competence. This competence consists of knowledge and skills deemed
necessary in the constantly changing world and working life, as well as the capability
and will to use the skills and knowledge. Several facets of the 21st century
competence, like creativity, adaptability, and learning-to-learn skills that do not
directly belong to any specific school subject or discipline, have been noted as hard
to teach in general formal education.
Games and game culture have become increasingly ubiquitous. For several people,
and for most adolescents, games are an everyday pastime. With the rise of playing
games, making games as a hobby has proliferated. Game jam events, where people
gather to create games together, have grown in popularity since the first recorded
game jam event in 2002. Research on game jamming shows learning to be a
significant motivation to participate in game jams and an important outcome for
most game jam participants. Research further connects these learning outcomes with
several areas of 21st century competence, although the results have mainly been
tentative and preliminary, and the studied game jams have mainly been organised
outside of general formal education, with mostly adult informants.
This dissertation studies game jam events organised as part of general formal
education. The work presents an iterative, hermeneutic educational design research
project that yields 1) theoretical understanding of game jam events in school use and
2) a practical product, a guideline for organising game jam events as part of general
formal education, in schools, and for the purposes of learning and teaching. The
research was carried out in Finland, and the three main iterations of the design,
school-related game jam events, were organised in general upper secondary schools
for students 16 to 19 years old. The study uses mainly qualitative methods: open
ended surveys, interviews, and observations of game jam events. The informants are
teachers from all educational levels and students at general upper secondary schools.
The findings show that 1) game jam learning belongs to the social constructivist and
constructionist pedagogical continuum, 2) game jam events fit schools best when the
school practicalities are flexible enough to organise project-based and integrated
learning, 3) game jam participation is likely to further 21st century competence, 4)
school-related game jam events differ from game jam events organised for general
audience, mainly due to participants’ and organisers’ underlying roles as students and
teachers, and 5) game jam events are needed in schools not only because they
promote 21st century competence but because they can promote equality and
democracy, and because they offer a pedagogically valid method for learning about
games and game culture.
The findings reveal a profound problem in the Finnish educational system, likely
similar in other educational systems. Organising game jam events in schools faces
the same obstacles as most project-based, learner-centred, and integrated learning.
The system is built on a clear distinction between school subjects, and several school
practices like classes and timetables are dependent on this division. The more rigid
these practices are, the more difficult it is to organise anything else than subjectspecific,
teacher-led learning. This, with the lack of resources, the overemphasised
importance of grades, and the curricular overload, explains in part why 21st century
competence is so hard to further in formal education.},
keywords = {Affordance, Education, Game jam, Game jam organizers},
pubstate = {published},
tppubtype = {phdthesis}
}
Close
Educational systems worldwide aim to further the so-called 21st century or futureoriented
competence. This competence consists of knowledge and skills deemed
necessary in the constantly changing world and working life, as well as the capability
and will to use the skills and knowledge. Several facets of the 21st century
competence, like creativity, adaptability, and learning-to-learn skills that do not
directly belong to any specific school subject or discipline, have been noted as hard
to teach in general formal education.
Games and game culture have become increasingly ubiquitous. For several people,
and for most adolescents, games are an everyday pastime. With the rise of playing
games, making games as a hobby has proliferated. Game jam events, where people
gather to create games together, have grown in popularity since the first recorded
game jam event in 2002. Research on game jamming shows learning to be a
significant motivation to participate in game jams and an important outcome for
most game jam participants. Research further connects these learning outcomes with
several areas of 21st century competence, although the results have mainly been
tentative and preliminary, and the studied game jams have mainly been organised
outside of general formal education, with mostly adult informants.
This dissertation studies game jam events organised as part of general formal
education. The work presents an iterative, hermeneutic educational design research
project that yields 1) theoretical understanding of game jam events in school use and
2) a practical product, a guideline for organising game jam events as part of general
formal education, in schools, and for the purposes of learning and teaching. The
research was carried out in Finland, and the three main iterations of the design,
school-related game jam events, were organised in general upper secondary schools
for students 16 to 19 years old. The study uses mainly qualitative methods: open
ended surveys, interviews, and observations of game jam events. The informants are
teachers from all educational levels and students at general upper secondary schools.
The findings show that 1) game jam learning belongs to the social constructivist and
constructionist pedagogical continuum, 2) game jam events fit schools best when the
school practicalities are flexible enough to organise project-based and integrated
learning, 3) game jam participation is likely to further 21st century competence, 4)
school-related game jam events differ from game jam events organised for general
audience, mainly due to participants’ and organisers’ underlying roles as students and
teachers, and 5) game jam events are needed in schools not only because they
promote 21st century competence but because they can promote equality and
democracy, and because they offer a pedagogically valid method for learning about
games and game culture.
The findings reveal a profound problem in the Finnish educational system, likely
similar in other educational systems. Organising game jam events in schools faces
the same obstacles as most project-based, learner-centred, and integrated learning.
The system is built on a clear distinction between school subjects, and several school
practices like classes and timetables are dependent on this division. The more rigid
these practices are, the more difficult it is to organise anything else than subjectspecific,
teacher-led learning. This, with the lack of resources, the overemphasised
importance of grades, and the curricular overload, explains in part why 21st century
competence is so hard to further in formal education.
Close
* __https://urn.fi/URN:ISBN:978-952-03-3691-2
Close
Kultima, Annakaisa; Koskinen, Elina; Nummenmaa, Timo
Pikku Kakkonen Game Jam - Making Games for and with Children Proceedings Article
In: pp. 49-52, 2024, ISBN: 979-8-4007-1779-6.
Links | Tags: Children, Children's play, Design jams, Game jam
@inproceedings{nokey,
title = {Pikku Kakkonen Game Jam - Making Games for and with Children},
author = {Annakaisa Kultima and Elina Koskinen and Timo Nummenmaa},
url = {https://doi.org/10.1145/3697789.3697800},
doi = {10.1145/3697789.3697800},
isbn = {979-8-4007-1779-6},
year = {2024},
date = {2024-12-04},
journal = {ICGJ '24: Proceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events},
pages = {49-52},
keywords = {Children, Children's play, Design jams, Game jam},
pubstate = {published},
tppubtype = {inproceedings}
}
Close
* __https://doi.org/10.1145/3697789.3697800
* __doi:10.1145/3697789.3697800
Close
Glas, René; Mukherjee, Souvik; Roine, Hanna-Riikka; Stenros, Jaakko
Editorial: Games, Books and Gamebooks Journal Article
In: Journal of Gaming & Virtual Worlds , vol. 16, iss. 2, pp. 155-169, 2024, ISSN: 1757-191X.
Abstract | Links | Tags: Books, Codex, Gamebooks, Games, Playing, Reading
@article{nokey,
title = {Editorial: Games, Books and Gamebooks},
author = {René Glas and Souvik Mukherjee and Hanna-Riikka Roine and Jaakko Stenros},
url = {https://doi.org/10.1386/jgvw_00098_2},
doi = {10.1386/jgvw_00098_2},
issn = {1757-191X},
year = {2024},
date = {2024-11-30},
journal = {Journal of Gaming & Virtual Worlds },
volume = {16},
issue = {2},
pages = {155-169},
abstract = {Games and books, understood in the broadest possible sense, interrelate in numerous different ways. Books and games can take each other’s form; they inspire and augment, expand and specify, contextualize and transform one another. We can ‘read’ games, and we can ‘play’ books. This article is an editorial to a Special Issue that discusses game-book hybrids, gamebooks, as complex entities worthy of their own attention. The focus is specifically on the intersections of games and books (instead of, for instance, games and literature, or games and narratives) as these offer a site for a fruitful cross-disciplinary work. The editorial briefly surveys the field and lays out the basics of games and books as interdisciplinary sites of research. It then introduces a tentative typology for mapping out the interconnectedness of games and books. Finally, the editorial introduces and briefly contextualizes the articles in the Special Issue.},
keywords = {Books, Codex, Gamebooks, Games, Playing, Reading},
pubstate = {published},
tppubtype = {article}
}
Close
Games and books, understood in the broadest possible sense, interrelate in numerous different ways. Books and games can take each other’s form; they inspire and augment, expand and specify, contextualize and transform one another. We can ‘read’ games, and we can ‘play’ books. This article is an editorial to a Special Issue that discusses game-book hybrids, gamebooks, as complex entities worthy of their own attention. The focus is specifically on the intersections of games and books (instead of, for instance, games and literature, or games and narratives) as these offer a site for a fruitful cross-disciplinary work. The editorial briefly surveys the field and lays out the basics of games and books as interdisciplinary sites of research. It then introduces a tentative typology for mapping out the interconnectedness of games and books. Finally, the editorial introduces and briefly contextualizes the articles in the Special Issue.
Close
* __https://doi.org/10.1386/jgvw_00098_2
* __doi:10.1386/jgvw_00098_2
Close
Caetano, Mayara Araujo
Tagging in 3DXChat animated sex game porn production Journal Article
In: Porn Studies, vol. 12, iss. 3, pp. 501-520, 2024, ISSN: 2326-8743.
Abstract | Links | Tags: 3DXChat, Porn, Sex in games
@article{nokey,
title = {Tagging in 3DXChat animated sex game porn production},
author = {Mayara Araujo Caetano},
url = {https://doi.org/10.1080/23268743.2024.2415626},
doi = {10.1080/23268743.2024.2415626},
issn = {2326-8743},
year = {2024},
date = {2024-11-14},
journal = {Porn Studies},
volume = {12},
issue = {3},
pages = {501-520},
abstract = {This qualitative study of tagging practices within online animated pornographic content produced inside the massive online multiplayer game 3DXChat examines how user-generated porn producers position themselves within the structure of the online free porn platform XVideos and the porn conventions they relate their videos to. Based on a purposeful sample of 112 videos uploaded to XVideos, I retrieved 166 unique tags. I contextualize them through a two-year online ethnography experience and discuss them according to information categorization (taxonomy and folksonomy), sexual data within online porn platforms, and pornography. I conclude that 3DXChat user-generated porn is subject to the consolidated sex-tech structures of its time, leaning towards conventional porn categories; the few social tags reflect the in-between stage of ‘niched-mainstream’. Tags exemplify the serialization, indexation, influences, and potential limitations for sexual play.},
keywords = {3DXChat, Porn, Sex in games},
pubstate = {published},
tppubtype = {article}
}
Close
This qualitative study of tagging practices within online animated pornographic content produced inside the massive online multiplayer game 3DXChat examines how user-generated porn producers position themselves within the structure of the online free porn platform XVideos and the porn conventions they relate their videos to. Based on a purposeful sample of 112 videos uploaded to XVideos, I retrieved 166 unique tags. I contextualize them through a two-year online ethnography experience and discuss them according to information categorization (taxonomy and folksonomy), sexual data within online porn platforms, and pornography. I conclude that 3DXChat user-generated porn is subject to the consolidated sex-tech structures of its time, leaning towards conventional porn categories; the few social tags reflect the in-between stage of ‘niched-mainstream’. Tags exemplify the serialization, indexation, influences, and potential limitations for sexual play.
Close
* __https://doi.org/10.1080/23268743.2024.2415626
* __doi:10.1080/23268743.2024.2415626
Close
Mähkä, Rami
Sinä vuonna 2018. Suomen sisällissota muistovuoden populaari- ja mediakulttuurissa Book Chapter
In: Kortti, Jukka; Viita-aho, Mari; Mähkä, Rami; Marti, Aleksi (Ed.): Kertomuksia kansakunnasta: Suomi ja suomalaisuus muuttuvassa historiakulttuurissa, pp. 194-211, Gaudeamus, 2024, ISBN: 978-952-345-277-0.
Tags: Populaarikulttuuri, Sisällissota
@inbook{nokey,
title = {Sinä vuonna 2018. Suomen sisällissota muistovuoden populaari- ja mediakulttuurissa},
author = {Rami Mähkä},
editor = {Jukka Kortti and Mari Viita-aho and Rami Mähkä and Aleksi Marti},
isbn = {978-952-345-277-0},
year = {2024},
date = {2024-10-17},
booktitle = {Kertomuksia kansakunnasta: Suomi ja suomalaisuus muuttuvassa historiakulttuurissa},
pages = {194-211},
publisher = {Gaudeamus},
keywords = {Populaarikulttuuri, Sisällissota},
pubstate = {published},
tppubtype = {inbook}
}
Close
Mähkä, Rami; Walliander, Haron
“Realistic but Humorous" : Finnish Army Simulator as a First-Person Video Game on Finnish National Service Book Chapter
In: Mochocki, Michał; Schreiber, Paweł; Majewski, Jakub; Kot, Yaraslau I. (Ed.): Central and Eastern European Histories and Heritages in Video Games , Routledge, 2024, ISBN: 9781003461326.
Abstract | Links | Tags: Humour, National Service, Simulation games
@inbook{nokey,
title = {“Realistic but Humorous" : Finnish Army Simulator as a First-Person Video Game on Finnish National Service},
author = {Rami Mähkä and Haron Walliander},
editor = {Michał Mochocki and Paweł Schreiber and Jakub Majewski and Yaraslau I. Kot},
url = {https://doi.org/10.4324/9781003461326},
doi = {10.4324/9781003461326},
isbn = {9781003461326},
year = {2024},
date = {2024-10-17},
booktitle = {Central and Eastern European Histories and Heritages in Video Games },
publisher = {Routledge},
abstract = {This chapter will explore the Finnish-origin digital game Finnish Army Simulator (2023) and how it represents the compulsory Finnish armed service. Although the game aims to model service and realism accurately, it has a humorous undertone. The game's humor situates it in the Finnish military farce tradition. Finnish Army Simulator can be considered a new form of military farce in game media, combining the hallmarks of military farce movies with the unique features of digital games. The analysis of the paratexts shows that military service, which over 65% of men in Finland undergo, is a collective experience, and the humorous treatment of this shared experience is a meaningful topic for games. Interestingly, realism and authenticity can be a backdrop for humorous gameplay and narrative.},
keywords = {Humour, National Service, Simulation games},
pubstate = {published},
tppubtype = {inbook}
}
Close
This chapter will explore the Finnish-origin digital game Finnish Army Simulator (2023) and how it represents the compulsory Finnish armed service. Although the game aims to model service and realism accurately, it has a humorous undertone. The game's humor situates it in the Finnish military farce tradition. Finnish Army Simulator can be considered a new form of military farce in game media, combining the hallmarks of military farce movies with the unique features of digital games. The analysis of the paratexts shows that military service, which over 65% of men in Finland undergo, is a collective experience, and the humorous treatment of this shared experience is a meaningful topic for games. Interestingly, realism and authenticity can be a backdrop for humorous gameplay and narrative.
Close
* __https://doi.org/10.4324/9781003461326
* __doi:10.4324/9781003461326
Close
Mayer, Aska
Baroque... Baroque Never Changes: Die Fallout-Serie als Neobarockes Medium Book Chapter
In: GÖRGEN, ARNO; INDERST, RUDOLF THOMAS (Ed.): Old World Blues: ‘Fallout’ und das Spiel mit der Postapokalypse, pp. 245-269, Büchner-Verlag, 2024, ISBN: 978-3-96317-390-5 .
Links | Tags: Baroque, Fallout
@inbook{nokey,
title = {Baroque... Baroque Never Changes: Die Fallout-Serie als Neobarockes Medium},
author = {Aska Mayer},
editor = {ARNO GÖRGEN and RUDOLF THOMAS INDERST},
url = {https://doi.org/10.14631/978-3-96317-952-5},
doi = {10.14631/978-3-96317-952-5},
isbn = {978-3-96317-390-5 },
year = {2024},
date = {2024-10-16},
booktitle = {Old World Blues: ‘Fallout’ und das Spiel mit der Postapokalypse},
pages = {245-269},
publisher = {Büchner-Verlag},
keywords = {Baroque, Fallout},
pubstate = {published},
tppubtype = {inbook}
}
Close
* __https://doi.org/10.14631/978-3-96317-952-5
* __doi:10.14631/978-3-96317-952-5
Close
Mayer, Aska; Thiel-Woznica, Marcel
Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming Proceedings Article
In: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, pp. 188-193, 2024, ISBN: 979-8-4007-0692-9.
Abstract | Links | Tags: Game controllers, Streaming
@inproceedings{nokey,
title = {Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming},
author = {Aska Mayer and Marcel Thiel-Woznica},
url = {https://doi.org/10.1145/3665463.3678782},
doi = {10.1145/3665463.3678782},
isbn = {979-8-4007-0692-9},
year = {2024},
date = {2024-10-14},
booktitle = {Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play},
pages = {188-193},
abstract = {Game controllers are a crucial element of gameplay experience and agency. Still, they are rarely centered in game livestreaming potentially due to familiarity of users and audiences with them. Within this explorative study-in-progress, we center alternative game controllers, which break with this expectation structures both for player and audience and therefore present new challenges for gameplay structure and technology mediation. To explore this phenomenon, we conducted a video interaction analysis of two Elden Ring livestreams presenting different alternative control modes, a brain-computer-interface (invisible control) and a repurposed Dance Pad (embodied control). It will be shown that the analysed alternative game controllers 1) alter the embodied representation of play, 2) require the adoption of new gameplay structures, and 3) make the development and appearance of evidence practices necessary, to communicate potentially unfamiliar functionality to users.},
keywords = {Game controllers, Streaming},
pubstate = {published},
tppubtype = {inproceedings}
}
Close
Game controllers are a crucial element of gameplay experience and agency. Still, they are rarely centered in game livestreaming potentially due to familiarity of users and audiences with them. Within this explorative study-in-progress, we center alternative game controllers, which break with this expectation structures both for player and audience and therefore present new challenges for gameplay structure and technology mediation. To explore this phenomenon, we conducted a video interaction analysis of two Elden Ring livestreams presenting different alternative control modes, a brain-computer-interface (invisible control) and a repurposed Dance Pad (embodied control). It will be shown that the analysed alternative game controllers 1) alter the embodied representation of play, 2) require the adoption of new gameplay structures, and 3) make the development and appearance of evidence practices necessary, to communicate potentially unfamiliar functionality to users.
Close
* __https://doi.org/10.1145/3665463.3678782
* __doi:10.1145/3665463.3678782
Close
Ojell-Järventausta, Terho; Belousov, Anatolii; Bujić, Mila; Macey, Joseph; Hamari, Juho
Digital Technologies and Human Consciousness : A Futures Workshop for Exploring Potential Implications Proceedings Article
In: Proceedings of the 27th International Academic Mindtrek Conference, pp. 320 - 324, 2024, ISBN: 979-8-4007-1823-6.
Abstract | Links | Tags: Digital technology, Human data, Workshop
@inproceedings{nokey,
title = {Digital Technologies and Human Consciousness : A Futures Workshop for Exploring Potential Implications},
author = {Terho Ojell-Järventausta and Anatolii Belousov and Mila Bujić and Joseph Macey and Juho Hamari},
url = {https://doi.org/10.1145/3681716.3681742},
doi = {10.1145/3681716.3681742},
isbn = {979-8-4007-1823-6},
year = {2024},
date = {2024-10-08},
booktitle = {Proceedings of the 27th International Academic Mindtrek Conference},
pages = {320 - 324},
abstract = {Over the past decades, digital technologies have permeated many everyday tasks and practices, reshaping human behaviour and causing unintended consequences. The emergence of artificial intelligence, extended reality, brain-computer interfaces, and nanotechnology have increased the likelihood of a future in which the impact of digital technologies reaches an unprecedented degree by expanding human consciousness. As such, the societal implications of such developments require an urgent evaluation. In this workshop proposal, we suggest an approach based on the futures clinique method to identify drivers and obstacles of change and potential societal implications through different future scenarios of digitally induced altered states of consciousness (DIAL). The workshop’s contributions comprise novel future scenarios that will aid in identifying potential benefits of DIAL and strategies for mitigating risks. It will provide a platform for exploring the implications of these emerging technologies through a novel perspective (DIAL) that is not currently prominent in the discourse but must be considered to mitigate unintended consequences.},
keywords = {Digital technology, Human data, Workshop},
pubstate = {published},
tppubtype = {inproceedings}
}
Close
Over the past decades, digital technologies have permeated many everyday tasks and practices, reshaping human behaviour and causing unintended consequences. The emergence of artificial intelligence, extended reality, brain-computer interfaces, and nanotechnology have increased the likelihood of a future in which the impact of digital technologies reaches an unprecedented degree by expanding human consciousness. As such, the societal implications of such developments require an urgent evaluation. In this workshop proposal, we suggest an approach based on the futures clinique method to identify drivers and obstacles of change and potential societal implications through different future scenarios of digitally induced altered states of consciousness (DIAL). The workshop’s contributions comprise novel future scenarios that will aid in identifying potential benefits of DIAL and strategies for mitigating risks. It will provide a platform for exploring the implications of these emerging technologies through a novel perspective (DIAL) that is not currently prominent in the discourse but must be considered to mitigate unintended consequences.
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* __https://doi.org/10.1145/3681716.3681742
* __doi:10.1145/3681716.3681742
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Belousov, Anatolii; Ojell-Järventausta, Terho; Bujić, Mila; Macey, Joseph; Hamari, Juho
A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy Proceedings Article
In: Proceedings of the 27th International Academic Mindtrek Conference, pp. 249-253, 2024, ISBN: 979-8-4007-1823-6.
Abstract | Links | Tags: Digital technology, Discrepancy, Typology
@inproceedings{nokey,
title = {A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy },
author = {Anatolii Belousov and Terho Ojell-Järventausta and Mila Bujić and Joseph Macey and Juho Hamari},
url = {https://doi.org/10.1145/3681716.3689443},
doi = {10.1145/3681716.3689443},
isbn = {979-8-4007-1823-6},
year = {2024},
date = {2024-10-08},
urldate = {2024-10-08},
booktitle = {Proceedings of the 27th International Academic Mindtrek Conference},
pages = {249-253},
abstract = {The development of digital technologies leads to new types of relationships between the digital world and human consciousness, increasingly inducing or influencing specific types of experiences, such as dreams, transcendental experiences, or derealisation. The varied devices used to induce these experiences, from brain-stimulating magnets to biofeedback-based VR headsets, constitute a new class of digital technologies. They are already starting to be utilised in various spheres of life from medicine to art. However, the full potential of technologies is only beginning to be revealed and implementations are somewhat limited; accordingly, researchers in the field must use alternative strategies when investigating the potential evolution of this phenomenon. Making use of speculative or fictional narratives is one productive approach. Finding relevant technologies within narratives has some challenges and requires a more specific criterion for defining this phenomenon. This work in progress suggests the conceptualization of altered states of consciousness (ASC) through the lens of the relationship between external input and processor as a practical strategy for identifying digitally-induced altered states of consciousness (DIAL). It provides "discrepancy of input" as a flexible navigational criterion that will help include unknown technologies into the discussion about altered states of consciousness. The implementation of the criterion is demonstrated in specific examples of identification technologies from sci-fi worlds.},
keywords = {Digital technology, Discrepancy, Typology},
pubstate = {published},
tppubtype = {inproceedings}
}
Close
The development of digital technologies leads to new types of relationships between the digital world and human consciousness, increasingly inducing or influencing specific types of experiences, such as dreams, transcendental experiences, or derealisation. The varied devices used to induce these experiences, from brain-stimulating magnets to biofeedback-based VR headsets, constitute a new class of digital technologies. They are already starting to be utilised in various spheres of life from medicine to art. However, the full potential of technologies is only beginning to be revealed and implementations are somewhat limited; accordingly, researchers in the field must use alternative strategies when investigating the potential evolution of this phenomenon. Making use of speculative or fictional narratives is one productive approach. Finding relevant technologies within narratives has some challenges and requires a more specific criterion for defining this phenomenon. This work in progress suggests the conceptualization of altered states of consciousness (ASC) through the lens of the relationship between external input and processor as a practical strategy for identifying digitally-induced altered states of consciousness (DIAL). It provides "discrepancy of input" as a flexible navigational criterion that will help include unknown technologies into the discussion about altered states of consciousness. The implementation of the criterion is demonstrated in specific examples of identification technologies from sci-fi worlds.
Close
* __https://doi.org/10.1145/3681716.3689443
* __doi:10.1145/3681716.3689443
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