2023
Holm, Suvi
Preferences, emotions, and visual attention in the first-person shooter game experience Väitöskirja
Psykologia, Turun yliopisto, 2023, ISBN: 978-951-29-9290-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Holm2023,
title = {Preferences, emotions, and visual attention in the first-person shooter game experience},
author = {Suvi Holm},
url = {https://urn.fi/URN:ISBN:978-951-29-9290-4},
isbn = {978-951-29-9290-4},
year = {2023},
date = {2023-01-01},
school = {Psykologia, Turun yliopisto},
abstract = {First-person shooter (FPS) games are one of the most popular yet notorious genres of digital games. They contain visceral emotional content and require intense visual attention from players, leading some people to appreciate and others to resent these types of games. This thesis investigated individual differences in the game experience of FPS games by exploring how preferences for violent game dynamics (e.g., preferences for shooting, killing, and exploding) affect players’ emotions and perceptions of curiosity, vitality, and self-efficacy. In addition, the thesis explored how visual attention skills affect the viewing of FPS games as indexed by viewers’ eye movements.
In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewers’ eye movements tended to progress from a diffuse scanning mode towards a more focal and central viewing mode as time passed. Visual qualities and saliency of events also guided eye movements. Individual differences in visual attention skills (namely, the ability to track multiple objects, perform a visual search for targets, and to see rapidly appearing serial targets) were related to what was attended to in the screen. The role of visual attention skills on eye movements was more prominent during visually distinct events. In sum, the results showed that specific visual attention skills predicted eye movement patterns during FPS gameplay video viewing.
Study II explored whether game dynamics preferences and emotion-related responses to an FPS game are connected. Participants’ heart rate, electrodermal activity, and electric activity of facial muscles were recorded as indexes of emotion-related responses both during playing (active participation) and gameplay video viewing (passive watching). The participants also rated their level of experienced arousal and valence. The results showed that there were individual differences in physiological emotion-related responses as a function of dynamics preferences, especially in measures of physiological arousal. Those who liked violent dynamics showed a rather stable level of physiological arousal state both when playing and when viewing the game. In contrast, participants who disliked violent dynamics showed an overall higher level of physiological arousal during playing than when viewing, and the level of arousal increased across time in both conditions. The results on facial muscle activity likewise showed that activity differed between people who liked versus disliked violent dynamics. However, the results were somewhat conflicting: those who liked violent game dynamics showed a steep increase in the activity of the corrugator supercilii muscle, an index of negative valence. Instead, those who disliked the dynamics showed less increase in corrugator supercilii activity. The dynamics preferences did not affect self-reported emotional valence or arousal. Thus, the results highlight that game dynamics preferences were associated with physiological signals, although they may not be a straightforward index of emotions in a gaming context.
In Study III, associations between game dynamics preferences and self-reported experiences of vitality, self-efficacy, and curiosity were explored both in association with life in general and with playing an FPS video game. The results showed that players who were neutral or mildly positive towards violent content experienced stable levels of vitality, curiosity, and emotional valence both in life in general and when playing. They also experienced a slight decline in self-efficacy in the playing context. Conversely, those who disliked violent dynamics experienced a clear decline in all of these measures in the playing context. Thus, game dynamics preferences were connected with wider experiential reflections related to playing.
Overall, the results of all three studies showed why there is individual variation in the playing experience: players and viewers have differing skills and preferences. These skills and preferences affect how players and viewers pay attention to the game, and what kind of emotional reactions and experiences they have. This is valuable for understanding the psychological outcomes of FPS games, as well as why people hold differing opinions about these types of games. Likewise, the results have importance for game design, as they show that players respond in different ways to game contents. Thus, it may be fruitful to personalize and tailor game contents based on players’ preferences and visual attention skills.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewers’ eye movements tended to progress from a diffuse scanning mode towards a more focal and central viewing mode as time passed. Visual qualities and saliency of events also guided eye movements. Individual differences in visual attention skills (namely, the ability to track multiple objects, perform a visual search for targets, and to see rapidly appearing serial targets) were related to what was attended to in the screen. The role of visual attention skills on eye movements was more prominent during visually distinct events. In sum, the results showed that specific visual attention skills predicted eye movement patterns during FPS gameplay video viewing.
Study II explored whether game dynamics preferences and emotion-related responses to an FPS game are connected. Participants’ heart rate, electrodermal activity, and electric activity of facial muscles were recorded as indexes of emotion-related responses both during playing (active participation) and gameplay video viewing (passive watching). The participants also rated their level of experienced arousal and valence. The results showed that there were individual differences in physiological emotion-related responses as a function of dynamics preferences, especially in measures of physiological arousal. Those who liked violent dynamics showed a rather stable level of physiological arousal state both when playing and when viewing the game. In contrast, participants who disliked violent dynamics showed an overall higher level of physiological arousal during playing than when viewing, and the level of arousal increased across time in both conditions. The results on facial muscle activity likewise showed that activity differed between people who liked versus disliked violent dynamics. However, the results were somewhat conflicting: those who liked violent game dynamics showed a steep increase in the activity of the corrugator supercilii muscle, an index of negative valence. Instead, those who disliked the dynamics showed less increase in corrugator supercilii activity. The dynamics preferences did not affect self-reported emotional valence or arousal. Thus, the results highlight that game dynamics preferences were associated with physiological signals, although they may not be a straightforward index of emotions in a gaming context.
In Study III, associations between game dynamics preferences and self-reported experiences of vitality, self-efficacy, and curiosity were explored both in association with life in general and with playing an FPS video game. The results showed that players who were neutral or mildly positive towards violent content experienced stable levels of vitality, curiosity, and emotional valence both in life in general and when playing. They also experienced a slight decline in self-efficacy in the playing context. Conversely, those who disliked violent dynamics experienced a clear decline in all of these measures in the playing context. Thus, game dynamics preferences were connected with wider experiential reflections related to playing.
Overall, the results of all three studies showed why there is individual variation in the playing experience: players and viewers have differing skills and preferences. These skills and preferences affect how players and viewers pay attention to the game, and what kind of emotional reactions and experiences they have. This is valuable for understanding the psychological outcomes of FPS games, as well as why people hold differing opinions about these types of games. Likewise, the results have importance for game design, as they show that players respond in different ways to game contents. Thus, it may be fruitful to personalize and tailor game contents based on players’ preferences and visual attention skills.
Janhunen, Maarit
Exergame-based rehabilitation in older adults specifically after total knee replacement Väitöskirja
Fysioterapia, Jyväskylän yliopisto, 2023, ISBN: 978-951-39-9547-8.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Janhunen2023,
title = {Exergame-based rehabilitation in older adults specifically after total knee replacement},
author = {Maarit Janhunen},
url = {http://urn.fi/URN:ISBN:978-951-39-9547-8},
isbn = {978-951-39-9547-8},
year = {2023},
date = {2023-01-01},
school = {Fysioterapia, Jyväskylän yliopisto},
abstract = {This thesis aimed to study the feasibility and effects of exergame-based rehabilitation on enhancing the physical function and pain in older adults, specifically after total knee replacement (TKR). The feasibility of exergames customized for the post-TKR rehabilitation was studied as movement characteristics, perceived exertion, and knee pain during exergaming in individuals who have undergone TKR (n=7, mean age, 65 years). The effects of exergame-based rehabilitation on walking were assessed in a systematic review and meta-analysis in older adults without neurologic conditions (n=3797, mean age, 74 years), and on mobility and other physical function in a home-based 4-month randomized controlled trial (RCT) in individuals undergoing TKR (n=52, mean age, 66 years). In the meta-analysis, the groups that underwent exergame-based rehabilitation were compared with reference groups that performed other types of exercise or did not undergo any exercise. In the RCT, exergame-based rehabilitation was compared with standard post-TKR home exercise. The results of the feasibility study showed that although the volume and intensity of movement was mostly higher during exergaming, the range of movement was similarly achieved during exergaming and standard exercising, all with low levels of perceived exertion and pain. The meta-analysis showed that the exergame-based interventions implemented in a supervised or unsupervised manner were more effective on improvements in walking than other types of exercise or no exercise. The results of the RCT study showed that the unsupervised, exergame-based intervention was more effective on improvements in mobility and as effective as standard home exercise on enhancing other physical functions and pain. In conclusion, in older adults, exergaming resulted in positive effects on physical function, especially on walking and mobility, in both supervised and unsupervised rehabilitation using customized or commercially available exercise games. Moreover, the exergames may be customized to achieve the movement characteristics appropriate for post-TKR rehabilitation. Exergames may be considered as a promising form of exercise in the management of the physical function and pain in the older adults as an alternative to standard exercise, specifically for rehabilitation after TKR.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Jääskä, Elina
Game-based learning methods in project management higher education Väitöskirja
Tuotantotalous, Oulun yliopisto, 2023, ISBN: 978-952-62-3683-4.
Abstract | Links | BibTeX | Avainsanat: digital game-based learning, earned value management, educational games, englanninkieliset väitöskirjat, game design, game-based learning, gamification of education, motivation, project management higher education, project sustainability management
@phdthesis{Jääskä2023,
title = {Game-based learning methods in project management higher education},
author = {Elina Jääskä},
url = {http://urn.fi/urn:isbn:9789526236834},
isbn = {978-952-62-3683-4},
year = {2023},
date = {2023-01-01},
school = {Tuotantotalous, Oulun yliopisto},
abstract = {The projectification of society means that an increasing amount of work is being organized and managed through projects in organizations and companies. In order to succeed, companies are in constant need of competent personnel with strong project management skills. Therefore, project management educators are faced with the challenge of training highly skilled personnel with the use of motivational and practice-oriented methods. Game-based learning (GBL) methods, which utilize digital educational games, promote students’ motivation and learning by experience. They provide a simulated environment for learning project management skills through repetition and trial and error in a risk-free environment, which is not possible in real-life organizations.
The objective of this study is to increase understanding and develop new knowledge of how GBL methods can be used in project management higher education. Qualitative methods were used to study GBL experiences from both teachers’ and students’ points of view. This dissertation identifies and analyses benefits and challenges of the method for students and teachers. It complements the previous understanding of the role of GBL methods in enhancing students’ motivation and learning and yields new understanding of factors that may have a negative impact on students’ motivation and learning. Therefore, the study identifies challenges and disadvantages, which are not as widely discussed as benefits of GBL methods.
Integrating GBL into the curriculum may be challenging both pedagogically and technically and, therefore, requires effort and time from teachers and resources from educational institutions. This study gives examples of how games can be utilized and integrated into the learning of complex project management phenomena and practices. This expands the extant knowledge of educational game design and GBL solution design, which include contextualized gameplay activities for project management education.
The results of this dissertation include observations, considerations, and advice that may help incorporate educational games into teaching processes. The results also introduce practices that assist in the areas of GBL methods planning, teaching and learning, and assessment. The observations and practical advice of this dissertation may help with decision-making about the use of GBL methods and their successful implementation in project management higher education.},
keywords = {digital game-based learning, earned value management, educational games, englanninkieliset väitöskirjat, game design, game-based learning, gamification of education, motivation, project management higher education, project sustainability management},
pubstate = {published},
tppubtype = {phdthesis}
}
The objective of this study is to increase understanding and develop new knowledge of how GBL methods can be used in project management higher education. Qualitative methods were used to study GBL experiences from both teachers’ and students’ points of view. This dissertation identifies and analyses benefits and challenges of the method for students and teachers. It complements the previous understanding of the role of GBL methods in enhancing students’ motivation and learning and yields new understanding of factors that may have a negative impact on students’ motivation and learning. Therefore, the study identifies challenges and disadvantages, which are not as widely discussed as benefits of GBL methods.
Integrating GBL into the curriculum may be challenging both pedagogically and technically and, therefore, requires effort and time from teachers and resources from educational institutions. This study gives examples of how games can be utilized and integrated into the learning of complex project management phenomena and practices. This expands the extant knowledge of educational game design and GBL solution design, which include contextualized gameplay activities for project management education.
The results of this dissertation include observations, considerations, and advice that may help incorporate educational games into teaching processes. The results also introduce practices that assist in the areas of GBL methods planning, teaching and learning, and assessment. The observations and practical advice of this dissertation may help with decision-making about the use of GBL methods and their successful implementation in project management higher education.
Korkeila, Henry
Resources, capital, and players inside the game worlds: Bourdieusian approach to game cultures Väitöskirja
Digitaalinen kulttuuri, Turun yliopisto, 2023, ISBN: 978-951-29-9270-6.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Korkeila2023,
title = { Resources, capital, and players inside the game worlds: Bourdieusian approach to game cultures},
author = {Henry Korkeila},
url = {https://urn.fi/URN:ISBN:978-951-29-9270-6},
isbn = {978-951-29-9270-6},
year = {2023},
date = {2023-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {Online gaming is all the time more ubiquitous. With the World becoming increasingly digitized and inter-connected, it is no wonder that the most popular pastime, gaming, is reachable quite literally anywhere. With this popularity comes the multitude of choices to fulfil any gamer’s needs and satisfaction for interactive media as companies are trying to tap into the ever-growing market. Some play to spend time with family and friends, some play to dominate others, some play to become rich, and everything in-between. The online game worlds, especially the games in the genre of Massively Multiplayer Online Role-Playing Games, can house inhabitants of all backgrounds, with all types of motivations, and offer more than enough activities for the inhabitants to enjoy.
Despite the immense success of certain games that have defined the future of their respective genre, the research into the immersive and complex virtual worlds has been heavily focusing on aspects and effects external to the game and the act of gaming itself. There is a stern lack of focus on the happenings and lives of the inhabitants of the virtual worlds, apart from very few autoethnographies that attempt to go beneath the surface to explain the affordances that exists. Studies still largely focus on the players before and after they play the games where the in-game actions are rather nuance than the focus.
This dissertation shifts the focus upside-down and explores, and explains, deeply through the resources circulating in and around the online multiplayer game worlds with the players themselves being rather side-lined. Used methods include quantitative survey, scoping review, qualitative, and frequency count. This dissertation shows that there just as many ways to live inside the game worlds as there are players. Thus, the main arguments of the work are related to: 1) socializing, the numerous ways to do so, and the importance of it inside the game worlds; 2) the ways avatars and players are able to, or willing to, accumulate resources; 3) using Bourdieusian approach to resources as types of capital is feasible and offers unique insight into the happenings of game worlds; 4) the types of capital as they have more nuance to them in the domain of video games than their broad definitions might let one expect.
The results promote the view, that despite the sheer power of statistical analysis to categorize players, there can be found unique approaches to the games varying from the motivations and demographical attributes to focusing on the betterment of the game’s community through discussion forums. Every instance and every approach to gaming is just as valid as any other, which might seem like an obvious statement, but it is clear that the player-bases and sometimes even scholars forget about those playstyles that are in the margin. Further, the results increase the knowledge of how resourceful avatars can be, and what are possibly some intra-game and extra-game limiting factors on how well an entity can utilize the possible affordances. The academia has studies about the social life inside the game worlds, and studies about capital as resource around the game worlds, but they are rarely combined. Even more rare are the comprehensive studies taking a wider look on the life of the citizen of the game worlds with specific research aims or questions in mind. This dissertation gives multi-layered insight into this phenomenon with tangible examples to deliver a very precise message.
For one to understand the avatars of games, one must think and approach them as conscious entities rather than only as tools for enjoyment. There is so much more going in the virtual worlds than one mere dissertation can ever include within its pages.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Despite the immense success of certain games that have defined the future of their respective genre, the research into the immersive and complex virtual worlds has been heavily focusing on aspects and effects external to the game and the act of gaming itself. There is a stern lack of focus on the happenings and lives of the inhabitants of the virtual worlds, apart from very few autoethnographies that attempt to go beneath the surface to explain the affordances that exists. Studies still largely focus on the players before and after they play the games where the in-game actions are rather nuance than the focus.
This dissertation shifts the focus upside-down and explores, and explains, deeply through the resources circulating in and around the online multiplayer game worlds with the players themselves being rather side-lined. Used methods include quantitative survey, scoping review, qualitative, and frequency count. This dissertation shows that there just as many ways to live inside the game worlds as there are players. Thus, the main arguments of the work are related to: 1) socializing, the numerous ways to do so, and the importance of it inside the game worlds; 2) the ways avatars and players are able to, or willing to, accumulate resources; 3) using Bourdieusian approach to resources as types of capital is feasible and offers unique insight into the happenings of game worlds; 4) the types of capital as they have more nuance to them in the domain of video games than their broad definitions might let one expect.
The results promote the view, that despite the sheer power of statistical analysis to categorize players, there can be found unique approaches to the games varying from the motivations and demographical attributes to focusing on the betterment of the game’s community through discussion forums. Every instance and every approach to gaming is just as valid as any other, which might seem like an obvious statement, but it is clear that the player-bases and sometimes even scholars forget about those playstyles that are in the margin. Further, the results increase the knowledge of how resourceful avatars can be, and what are possibly some intra-game and extra-game limiting factors on how well an entity can utilize the possible affordances. The academia has studies about the social life inside the game worlds, and studies about capital as resource around the game worlds, but they are rarely combined. Even more rare are the comprehensive studies taking a wider look on the life of the citizen of the game worlds with specific research aims or questions in mind. This dissertation gives multi-layered insight into this phenomenon with tangible examples to deliver a very precise message.
For one to understand the avatars of games, one must think and approach them as conscious entities rather than only as tools for enjoyment. There is so much more going in the virtual worlds than one mere dissertation can ever include within its pages.
Koski, Johannes
Producing affection: Affect and mediated intimacy in Pokémon Väitöskirja
Digitaalinen kulttuuri, Turun yliopisto, 2023, ISBN: 978-951-29-9366-6.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Koski2023,
title = {Producing affection: Affect and mediated intimacy in Pokémon},
author = {Johannes Koski},
url = {https://urn.fi/URN:ISBN:978-951-29-9366-6},
isbn = {978-951-29-9366-6},
year = {2023},
date = {2023-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them.
In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein.
I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon.
This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon.
Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein.
I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon.
This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon.
Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.
Lu, Chien
Shallow representations, profound discoveries : A methodological study of game culture in social media Väitöskirja
Koneoppiminen, Tampereen yliopisto, 2023.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Lu2023,
title = {Shallow representations, profound discoveries : A methodological study of game culture in social media},
author = {Chien Lu},
url = {https://urn.fi/URN:ISBN:978-952-03-3031-6},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
school = {Koneoppiminen, Tampereen yliopisto},
abstract = {This thesis explores the potential of representation learning techniques in game studies, highlighting their effectiveness and addressing challenges in data analysis. The primary focus of this thesis is shallow representation learning, which utilizes simpler model architectures but is able to yield effective modeling results. This thesis investigates the following research objectives: disentangling the dependencies of data, modeling temporal dynamics, learning multiple representations, and learning from heterogeneous data. The contributions of this thesis are made from two perspectives: empirical analysis and methodology development, to address these objectives. Chapters 1 and 2 provide a thorough introduction, motivation, and necessary background information for the thesis, framing the research and setting the stage for subsequent publications. Chapters 3 to 5 summarize the contribution of the 6 publications, each of which contributes to demonstrating the effectiveness of representation learning techniques in addressing various analytical challenges.
In Chapter 1 and 2, the research objects and questions are also motivated and described. In particular, Introduction to the primary application field game studies is provided and the connections of data analysis and game culture is highlighted. Basic notion of representation learning, and canonical techniques such as probabilistic principal component analysis, topic modeling, and embedding models are described. Analytical challenges and data types are also described to motivate the research of this thesis.
Chapter 3 presents two empirical analyses conducted in Publication I and II that present empirical data analysis on player typologies and temporal dynamics of player perceptions. The first empirical analysis takes the advantage of a factor model to offer a flexible player typology analysis. Results and analytical framework are particularly useful for personalized gamification. The Second empirical analysis uses topic modeling to analyze the temporal dynamic of player perceptions of the game No Man’s Sky in relation to game changes. The results reflect a variety of player perceptions including general gaming activities, game mechanic. Moreover, a set of underlying topics that are directly related to game updates and changes are extracted and the temporal dynamics of them have reflected that players responds differently to different updates and changes.
Chapter 4 presents two method developments that are related to factor models. The first method, DNBGFA, developed in Publication III, is a matrix factorization model for modeling the temporal dynamics of non-negative matrices from multiple sources. The second mothod, CFTM, developed in Publication IV introduces a factor model to a topic model to handle sophisticated document-level covariates. The develeopd methods in Chapter 4 are also demonstrated for analyzing text data.
Chapter 5 summarizes Publication V and Publication VI that develop embedding models. Publication V introduces Bayesian non-parametric to a graph embedding model to learn multiple representations for nodes. Publication VI utilizes a Gaussian copula model to deal with heterogeneous data in representation learning. The develeopd methods in Chapter 5 are also demonstrated for data analysis tasks in the context of online communities.
Lastly, Chapter 6 renders discussions and conclusions. Contributions of this thesis are highlighted, limitations, ongoing challenges, and potential future research directions are discussed.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In Chapter 1 and 2, the research objects and questions are also motivated and described. In particular, Introduction to the primary application field game studies is provided and the connections of data analysis and game culture is highlighted. Basic notion of representation learning, and canonical techniques such as probabilistic principal component analysis, topic modeling, and embedding models are described. Analytical challenges and data types are also described to motivate the research of this thesis.
Chapter 3 presents two empirical analyses conducted in Publication I and II that present empirical data analysis on player typologies and temporal dynamics of player perceptions. The first empirical analysis takes the advantage of a factor model to offer a flexible player typology analysis. Results and analytical framework are particularly useful for personalized gamification. The Second empirical analysis uses topic modeling to analyze the temporal dynamic of player perceptions of the game No Man’s Sky in relation to game changes. The results reflect a variety of player perceptions including general gaming activities, game mechanic. Moreover, a set of underlying topics that are directly related to game updates and changes are extracted and the temporal dynamics of them have reflected that players responds differently to different updates and changes.
Chapter 4 presents two method developments that are related to factor models. The first method, DNBGFA, developed in Publication III, is a matrix factorization model for modeling the temporal dynamics of non-negative matrices from multiple sources. The second mothod, CFTM, developed in Publication IV introduces a factor model to a topic model to handle sophisticated document-level covariates. The develeopd methods in Chapter 4 are also demonstrated for analyzing text data.
Chapter 5 summarizes Publication V and Publication VI that develop embedding models. Publication V introduces Bayesian non-parametric to a graph embedding model to learn multiple representations for nodes. Publication VI utilizes a Gaussian copula model to deal with heterogeneous data in representation learning. The develeopd methods in Chapter 5 are also demonstrated for data analysis tasks in the context of online communities.
Lastly, Chapter 6 renders discussions and conclusions. Contributions of this thesis are highlighted, limitations, ongoing challenges, and potential future research directions are discussed.
Tikka, Reko
Antiikin arpapelit Väitöskirja
Latinalainen filologia, Turun yliopisto, 2023, ISBN: 978-951-29-9218-8.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Tikka2023,
title = {Antiikin arpapelit},
author = {Reko Tikka},
url = {https://urn.fi/URN:ISBN:978-951-29-9218-8},
isbn = {978-951-29-9218-8},
year = {2023},
date = {2023-01-01},
school = {Latinalainen filologia, Turun yliopisto},
abstract = {Arpapeliä voidaan teoriassa pitää myös eräänä arvonnan tyyppinä, ja kun sen alkuperän oletetaan olevan arpaoraakkeleissa, on sen nähty olevan yhteydessä ennustamiseen. Antiikin todistusaineiston valossa arpapelejä pidettiin kuitenkin vain ja ainoastaan peleinä.
Arpapeli on helppoa määritellä tietynlaiseksi peliksi, mutta pelistä taas ei voida esittää mitään universaalia määritelmää – se tarkoittaa eri kielissä hieman eri asioita, joten kyse on kielirelativismista. Sanaston tasolla klassillisissa kielissä ei ole mitään eroa käsitteiden ’peli’ ja ’leikki’ välillä, kuten ei monissa nykykielissäkään. Antiikin kirjailijoita ei myöskään näyttäisi häirinneen, ettei monesti ole mitenkään selvää, olisiko jollain termillä tarkoitus viitata arpapeliin, uhkapeliin, noppapeliin vai lautapeliin. Käytännössä näillä toiminnoilla on tietenkin aina ollut jonkinlainen ero eikä arpapeli ollut antiikissa, sen enempää kuin myöhemminkään, mitenkään automaattisesti uhkapeliä.
Antiikin arpapeleistä kertova kirjallinen todistusaineisto koostuu toisaalta lähinnä myöhäisestä aineistosta, joka tarjoaa kaikessa niukkuudessaan melko sekavia tietoja sekä toisaalta aineistosta, jossa vain sattumalta mainitaan jotain aiheeseen liittyvää – nämä ovat useimmiten joko aktuaalisia fragmentteja tai niihin verrattavissa olevia tekstikatkelmia ilman mitään selittävää kontekstia. Tämän aineiston perusteella peleihin liittyvästä sanastosta saadaan kyllä tietoa, mutta itse pelit jäävät suurelta osin selittämättömiksi. Ainoastaan kaikkein yksinkertaisimpien arpapelien säännöt tunnetaan mitenkään varmasti.
Arkeologinen aineisto tarjoaa joiltain osin lisävalaistusta, ja jotkut ilmeisesti arpapeleissä käytetyt välineet tunnetaan ainoastaan arkeologisen aineiston perusteella. Lähdeaineistoa on syytä tarkastella kriittisesti tekemättä aiheettomia yleistyksiä tämän rajallisen ja katkelmallisen aineiston pohjalta. Antiikin pelien tutkimuksessa arvailut ja spekulaatiot ovat rehottaneet valtoimenaan, mutta tieteelliseen tutkimukseen ne eivät kuulu – pelejä tulisi tutkia yhtä tieteellisesti kuin mitä hyvänsä muutakin aihetta. Joitain arvauksia, spekulaatioita ja sääntörekonstruointeja voidaan pitää toisia uskottavampina ja todennäköisempinä, mutta ainoastaan suoraan antiikin todistusaineistoon perustuvat selitykset kertovat, mitä antiikin arpapeleistä oikeasti tiedetään.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Arpapeli on helppoa määritellä tietynlaiseksi peliksi, mutta pelistä taas ei voida esittää mitään universaalia määritelmää – se tarkoittaa eri kielissä hieman eri asioita, joten kyse on kielirelativismista. Sanaston tasolla klassillisissa kielissä ei ole mitään eroa käsitteiden ’peli’ ja ’leikki’ välillä, kuten ei monissa nykykielissäkään. Antiikin kirjailijoita ei myöskään näyttäisi häirinneen, ettei monesti ole mitenkään selvää, olisiko jollain termillä tarkoitus viitata arpapeliin, uhkapeliin, noppapeliin vai lautapeliin. Käytännössä näillä toiminnoilla on tietenkin aina ollut jonkinlainen ero eikä arpapeli ollut antiikissa, sen enempää kuin myöhemminkään, mitenkään automaattisesti uhkapeliä.
Antiikin arpapeleistä kertova kirjallinen todistusaineisto koostuu toisaalta lähinnä myöhäisestä aineistosta, joka tarjoaa kaikessa niukkuudessaan melko sekavia tietoja sekä toisaalta aineistosta, jossa vain sattumalta mainitaan jotain aiheeseen liittyvää – nämä ovat useimmiten joko aktuaalisia fragmentteja tai niihin verrattavissa olevia tekstikatkelmia ilman mitään selittävää kontekstia. Tämän aineiston perusteella peleihin liittyvästä sanastosta saadaan kyllä tietoa, mutta itse pelit jäävät suurelta osin selittämättömiksi. Ainoastaan kaikkein yksinkertaisimpien arpapelien säännöt tunnetaan mitenkään varmasti.
Arkeologinen aineisto tarjoaa joiltain osin lisävalaistusta, ja jotkut ilmeisesti arpapeleissä käytetyt välineet tunnetaan ainoastaan arkeologisen aineiston perusteella. Lähdeaineistoa on syytä tarkastella kriittisesti tekemättä aiheettomia yleistyksiä tämän rajallisen ja katkelmallisen aineiston pohjalta. Antiikin pelien tutkimuksessa arvailut ja spekulaatiot ovat rehottaneet valtoimenaan, mutta tieteelliseen tutkimukseen ne eivät kuulu – pelejä tulisi tutkia yhtä tieteellisesti kuin mitä hyvänsä muutakin aihetta. Joitain arvauksia, spekulaatioita ja sääntörekonstruointeja voidaan pitää toisia uskottavampina ja todennäköisempinä, mutta ainoastaan suoraan antiikin todistusaineistoon perustuvat selitykset kertovat, mitä antiikin arpapeleistä oikeasti tiedetään.
Välisalo, Tanja
Who is your favourite character? Audience engagement with fictional characters Väitöskirja
Nykykulttuurin tutkimus, Jyväskylän yliopisto, 2023, ISBN: 978-951-39-9275-0.
Abstract | Links | BibTeX | Avainsanat: audience, audience studies, character engagement, englanninkieliset väitöskirjat, fans, fictional characters, film characters, game characters, players (non-music), transmedia
@phdthesis{Välisalo2023,
title = {Who is your favourite character? Audience engagement with fictional characters},
author = {Tanja Välisalo},
url = {http://urn.fi/URN:ISBN:978-951-39-9275-0},
isbn = {978-951-39-9275-0},
year = {2023},
date = {2023-01-01},
school = {Nykykulttuurin tutkimus, Jyväskylän yliopisto},
abstract = {Transmediality, where narratives and fictional worlds are dispersed on multiple media platforms, has become a dominant feature of media production. As fictional characters are central to our relationship with stories and storyworlds, the transition into transmediality poses the question of how audiences engage with fictional characters in transmedia. This dissertation addresses this question empirically by focusing on how audiences articulate and construct character engagement, how character engagement is positioned in relation to transmedia engagement in general, and how character engagement is intertwined with broader meaning-making processes. This empirical study was conducted within two contexts, the audiences of The Hobbit film trilogy and the players of the multiplayer online game, Overwatch. Both media products are part of a larger transmedia universe. The main research data consisted of surveys and online discussions. Textual data from survey responses and online discussions were analysed using open coding and thematic analysis, and discourse analysis methodology was applied to parts of the online discussions. These methods were supplemented by descriptive statistics and analysis of transmedia content. The results offer empirical evidence to the notion that character engagement is connected to how audiences engage with the transmedia universe. Audiences articulate character engagement based on character traits, such as appearance, personality, gender, sexuality, as well as elements of character creation, such as character design or actor’s performance. Analysis of these articulations revealed different interpretative contexts for character engagement: (1) individual text/work, (2) transmedia universe, (3), genre(s), (4) medium(s), and (5) socio-cultural context(s). Different audiences prioritize different contexts, which can lead to negotiations and struggles over meanings. These articulations and negotiations reveal and construct hierarchies among audiences and creators. Characters are also used in in creating places of belonging outside of these structures. Fictional characters are indeed central to our relationship with fiction; however, they are also important in negotiating, defining and constructing broader structures of belonging, identity, and power through fiction.},
keywords = {audience, audience studies, character engagement, englanninkieliset väitöskirjat, fans, fictional characters, film characters, game characters, players (non-music), transmedia},
pubstate = {published},
tppubtype = {phdthesis}
}
Luoto, Tim
Kulttuuriantropologia, Oulun yliopisto, 2023, ISBN: 978-952-62-3876-0.
Abstract | Links | BibTeX | Avainsanat: augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing
@phdthesis{Luoto2023,
title = {Digital magic circle: Physically activating properties of the augmented reality games in the Northern context},
author = {Tim Luoto},
url = {https://urn.fi/URN:ISBN:9789526238760},
isbn = {978-952-62-3876-0},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
school = {Kulttuuriantropologia, Oulun yliopisto},
abstract = {With respect to physical fitness, activity and wellbeing, digital games are often considered as “screen-time”, which reduces healthy physical activities, often causing the player to sit down and eat unhealthily while playing. However, when recognising and identifying the persuasive properties in games, their “magic circle” can be used to activate and move the players instead of passivating them. Many Augmented Reality Games (ARGs), such as Ingress Prime and Pokémon GO, can increase the physical activity of the players. This multidisciplinary dissertation examines, identifies and categorises persuasive properties of several ARGs, studied in the arctic context.
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.},
keywords = {augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing},
pubstate = {published},
tppubtype = {phdthesis}
}
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.
Paasovaara, Susanna
Research for design of playful mobile services for social experiences between nearby strangers Väitöskirja
Tietotekniikka, Tampereen yliopisto, 2023, ISBN: 978-952-03-3150-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Paasovaara2023,
title = {Research for design of playful mobile services for social experiences between nearby strangers},
author = {Susanna Paasovaara},
url = {https://urn.fi/URN:ISBN:978-952-03-3150-4},
isbn = {978-952-03-3150-4},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
school = {Tietotekniikka, Tampereen yliopisto},
abstract = {Having positive interpersonal interactions is a fundamental human need and source of well-being. While fulfilling this need is usually associated with strong ties, research has shown that meaningful social experiences are not limited to those. This research explores the largely untapped social potential of nearby strangers and ways that mobile services can be designed to take advantage of these social opportunities. Play and playfulness appear to be particularly worthwhile ways to achieve this end: play is meaningful in itself (i.e., does not require an external goal) and takes place outside the context of real life. In addition, playful design tends to make digital services more engaging. This research focuses on playfulness as a design quality and explores the social implications of playful mobile services for nearby strangers.
This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops.
The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops.
The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services.
2022
Friman, Usva
Digitaalinen kulttuuri, Turun yliopisto, 2022, ISBN: 978-951-29-8876-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, game cultural agency, gender, women gamers
@phdthesis{Friman2022,
title = {Gender and game cultural agency in the post-gamer era: Finnish women players’ gaming practices, game cultural participation, and rejected gamer identity},
author = {Usva Friman},
url = {https://urn.fi/URN:NBN:fi-fe2024031210910},
isbn = {978-951-29-8876-1},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {This doctoral dissertation study, positioned in the field of game culture studies, seeks to understand women’s game cultural agency by examining the various aspects of gaming practices, game cultural participation, and gamer identity, as well as effects of gender in Finnish women’s digital gaming. Its main research question is: How can women’s game cultural agency be understood beyond the gamer identity? This main research question is divided into three sub research questions:
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.},
keywords = {englanninkieliset väitöskirjat, game cultural agency, gender, women gamers},
pubstate = {published},
tppubtype = {phdthesis}
}
1. What are women players’ gaming practices like?
2. How does gender affect women players’ game cultural participation?
3. How do women players construct the idea and identity of a gamer?
The theoretical framework of the study is built upon the concepts of game culture, game cultural participation, gamer identity, and gender. In the study, game culture is understood as a Bourdieusian field of culture, hierarchical in its nature. Within this cultural field, an individual’s position is defined by her game cultural capital, based on consumption of game cultural products, participation in game cultural activities, gaming skill, and game cultural expertise. Game cultural participation refers to both participating in game cultural activities and the feeling of belonging in game culture. Gamer identity is seen as a cultural identity – experienced and performed within a specific game cultural context – that requires both identification (from the person seeing herself as a gamer) and validation (from other members of game culture). A person’s gamer identity is performed through the gamer habitus: embodied dispositions and displays of game cultural capital. Gender is understood as embodied performance, set in specific game cultural contexts and against the expectations of hegemonic gamer masculinity.
The primary research material of this study consists of semi-structured theme interviews with 20 interviewees and an online questionnaire with 737 respondents, both collected from Finnish adult women who play digital games. Both the interviews and the online questionnaire report women’s current gaming practices and gaming histories, participation in gaming events, production and consumption of game media, following of and participation in electronic sports, gamer definitions and gamer identity, how gender affects their gaming, and the meanings of gaming in the women’s lives. The material is analysed using reflexive thematic analysis. Additionally, narrative literature reviews are conducted to provide theoretical context for the analysis.
The analysis shows that women are active players and game cultural participants (albeit more as consumers than as producers) who display significant game cultural expertise. Importantly, women define their game cultural agency on their own terms, affected by but standing against the gendered norms and expectations of the hegemonic game culture. However, women also encounter significant gender-based barriers to their game cultural participation and agency, leading them to suffer from misogynistic discrimination and harassment, limit their participation for their safety, or even opt out entirely from certain game cultural activities. Most women participating in the study reported their gender having affected their gaming, mostly in negative ways. Supportive social environments appear central to women’s gaming.
The main contribution of this study is providing understanding of how game cultural agency is constructed beyond the idea and identity of a gamer and the gender-specific issues affecting women’s game cultural agency. The results offer valuable insight into gaming practices, game cultural participation, and (rejection of) gamer identities of women players, as well as into women players’ game cultural position as a group that is simultaneously actively participating in and being rejected from game culture. The study increases our understanding of the structures of marginalisation within game culture, which do not only affect women but many other player groups as well.
The results of the study can be applied in efforts to increase the cultural accessibility, inclusivity, and equity of game culture by a variety of game cultural agents, including gaming event and esports tournament organisers, gaming community managers, gaming education and youth workers, and game journalists. Even though the material is focused on Finnish women players, these results can also be applied to other player groups as well as international contexts.
Kahila, Juho
Digital gaming and metagame activities: Opportunities for children’s informal learning Väitöskirja
Kasvatustiede, Itä-Suomen yliopisto, 2022, ISBN: 978-952-61-4730-7.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kahila2022,
title = {Digital gaming and metagame activities: Opportunities for children’s informal learning},
author = {Juho Kahila},
url = {http://urn.fi/URN:ISBN:978-952-61-4730-7},
isbn = {978-952-61-4730-7},
year = {2022},
date = {2022-01-01},
school = {Kasvatustiede, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Kanervisto, Anssi
Advances in deep learning for playing video games Väitöskirja
Tietojenkäsittelytiede, Itä-Suomen yliopisto, 2022, ISBN: 978-952-61-4444-3.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kanervisto2022,
title = {Advances in deep learning for playing video games},
author = {Anssi Kanervisto},
url = {http://urn.fi/URN:ISBN:978-952-61-4444-3},
isbn = {978-952-61-4444-3},
year = {2022},
date = {2022-01-01},
school = {Tietojenkäsittelytiede, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Kerttula, Tero
Digitaalinen kulttuuri, Jyväskylän yliopisto, 2022, ISBN: 978-951-39-8968-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kerttula2022,
title = {(Broad)casting the game: The spectacle of real in representing and narrating video game play in live-action media},
author = {Tero Kerttula},
url = {http://urn.fi/URN:ISBN:978-951-39-8968-2},
isbn = {978-951-39-8968-2},
year = {2022},
date = {2022-01-01},
school = {Digitaalinen kulttuuri, Jyväskylän yliopisto},
abstract = {Video games have been a notable part of our lives for a long time now, and also in non-playable ways. The games and the action of gaming have been possible to consume through reading magazines and web pages, watching television and in these days, through online videos. In this compilation dissertation I look at the ways the media has used and presented video games and video gaming in the past 40 years. My aim is to prove, that through different means of presentation the role of the player in these presentations rises to equal the role of the games and even surpasses that. At the same time, I attempt to put these presentations in a media-historical timeline and point out the similarities between modern self-made videos and the television productions and games journalism of the past. I research the subject in the preface through the concept of the media spectacle and I’ll also look at the articles the dissertation consists of through the same concept. The concept of the spectacle makes it possible to look at the different media productions from commercialist and nationalistic angle and also to see, which kind of elements of power in present in these productions. The articles approach the subject through narrativization, oral history and triangulation. One notable part of the research is the data compiled of different television shows about video games from the 1980s to present day. With the help of different articles and methods, the research as a whole draws numerous similarities between the media spectacles about video games of the past and modern media productions. The results of the research are many. From the angle of the spectacle, the modern Let’s Play -videos have connections to early television shows and other audiovisual productions. One specific similarity is the emphasis in the presentation of the player instead of the game. Because the early television shows tried to market the games to the audience by using visual methods also seen in sports spectacles, they also marketed the experience of playing video games. The role of the player is also a role of a narrator. Let’s Play -videos can be seen as a specific kind of stories about how the game in the video was like to play. At the same time the videos show the relationship between the player and the game, for example by oral history. This makes the Let’s Play -videos a part of the research of the history of video games and video game culture. These stories have also their roots in the media history. The stories were told especially in video game magazines and their role were quite the same as in the Let’s Plays, to tell a story about a video game experience in a review or a walkthrough. The research also makes a note about competitive gaming – or eSports – and the evolution of it through these media spectacles. From the results it is seen that the modern eSports broadcasts are in many ways alike to early television shows, which incorporated competitive gaming as a part of the show. Those shows in their own turn took influence from sports broadcasts. At the same time the findings suggest, that in the eSports broadcasts the games are comparable to sport disciplines, where the attention in on the athlete, but also on the other factors influencing the spectacle, like the sponsors.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Lind, Kalle
Problem gambling and criminal behavior: Perspectives on comorbidities and social Disadvantage Väitöskirja
Sosiologia, Tampereen yliopisto, 2022, ISBN: 978-952-03-2559-6.
Abstract | Links | BibTeX | Avainsanat: criminal behavior, englanninkieliset väitöskirjat, gambling, problem gambling, social disadvantage
@phdthesis{Lind2022,
title = {Problem gambling and criminal behavior: Perspectives on comorbidities and social Disadvantage},
author = {Kalle Lind},
url = {https://urn.fi/URN:ISBN:978-952-03-2559-6},
isbn = {978-952-03-2559-6},
year = {2022},
date = {2022-01-01},
school = {Sosiologia, Tampereen yliopisto},
abstract = {While gambling is a harmless and popular pastime for most people, as a habitual activity it also has the potential to cause harm to the gamblers themselves and their affected others. These gambling harms are not static but vary in terms of intensity and duration. Such negative consequences can affect several different life-domains, and they may include financial problems, emotional distress, disrupted relationships, cultural harms, intergenerational harms, decrements in health, reduced performance at work or studies, or criminal behavior. Comorbidity between problem gambling, mental health problems, and other addictions as well as the connection between problem gambling and social disadvantage on various measures have been confirmed by previous studies. Problem gambling has been recognized as a criminogenic factor, and it is highly prevalent among incarcerated populations. Criminogenic problem gambling refers to a situation where problem gambling and the related financial distress escalate to criminal behavior, typically to income-generating crime such as fraud and embezzlement. Criminal harm has been suggested to be a late-stage gambling harm, which occurs together with long-standing and untreated problem gambling as gamblers run out of legal financial options. Furthermore, previous studies indicate that a more general association also exists between problem gambling and non-gambling related crime in a population level.
Not only is the gambling participation rate very high in Finland, but gambling has also had an exceptional position in Finland’s culture, society, and everyday life for decades. At the same time, 2.5% of gamblers are estimated to account for 50% of the total gambling expenditure. The latest population survey indicates that the prevalence of problem gambling is about 3% of the population. The core regulative framework, the recently reformed Lotteries Act, underscores minimization and prevention of gambling-related economic, health-related, and social harms, including criminal activity. In this context, this dissertation addresses the connection between problem gambling and criminal behavior through 1) data derived from documents produced by the police on 55 problem gambling-related cases, 2) screening data (N = 1,573) from a national problem gambling support program, 3) pilot survey data (n = 96) collected at two Finnish prisons, and 4) gambling-related population survey data (n = 7,186) combined with register-based variables on convictions and social disadvantage. Through qualitative document analysis this study explores patterns and mechanisms of problem gambling-related crime reported to the police. Logistic regression is utilized to find predictors of problem gambling-related stealing and cheating among help-seeking problem gamblers. Furthermore, this study explores the prevalence of probable problem gambling (measured using the Brief Biosocial Gambling Screen), the need for support, and support preferences in prison environment. Finally, logistic regression models were run to explore the general association between problem gambling severity, socioeconomic disadvantage, and having a conviction.
Most of the problem gambling-related cases found from the police information system were nonviolent property crimes that were committed at home or at the workplace. In most cases the events were preceded by severe financial problems, the emergence of suitable opportunities to commit a crime and coexisting issues of life-control, such as depression, relationship problems, and substance use. The criminal incidents were classified in three categories: identity theft, unauthorized access, and violent outburst. The crime aftermath consisted of the psychologically distressing process of hiding the trails and revival through getting caught. Reportedly, the main motivation for the crimes was to continue gambling, chase losses, or hide the extent of the individual’s problem gambling from their affected others.
Consistent with previous literature, the results reveal that among help-seeking problem gamblers, being young and having low income and low education predicted gambling-related stealing and cheating. Furthermore, as expected, a long duration of gambling problems also predicted cheating and stealing. Depressive symptoms and having a negative perception on one’s financial situation were also associated to problem gambling-related stealing or cheating. Gender, starting age of gambling, and comorbid substance use were not found to be statistically significant predictors of criminogenic problem gambling. Overall, 37.6% of the screened attendees reported having cheated or stolen to fund their gambling.
According to this study, the prevalence of probable problem gambling is relatively high among prisoners. Past-year pre-conviction prevalence of probable problem gambling was about 16% and past-year prevalence was 15%. One-third of the survey respondents who were sentenced for a property crime, financial crime, or robbery were probable problem gamblers. A majority of the participants who reported that their main crime was gambling-related scored as probable problem gamblers. Of all the respondents, one in four reported an interest in receiving problem gambling-related support. Group support was the most preferred type of support, followed by a personal conversation with a prison staff.
Of the Gambling Harms Survey respondents, 2.1% had been convicted of at least one crime during the past five years and had received a prison sentence, community service, or probation order. Criminal convictions were more common among respondents with problem or pathological gambling (8.8%) compared to at-risk gambling respondents (3.5%), to recreational gamblers (2.0%), and to non-gamblers (1.2%). However, in the models with gender, receiving basic social assistance and education included the gambling variables did not remain statistically significant. The findings suggest that especially receiving basic social assistance is strongly associated with both gambling severity and having a conviction.
The results of the study are further discussed with the pathways model by Blaszczynski and Nower, as well as with mainstream theories of criminology, especially with the general strain theory by Agnew and the routine activities theory by Felson. This study concludes that crime prevention requires early interventions for the financial chaos produced or worsened by problem gambling. A comprehensive selection of support for a variety of problems other than personal financial difficulties is needed to minimize the risk of problem gambling-related criminal activity. In addition, the study implies that social policy, ethically sustainable gambling policy, and criminal policy should be closely intertwined in the spirit of welfare state’s mission to reduce and to prevent social exclusion and social disadvantage.},
keywords = {criminal behavior, englanninkieliset väitöskirjat, gambling, problem gambling, social disadvantage},
pubstate = {published},
tppubtype = {phdthesis}
}
Not only is the gambling participation rate very high in Finland, but gambling has also had an exceptional position in Finland’s culture, society, and everyday life for decades. At the same time, 2.5% of gamblers are estimated to account for 50% of the total gambling expenditure. The latest population survey indicates that the prevalence of problem gambling is about 3% of the population. The core regulative framework, the recently reformed Lotteries Act, underscores minimization and prevention of gambling-related economic, health-related, and social harms, including criminal activity. In this context, this dissertation addresses the connection between problem gambling and criminal behavior through 1) data derived from documents produced by the police on 55 problem gambling-related cases, 2) screening data (N = 1,573) from a national problem gambling support program, 3) pilot survey data (n = 96) collected at two Finnish prisons, and 4) gambling-related population survey data (n = 7,186) combined with register-based variables on convictions and social disadvantage. Through qualitative document analysis this study explores patterns and mechanisms of problem gambling-related crime reported to the police. Logistic regression is utilized to find predictors of problem gambling-related stealing and cheating among help-seeking problem gamblers. Furthermore, this study explores the prevalence of probable problem gambling (measured using the Brief Biosocial Gambling Screen), the need for support, and support preferences in prison environment. Finally, logistic regression models were run to explore the general association between problem gambling severity, socioeconomic disadvantage, and having a conviction.
Most of the problem gambling-related cases found from the police information system were nonviolent property crimes that were committed at home or at the workplace. In most cases the events were preceded by severe financial problems, the emergence of suitable opportunities to commit a crime and coexisting issues of life-control, such as depression, relationship problems, and substance use. The criminal incidents were classified in three categories: identity theft, unauthorized access, and violent outburst. The crime aftermath consisted of the psychologically distressing process of hiding the trails and revival through getting caught. Reportedly, the main motivation for the crimes was to continue gambling, chase losses, or hide the extent of the individual’s problem gambling from their affected others.
Consistent with previous literature, the results reveal that among help-seeking problem gamblers, being young and having low income and low education predicted gambling-related stealing and cheating. Furthermore, as expected, a long duration of gambling problems also predicted cheating and stealing. Depressive symptoms and having a negative perception on one’s financial situation were also associated to problem gambling-related stealing or cheating. Gender, starting age of gambling, and comorbid substance use were not found to be statistically significant predictors of criminogenic problem gambling. Overall, 37.6% of the screened attendees reported having cheated or stolen to fund their gambling.
According to this study, the prevalence of probable problem gambling is relatively high among prisoners. Past-year pre-conviction prevalence of probable problem gambling was about 16% and past-year prevalence was 15%. One-third of the survey respondents who were sentenced for a property crime, financial crime, or robbery were probable problem gamblers. A majority of the participants who reported that their main crime was gambling-related scored as probable problem gamblers. Of all the respondents, one in four reported an interest in receiving problem gambling-related support. Group support was the most preferred type of support, followed by a personal conversation with a prison staff.
Of the Gambling Harms Survey respondents, 2.1% had been convicted of at least one crime during the past five years and had received a prison sentence, community service, or probation order. Criminal convictions were more common among respondents with problem or pathological gambling (8.8%) compared to at-risk gambling respondents (3.5%), to recreational gamblers (2.0%), and to non-gamblers (1.2%). However, in the models with gender, receiving basic social assistance and education included the gambling variables did not remain statistically significant. The findings suggest that especially receiving basic social assistance is strongly associated with both gambling severity and having a conviction.
The results of the study are further discussed with the pathways model by Blaszczynski and Nower, as well as with mainstream theories of criminology, especially with the general strain theory by Agnew and the routine activities theory by Felson. This study concludes that crime prevention requires early interventions for the financial chaos produced or worsened by problem gambling. A comprehensive selection of support for a variety of problems other than personal financial difficulties is needed to minimize the risk of problem gambling-related criminal activity. In addition, the study implies that social policy, ethically sustainable gambling policy, and criminal policy should be closely intertwined in the spirit of welfare state’s mission to reduce and to prevent social exclusion and social disadvantage.
Pelser-Casrstens, Veruschka
Developing a serious game design framework for educational tabletop games with digital components Väitöskirja
Tietojenkäsittelytiede, Itä-Suomen yliopisto, 2022, ISBN: 978-952-61-4553-2.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Pelser-Casrstens2022,
title = {Developing a serious game design framework for educational tabletop games with digital components},
author = {Veruschka Pelser-Casrstens},
url = {http://urn.fi/URN:ISBN:978-952-61-4553-2},
isbn = {978-952-61-4553-2},
year = {2022},
date = {2022-01-01},
school = {Tietojenkäsittelytiede, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Rautalahti, Heidi
Uskontotiede, Helsingin yliopisto, 2022, ISBN: 978-951-51-8547-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Rautalahti2022,
title = {“I would rather contemplate big questions”: Imagining contemporary religion in digital games and among gamers from actor-centred and game-immanent perspectives},
author = {Heidi Rautalahti},
url = {http://urn.fi/URN:ISBN:978-951-51-8547-1},
isbn = {978-951-51-8547-1},
year = {2022},
date = {2022-01-01},
school = {Uskontotiede, Helsingin yliopisto},
abstract = {In this thesis, I investigate the representations and encounters of religion, or the religion-like aspects that digital games and culture afford today. The thesis asks how contemporary intersections with video games and gamer narratives enter into a confluence with religion and non-religion, using two distinct approaches.
The key research questions studied in the framework of digital game studies, popular culture studies, and the study of religion are: How is religion constructed and represented in recent mainstream digital games from a game-immanent frame, and how do players encounter religion or religion-like aspects in recent mainstream digital games from an actor-centred frame?
The research questions are applied through mapping new cultural occurrences and employing a theoretical sociological approach towards contemporary popular culture and religion. What notions do these approaches bring forth when discussing how meaningfulness or meaning-making occurs in popular culture today?
The empirical part of the thesis consists of four sub-studies published in separate articles.
1 Video Games Facilitating Discussions of Good and Bad Religion 2 Disenchanting Faith—Religion and Authority in the Dishonored Universe 3 “How video games changed my life”: Life-Changing Testimonies and The Last of Us 4 Non-religious Players Asking Big Questions: Video game worlds affording affinities of meaningful encounters
Each sub-study utilizes different datasets and methodology. However, they adhere to a shared epistemology and twofold approach of enquiry, focusing on content and reception. A game-immanent and actor-centred approach divides the two distinct viewpoints of focusing on study data, which consists of video games and player narratives.
Based on these approaches, it is found that religion and religion-like aspects are encountered in digital games as conversational cues for potential religion criticism, however games that are considered meaningful by players provide an immense amount of support in difficult life events, bring together emerging communities, and aid in contemplations on life’s big questions. The thesis presents novel findings in reading and examining video games, critically commenting on a Western scheme of representations of imagined organized religions.
I interpret the observed critical views that digital games represent as contemporary cultural discussions and re-negotiations of the societal place of religion. The data brings forth discourses on categorical discussions on research on religion, and non-religion in contemporary meaningful communities. In addition, the thesis reveals new observations on contemporary religious landscapes that speak of a post-religious environment relating to research on non-religion, existential cultures, and meaningmaking, which has also been supported by previous research on meaningful video game player encounters.
Games challenge institutional religion, but simultaneously do not shy away using and imagining religion as one way to contemplate life’s deep and big questions. Games themselves, whether their stories have religion representations or not, afford reflective thought in players on big questions.
In addition, the aim of the thesis is to increase awareness of experienced meaningful encounters with popular culture as an important and paramount part of constructing life worlds and post-secular thought. One result of contemporary meaning-making is what the thesis headline suggests: “I would rather contemplate big questions”, than religions.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The key research questions studied in the framework of digital game studies, popular culture studies, and the study of religion are: How is religion constructed and represented in recent mainstream digital games from a game-immanent frame, and how do players encounter religion or religion-like aspects in recent mainstream digital games from an actor-centred frame?
The research questions are applied through mapping new cultural occurrences and employing a theoretical sociological approach towards contemporary popular culture and religion. What notions do these approaches bring forth when discussing how meaningfulness or meaning-making occurs in popular culture today?
The empirical part of the thesis consists of four sub-studies published in separate articles.
1 Video Games Facilitating Discussions of Good and Bad Religion 2 Disenchanting Faith—Religion and Authority in the Dishonored Universe 3 “How video games changed my life”: Life-Changing Testimonies and The Last of Us 4 Non-religious Players Asking Big Questions: Video game worlds affording affinities of meaningful encounters
Each sub-study utilizes different datasets and methodology. However, they adhere to a shared epistemology and twofold approach of enquiry, focusing on content and reception. A game-immanent and actor-centred approach divides the two distinct viewpoints of focusing on study data, which consists of video games and player narratives.
Based on these approaches, it is found that religion and religion-like aspects are encountered in digital games as conversational cues for potential religion criticism, however games that are considered meaningful by players provide an immense amount of support in difficult life events, bring together emerging communities, and aid in contemplations on life’s big questions. The thesis presents novel findings in reading and examining video games, critically commenting on a Western scheme of representations of imagined organized religions.
I interpret the observed critical views that digital games represent as contemporary cultural discussions and re-negotiations of the societal place of religion. The data brings forth discourses on categorical discussions on research on religion, and non-religion in contemporary meaningful communities. In addition, the thesis reveals new observations on contemporary religious landscapes that speak of a post-religious environment relating to research on non-religion, existential cultures, and meaningmaking, which has also been supported by previous research on meaningful video game player encounters.
Games challenge institutional religion, but simultaneously do not shy away using and imagining religion as one way to contemplate life’s deep and big questions. Games themselves, whether their stories have religion representations or not, afford reflective thought in players on big questions.
In addition, the aim of the thesis is to increase awareness of experienced meaningful encounters with popular culture as an important and paramount part of constructing life worlds and post-secular thought. One result of contemporary meaning-making is what the thesis headline suggests: “I would rather contemplate big questions”, than religions.
Roohi, Shaghayegh
Advances in AI-assisted game testing Väitöskirja
Tietotekniikka, Aalto-yliopisto, 2022, ISBN: 978-952-64-0825-5.
Abstract | Links | BibTeX | Avainsanat: AI agents, emotion recognition, englanninkieliset väitöskirjat, game testing, player experience, reinforcement learning
@phdthesis{Roohi2022,
title = {Advances in AI-assisted game testing},
author = {Shaghayegh Roohi},
url = {http://urn.fi/URN:ISBN:978-952-64-0825-5},
isbn = {978-952-64-0825-5},
year = {2022},
date = {2022-01-01},
school = {Tietotekniikka, Aalto-yliopisto},
abstract = {Game testing is an essential part of game development, in which developers try to select a game design that delivers a desirable experience for the players and engages them. However, the interactive nature of games makes the player experience and behavior unpredictable. Therefore, game testing requires collecting a large amount of playtest data in iterative sessions, which makes game testing time and money consuming.
Game testing includes a wide range of aspects from finding bugs and balancing game parameters to modeling player behavior and experience. This dissertation mostly concentrates on the player experience aspect. It proposes methods for (partially) automating and facilitating the game testing process. The first part of the dissertation focuses on player emotion analysis and proposes tools and methods for automatically processing and summarizing human playtesters' data. The second part of the dissertation concentrates on simulation-based approaches for modeling player experience and behavior to reduce the need for human playtesters.
In the first publication, we use deep neural networks for analyzing player facial expression data and provide a visualization tool for inspecting affect changes at game events, which replicates earlier results of physiological emotion analysis. Next, we extend this work by introducing a new dataset of game streamers' emotions in different granularities and considering other input signals like audio and speech for automatic emotion recognition. In the second part of the dissertation, simulation-based methods and reinforcement learning agents are used to predict game difficulty and engagement and capture the relation between these two game metrics.
In summary, this dissertation proposes and evaluates methods that advance automatic game testing by proposing approaches for automatic analysis of player emotions, which can be used for selecting specific segments of playtest videos for further inspection. In addition, we have provided accurate models of player experience and behavior using simulation-based methods that can be used to detect problematic game levels before releasing them to the actual players.},
keywords = {AI agents, emotion recognition, englanninkieliset väitöskirjat, game testing, player experience, reinforcement learning},
pubstate = {published},
tppubtype = {phdthesis}
}
Game testing includes a wide range of aspects from finding bugs and balancing game parameters to modeling player behavior and experience. This dissertation mostly concentrates on the player experience aspect. It proposes methods for (partially) automating and facilitating the game testing process. The first part of the dissertation focuses on player emotion analysis and proposes tools and methods for automatically processing and summarizing human playtesters' data. The second part of the dissertation concentrates on simulation-based approaches for modeling player experience and behavior to reduce the need for human playtesters.
In the first publication, we use deep neural networks for analyzing player facial expression data and provide a visualization tool for inspecting affect changes at game events, which replicates earlier results of physiological emotion analysis. Next, we extend this work by introducing a new dataset of game streamers' emotions in different granularities and considering other input signals like audio and speech for automatic emotion recognition. In the second part of the dissertation, simulation-based methods and reinforcement learning agents are used to predict game difficulty and engagement and capture the relation between these two game metrics.
In summary, this dissertation proposes and evaluates methods that advance automatic game testing by proposing approaches for automatic analysis of player emotions, which can be used for selecting specific segments of playtest videos for further inspection. In addition, we have provided accurate models of player experience and behavior using simulation-based methods that can be used to detect problematic game levels before releasing them to the actual players.
Ruotsalainen, Maria
Overwatch esports and the (re)configurations of gender and nationality Väitöskirja
Nykykulttuurin tutkimus, Jyväskylän yliopisto, 2022, ISBN: 978-951-39-9184-5.
Abstract | Links | BibTeX | Avainsanat: competitive gaming, englanninkieliset väitöskirjat, esports, gender, nationalism, nationality, qualitative research
@phdthesis{Ruotsalainen2022,
title = {Overwatch esports and the (re)configurations of gender and nationality},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:ISBN:978-951-39-9184-5},
isbn = {978-951-39-9184-5},
year = {2022},
date = {2022-01-01},
school = {Nykykulttuurin tutkimus, Jyväskylän yliopisto},
abstract = {The dissertation comprises five research articles and a compilation portion, focusing on gender and nationality in competitive Overwatch. Overwatch is a team-based first-person shooter that Blizzard Entertainment published in 2014. From the beginning onwards, it has had an active esports scene. In 2018, the game’s publisher took hold of the whole esports scene and organised it in a league format—strikingly similar to how traditional sports leagues in North America are organised—and to a yearly (2016–2019) organised Overwatch World Cup. Against this backdrop, I examine how gender and nationality are portrayed within the production of competitive Overwatch Esports and how they are performed and negotiated within the reception of competitive Overwatch. Drawing from the concept of banal nationalism, I suggest the production choices of Overwatch esports are meant to evoke nationalist sentiments from the viewers and fans, intimately tying in with the ongoing sportification of Overwatch esports and esports in general. The ongoing sportification of Overwatch esports also affects how gender, particularly masculinity, is portrayed and positioned within this particular esports. The influence of traditional sports strengthens the position of hegemonic masculinity, often leading to portrayals of athletic masculinity as the desirable masculinity within the Overwatch esports ecosystem. However, examining the reception of Overwatch esports reveals a richer and more varied picture of how masculinity and gender are negotiated within Overwatch esports. The players, fans, and viewers both affirm and resist the nationalist ethos and the sportified aesthetics and the configurations of the masculinity they suggest, drawing also from alternative ways to frame competitive gaming. Particularly relevant for this is anime aesthetics which are used by fans to frame Overwatch esports. This also affects what kind of desirable masculinity is negotiated amongst fans: The hegemonic masculinity is reconfigured to a form of hybrid masculinity, with elements of athletic masculinity, geek masculinity, and Kawaii masculinity, allowing (white and Asian) men to have more varied gender expression. Unfortunately, this allowance has little to no bearing on the positions of the others and women continue being marginalised in Overwatch esports.},
keywords = {competitive gaming, englanninkieliset väitöskirjat, esports, gender, nationalism, nationality, qualitative research},
pubstate = {published},
tppubtype = {phdthesis}
}
Sihvonen, Lilli
Kimble-lautapelin kestävä tuotesuhde: Kulttuurituotteiden uustuotantoprosessit Väitöskirja
Digitaalinen kulttuuri, Turun yliopisto, 2022, ISBN: 978-951-29-8863-1.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Sihvonen2022,
title = {Kimble-lautapelin kestävä tuotesuhde: Kulttuurituotteiden uustuotantoprosessit},
author = {Lilli Sihvonen},
url = {https://urn.fi/URN:ISBN:978-951-29-8863-1},
isbn = {978-951-29-8863-1},
year = {2022},
date = {2022-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {Monimutkaisiin esine- ja tuotesuhteisiimme kuuluu esineiden jatkuva hankinta ja poisheittäminen. Joihinkin esineisiin ja tuotteisiin kyllästymme nopeasti, toisiin taas syntyy syvempi suhde. Oman kiehtovuutensa näihin suhteisiin tuo uustuotanto, jossa jokin vanha, tuotannosta aikoinaan poistettu tuote palautetaan takaisin tuotantoon. Uustuotannossa tuotteen valmistustavat ja -materiaalit sekä visuaalinen ilme saattavat muuttua teknologian ja muodin kehityksen yhteydessä, mutta alkuperäinen tuote säilyy tunnistettavana. Uustuotannosta tulee prosessi, kun toiminta muuttuu systemaattiseksi, jolloin tuote vuoroin poistuu, vuoroin palaa takaisin tuotantoon ja markkinoille.
Uustuotantoprosessi muodostuu suunnitellun vanhentamisen ja henkiinherättämisen eli revivifikaation välisestä vuorovaikutuksesta ja vuorottelusta tuotteen elinkaaressa. Suunnitellun vanhentamisen tarkoitus on rajoittaa tuotteen käyttöä ja toimivuutta, ja prosessissa sen tehtävänä on poistaa tuote markkinoilta. Henkiinherättäminen puolestaan perustuu nostalgiapohjaiseen menneiden tuotteiden elvyttämiseen ja palauttamiseen markkinoille. Aiempi tutkimus on korostanut nostalgian roolia tuotteiden kierrättämisessä ja elvyttämisessä. Tämän tutkimuksen tarkoitus on osoittaa, ettei selitys nostalgiasta riitä vaan ilmiö on paljon laajempi ja moniulotteisempi.
Tutkimus lähestyy aihetta tapaustutkimuksen kautta. Tutkimuksen esimerkkituotteena on vuonna 1967 ilmestynyt suomalainen Kimble-lautapeli, jonka perusversion uudistukset, lisenssiversiot, materiaalinen muuntautuvaisuus sekä toisaalta muuttumattomuus, historiallinen tausta, kestävyys ja mediahuomio puoltavat pelin valitsemista tutkimuskohteeksi. Peli vastustaa suunnitellun vanhentamisen tavanomaisimpia käytänteitä, ja tuo siten päivänvaloon erityyppisiä uustuotantoprosesseja. Tämän väitöskirjan päätutkimuskysymys on: Millainen on kulttuurituotteiden uustuotantoprosessi Kimble-lautapelin esimerkin valossa? Pääkysymystä täydentävät kolme alakysymystä: 1) mitä osa-alueita prosessiin kuuluu, 2) millaisia prosessin rakenne ja vaiheet ovat ja 3) millaisen teoreettisen mallin voi esimerkkituotteen perusteella muodostaa?
Tutkimuksen aineisto muodostuu Kimblen valmistajayhtiö Tactic Games Oy:n työntekijöiden haastatteluista, Kimble-verkkokyselyn vastauksista, opiskelijakulttuurin dokumentoinnista ja opiskelijahaastattelusta, dokumentoiduista Kimble-versioista sekä esineen lähiluvusta. Tutkimuksen teoreettinen viitekehys rakentuu pelitutkimuksen, kulutuksen tutkimuksen sekä materiaalisen kulttuurin ympärille.
Väitöskirja muodostuu tästä yhteenveto-osiosta sekä neljästä vertaisarvioidusta artikkelista, jotka käsittelevät uustuotantoprosessin keskeisimpiä osa-alueita Kimblen näkökulmasta: historiaa, pysyviä ominaisuuksia ja muutoksia sekä elämäkertoja ja käyttökulttuuria. Tämän lisäksi Kimble peilautuu vasten uustuotantoprosessin alustavaa käsitteistöä muodostaen prosessin rakenteen, vaiheet ja reunaehdot; mitä vähintään tarvitaan prosessin muodostumiseen.
Uustuotantoprosessi näyttäytyy erityisenä ja kestävänä tuotesuhteena, joka ei perustu pelkkään nostalgiaan ja jossa ei tarvita suunniteltua vanhentamista ja tuotteen poistamista markkinoilta. Uustuotantoprosessi on useiden tekijöiden vuorovaikutussuhde, jossa sama tuote valitaan aina uudelleen. Eri tuotteiden prosesseissa on vaihtelevuutta, mutta logiikka on sama, jolloin prosessi on mallinnettavissa. Lopputuloksena on uustuotantoprosessin malli, jota voi hyödyntää sekä tuotekehityksessä että tieteellisessä tutkimuksessa.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Uustuotantoprosessi muodostuu suunnitellun vanhentamisen ja henkiinherättämisen eli revivifikaation välisestä vuorovaikutuksesta ja vuorottelusta tuotteen elinkaaressa. Suunnitellun vanhentamisen tarkoitus on rajoittaa tuotteen käyttöä ja toimivuutta, ja prosessissa sen tehtävänä on poistaa tuote markkinoilta. Henkiinherättäminen puolestaan perustuu nostalgiapohjaiseen menneiden tuotteiden elvyttämiseen ja palauttamiseen markkinoille. Aiempi tutkimus on korostanut nostalgian roolia tuotteiden kierrättämisessä ja elvyttämisessä. Tämän tutkimuksen tarkoitus on osoittaa, ettei selitys nostalgiasta riitä vaan ilmiö on paljon laajempi ja moniulotteisempi.
Tutkimus lähestyy aihetta tapaustutkimuksen kautta. Tutkimuksen esimerkkituotteena on vuonna 1967 ilmestynyt suomalainen Kimble-lautapeli, jonka perusversion uudistukset, lisenssiversiot, materiaalinen muuntautuvaisuus sekä toisaalta muuttumattomuus, historiallinen tausta, kestävyys ja mediahuomio puoltavat pelin valitsemista tutkimuskohteeksi. Peli vastustaa suunnitellun vanhentamisen tavanomaisimpia käytänteitä, ja tuo siten päivänvaloon erityyppisiä uustuotantoprosesseja. Tämän väitöskirjan päätutkimuskysymys on: Millainen on kulttuurituotteiden uustuotantoprosessi Kimble-lautapelin esimerkin valossa? Pääkysymystä täydentävät kolme alakysymystä: 1) mitä osa-alueita prosessiin kuuluu, 2) millaisia prosessin rakenne ja vaiheet ovat ja 3) millaisen teoreettisen mallin voi esimerkkituotteen perusteella muodostaa?
Tutkimuksen aineisto muodostuu Kimblen valmistajayhtiö Tactic Games Oy:n työntekijöiden haastatteluista, Kimble-verkkokyselyn vastauksista, opiskelijakulttuurin dokumentoinnista ja opiskelijahaastattelusta, dokumentoiduista Kimble-versioista sekä esineen lähiluvusta. Tutkimuksen teoreettinen viitekehys rakentuu pelitutkimuksen, kulutuksen tutkimuksen sekä materiaalisen kulttuurin ympärille.
Väitöskirja muodostuu tästä yhteenveto-osiosta sekä neljästä vertaisarvioidusta artikkelista, jotka käsittelevät uustuotantoprosessin keskeisimpiä osa-alueita Kimblen näkökulmasta: historiaa, pysyviä ominaisuuksia ja muutoksia sekä elämäkertoja ja käyttökulttuuria. Tämän lisäksi Kimble peilautuu vasten uustuotantoprosessin alustavaa käsitteistöä muodostaen prosessin rakenteen, vaiheet ja reunaehdot; mitä vähintään tarvitaan prosessin muodostumiseen.
Uustuotantoprosessi näyttäytyy erityisenä ja kestävänä tuotesuhteena, joka ei perustu pelkkään nostalgiaan ja jossa ei tarvita suunniteltua vanhentamista ja tuotteen poistamista markkinoilta. Uustuotantoprosessi on useiden tekijöiden vuorovaikutussuhde, jossa sama tuote valitaan aina uudelleen. Eri tuotteiden prosesseissa on vaihtelevuutta, mutta logiikka on sama, jolloin prosessi on mallinnettavissa. Lopputuloksena on uustuotantoprosessin malli, jota voi hyödyntää sekä tuotekehityksessä että tieteellisessä tutkimuksessa.
Suovuo, Tomi
Reality guides for life before death Väitöskirja
Vuorovaikutusmuotoilu, Turun yliopisto, 2022, ISBN: 978-951-29-8910-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Suovuo2022,
title = {Reality guides for life before death},
author = {Tomi Suovuo},
url = {https://urn.fi/URN:ISBN:978-951-29-8910-2},
isbn = {978-951-29-8910-2},
year = {2022},
date = {2022-01-01},
school = {Vuorovaikutusmuotoilu, Turun yliopisto},
abstract = {The rise of the digital game industry has brought along a plethora of game design tools and frameworks. They are likely to be named specifically as design frameworks for games because their creators have been positioned themselves on the field of game research due to their personal interest in games or due to the fast rising game business. There appears often not to be a reason why these tools and frameworks could not be used in any other kind of interaction design too.
Furthermore, even the definition of a game is elusive. In effort to be able to consider what is a game and what is not, the concept of Reality Guides was developed. A Reality Guide guides the user in their surrounding reality. By its definition it is not necessarily a game, and a game by its definition is not necessarily a Reality Guide, but it is possible for something to be both. Reality Guides can come in the form of paper booklets, human guides, digital applications, or something else. The focus in this thesis is in guides that are mixed reality digital applications.
Looking at Reality Guides through several game design frameworks, a new theoretical model was constructed: The GEM Game Experience Model is a result of Grounded Theory based work to find a single underlaying model behind all the existing ones.
Two non-game initiatives have been worked on with the guidance of Reality Guide thinking and GEM thinking: Life Before Death aims at producing services that will help people with premature end of life circumstances to make the best possible out of their remaining life. Reality Guides for the end-of-life. Also, in the initiative of creating a community around Digital Theology a project course was organized using gamer community originated Discord as a central Reality Guide for the course participated by students from four continents.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Furthermore, even the definition of a game is elusive. In effort to be able to consider what is a game and what is not, the concept of Reality Guides was developed. A Reality Guide guides the user in their surrounding reality. By its definition it is not necessarily a game, and a game by its definition is not necessarily a Reality Guide, but it is possible for something to be both. Reality Guides can come in the form of paper booklets, human guides, digital applications, or something else. The focus in this thesis is in guides that are mixed reality digital applications.
Looking at Reality Guides through several game design frameworks, a new theoretical model was constructed: The GEM Game Experience Model is a result of Grounded Theory based work to find a single underlaying model behind all the existing ones.
Two non-game initiatives have been worked on with the guidance of Reality Guide thinking and GEM thinking: Life Before Death aims at producing services that will help people with premature end of life circumstances to make the best possible out of their remaining life. Reality Guides for the end-of-life. Also, in the initiative of creating a community around Digital Theology a project course was organized using gamer community originated Discord as a central Reality Guide for the course participated by students from four continents.
2021
Kainulainen, Tuomo
Studies on online horse race betting using individual-level betting data Väitöskirja
Kauppatieteiden laitos, Itä-Suomen yliopisto, 2021, ISBN: 978-952-61-4267-8.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kainulainen2021,
title = {Studies on online horse race betting using individual-level betting data},
author = {Tuomo Kainulainen},
url = {http://urn.fi/URN:ISBN:978-952-61-4267-8},
isbn = {978-952-61-4267-8},
year = {2021},
date = {2021-01-01},
school = {Kauppatieteiden laitos, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Kinnunen, Jani
Rahat, peli ja rahapelaamisen sosiaaliset palkkiot Väitöskirja
Pelitutkimus, Tampereen yliopisto, 2021, ISBN: 978-952-03-2172-7.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Kinnunen2021,
title = { Rahat, peli ja rahapelaamisen sosiaaliset palkkiot},
author = {Jani Kinnunen},
url = {https://urn.fi/URN:ISBN:978-952-03-2172-7},
isbn = {978-952-03-2172-7},
year = {2021},
date = {2021-01-01},
school = {Pelitutkimus, Tampereen yliopisto},
abstract = {Rahapelien ja digitaalisten viihdepelien raja on hämärtynyt erityisesti internetissä. Rahapeleihin integroidaan digipeleistä tuttuja ominaisuuksia ja digipeleihin on lisätty rahapeleille ominaisia arpajaiselementtejä. Lisaksi digitaaliseen pelaamiseen on muodostunut uudenlaisia rahastamisen muotoja, jotka edelleen hämärtävät rajaa aiemmin erillään olleiden pelityyppien välillä. Digitaalisten ilmaispelien eli free-to-play- tai F2P-pelien aloittaminen on ilmaista, mutta pelaamisen aikaiseen rahankäyttöön kannustetaan monin eri tavoin. Rahapelejä ja F2P-ilmaispelejä yhdistää se, että niihin voi kuluttaa rahaa ilman ylärajaa pelaamisen aikana.
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.
Kristiansson, Jesper
Yleinen historia, Jyväskylän yliopisto, 2021, ISBN: 978-951-39-8680-3.
Abstract | Links | BibTeX | Avainsanat: demokratiakasvatus, historian opetus, perusopetus, Rancière, suomenkieliset väitöskirjat, valtaistuminen
@phdthesis{Kristiansson2021,
title = {”Aika paljon sai tehdä, kunhan se liittyi siihen historiaan ja opetussuunnitelmaan”: Oppilaiden valtaistuminen yläkoulun historian tunneilla},
author = {Jesper Kristiansson},
url = {http://urn.fi/URN:ISBN:978-951-39-8680-3},
isbn = {978-951-39-8680-3},
year = {2021},
date = {2021-01-01},
school = {Yleinen historia, Jyväskylän yliopisto},
abstract = {Tutkimustehtäväni oli selvittää, mitä seurauksia vallan radikaalilla uudelleen jakamisella on yläkoulun historian tunneilla. Sovelsin Jacques Rancièren ja kriitti-sen pedagogiikan ajatuksia käytäntöön luomalla demokratiakasvatukselle ja valtaistumiselle otollisen tilan. Opettajana annoin oppilaille asteittain enemmän vaikutusvaltaa vaikuttaa opiskeluunsa. Lopulta he saivat toteuttaa opetussuunnitelmaa haluamallaan tavalla. Tutkimuksen käytännön osuus toteutettiin toimintatutkimuksena, ja se kesti kolme lukuvuotta. Keräsin neljältä tutkimusryhmältäni paljon aineistoa, muun muassa tuntipäiväkirjoja, haastatteluja ja kaikki tehdyt työt. Aineiston analyysin kautta pyrin selvittämään, miten oppilaat opiskelivat historiaa kokeilun aikana, mitä he oppivat ja seurasiko opiskelusta valtaistuminen. Oppilaat tutustuivat historiaan omaehtoisesti muun muassa YouTube-videoiden kautta. Kun oppilaat saivat päättää historian opiskelusta, he tuottivat yleensä tutkielmatyyppisiä töitä. Oppilaita kiinnosti opiskelun pelillistäminen. Opetussuunnitelmatekstin kapulakielisyys rajoitti hieman oppilaiden kykyä lukea ja soveltaa opetussuunnitelmaa omatoimisesti. Vaikka oppilaat itse kokivat oppivansa oppiainekohtaiset haastavat tavoitteet hyvin, lähdekritiikkiä ei yleensä pohdittu töissä eikä niissä tehty juuri omia tulkintoja. Oppilaat oppivat omatoimisuutta ja luovuutta korostavia opetussuunnitelman laaja-alaisia oppimiskokonaisuuksia sekä tietoteknisiä taitoja. Oppilaista kasvoi itseohjautuvia toimijoita, jotka ottivat vastuun ja vapauden oppimisestaan. Oppimisen omistajuus siirtyi opettajalta oppilaille. Totesin oppilaiden saavuttaneen valtaistumisen tilan. Opetuksessa tuettiin oppilaiden kasvua demokraattisiksi kansalaisiksi. Opettajan valta istuu tiukassa koulun rakenteissa, eikä kaikesta vallasta voi tai kannatakaan luopua. Oppilaat pystyvät kuitenkin oppimaan ilman, että opettaja aktiivisesti ohjaa oppimisprosessia.},
keywords = {demokratiakasvatus, historian opetus, perusopetus, Rancière, suomenkieliset väitöskirjat, valtaistuminen},
pubstate = {published},
tppubtype = {phdthesis}
}
Laato, Samuli
Vuorovaikutusmuotoilu, Turun yliopisto, 2021, ISBN: 978-951-29-8565-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Laato2021,
title = {Designing location-based games: How to support players' social interaction, physical activity and learning about their local environment},
author = {Samuli Laato},
url = {https://urn.fi/URN:ISBN:978-951-29-8565-4},
isbn = {978-951-29-8565-4},
year = {2021},
date = {2021-01-01},
school = {Vuorovaikutusmuotoilu, Turun yliopisto},
abstract = {The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators.
In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes.
We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes.
We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living.
Laiti, Outi
Kasvatustiede, Lapin yliopisto, 2021, ISBN: 978-952-337-249-8.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Laiti2021,
title = {Old ways of knowing, new ways of playing: The potential of collaborative game design to empower Indigenous Sámi},
author = {Outi Laiti},
url = {https://urn.fi/URN:ISBN:978-952-337-249-8},
isbn = {978-952-337-249-8},
year = {2021},
date = {2021-01-01},
school = {Kasvatustiede, Lapin yliopisto},
abstract = {Throughout history, Indigenous peoples have played and made games. In Sámi culture, playing is one of the many elements of education, as well as a platform for transmitting their intangible heritage. Yet research into games originating in the communities of Indigenous peoples, especially Sámi people, is quite sparse, and this is even more true concerning digital games. This lack of research can be explained to some extent by the modest number of digital Sámi games in existence. While the need for media content in the native languages of Sámi communities has been recognised for several years now, there is only a handful of games available in Sámi languages. Several questions arise, then, concerning the resources and especially the creating: who creates games, and how are those games created?
This thesis is written from the Indigenous Sámi perspective, especially pertaining to the local context of Sámi people in Utsjoki. The thesis takes a qualitative approach to exploring the potential of game development events to empower the cultural selfexpression of Sámi people. Its starting points are the Sámi game and play tradition, Sámi educational values, game studies on Indigenous peoples, and indirect learning as a feature of game jams. These aspects form the basis for the general research question: in what ways can game development events enhance the cultural self-expression of Sámi people? The study relies on the method of Indigenous ethnography and its data is collected via observation (two game development events, involving a total of 57 participants), online questionnaires (N=5), video interviews (N=7), games (N=16), and researcher field journals. The analysis was data-oriented and conducted using qualitative content analysis.
This study consists of three publications (I–III). Publication I examines the social aspects of learning in a game programming course for adolescents, which was organised in Utsjoki in 2017. The results of this first study show that knowledge is formed in social interaction, collectively, and as equals, following the principles of the Sámi educational tradition. The study also suggest that social learning could be successfully employed as a part of game development in the Sámi cultural context.
Publications II and III explore the phenomenon of social game development more closely, by employing aspects from Sámi education as a framework for studying indirect learning in game jams. Publication II set out to examine how Sami Game Jam was organised, what kind of games were created, and in what ways the game jam format was beneficial to the participants. Publication III examines the ways in which the new digital collaboration format of game jams can serve as a tool for the revitalisation of Indigenous Sámi cultures. The results show that the social aspects of the game creating events work well with the Sámi worldview and methods of knowledge production, thus supporting cultural self-expression. Games created in the event reflect contemporary aspects of the game and play tradition of the Sámi. It can be argued, then, that for the Sámi, game creation is a cultural trait which flourishes when granted proper opportunities.
Based on these results, the study introduces the Indigenous game design model, a model that describes the Indigenous empowerment concerning digital games and that guides the process of game development. With the help of this model, empowerment can be explored from five aspects: storytelling, contemporary experiences, teachings, language, and sharing and developing. The model enables the examination of Indigenous game development as a process and reveals the cultural importance of game designing in the Indigenous context.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
This thesis is written from the Indigenous Sámi perspective, especially pertaining to the local context of Sámi people in Utsjoki. The thesis takes a qualitative approach to exploring the potential of game development events to empower the cultural selfexpression of Sámi people. Its starting points are the Sámi game and play tradition, Sámi educational values, game studies on Indigenous peoples, and indirect learning as a feature of game jams. These aspects form the basis for the general research question: in what ways can game development events enhance the cultural self-expression of Sámi people? The study relies on the method of Indigenous ethnography and its data is collected via observation (two game development events, involving a total of 57 participants), online questionnaires (N=5), video interviews (N=7), games (N=16), and researcher field journals. The analysis was data-oriented and conducted using qualitative content analysis.
This study consists of three publications (I–III). Publication I examines the social aspects of learning in a game programming course for adolescents, which was organised in Utsjoki in 2017. The results of this first study show that knowledge is formed in social interaction, collectively, and as equals, following the principles of the Sámi educational tradition. The study also suggest that social learning could be successfully employed as a part of game development in the Sámi cultural context.
Publications II and III explore the phenomenon of social game development more closely, by employing aspects from Sámi education as a framework for studying indirect learning in game jams. Publication II set out to examine how Sami Game Jam was organised, what kind of games were created, and in what ways the game jam format was beneficial to the participants. Publication III examines the ways in which the new digital collaboration format of game jams can serve as a tool for the revitalisation of Indigenous Sámi cultures. The results show that the social aspects of the game creating events work well with the Sámi worldview and methods of knowledge production, thus supporting cultural self-expression. Games created in the event reflect contemporary aspects of the game and play tradition of the Sámi. It can be argued, then, that for the Sámi, game creation is a cultural trait which flourishes when granted proper opportunities.
Based on these results, the study introduces the Indigenous game design model, a model that describes the Indigenous empowerment concerning digital games and that guides the process of game development. With the help of this model, empowerment can be explored from five aspects: storytelling, contemporary experiences, teachings, language, and sharing and developing. The model enables the examination of Indigenous game development as a process and reveals the cultural importance of game designing in the Indigenous context.
Leinonen, Anna-Maiju
Technology for promoting physical activity in young men Väitöskirja
Lääketieteen tekniikka, Oulun yliopisto, 2021, ISBN: 978-952-62-2887-7.
Abstract | Links | BibTeX | Avainsanat: activity monitor, adolescent, behavior change, englanninkieliset väitöskirjat, gamification, health, sedentary behavior, self-monitoring
@phdthesis{Leinonen2021,
title = {Technology for promoting physical activity in young men},
author = {Anna-Maiju Leinonen},
url = {http://urn.fi/urn:isbn:9789526228877},
isbn = {978-952-62-2887-7},
year = {2021},
date = {2021-01-01},
school = { Lääketieteen tekniikka, Oulun yliopisto},
abstract = {Although the health benefits of physical activity (PA) are well known, the majority of adolescents are not sufficiently physically active. New innovative ways to promote active lifestyles are needed. This study aimed to evaluate the effectiveness of a wrist-worn activity monitor (Polar Active) and a gamified web-based mobile service in promoting PA in young men. The study also examined the convergent validity between three different accelerometer-based PA measurement methods.
In this study, two randomized controlled trials (RCT) were conducted in Oulu, Finland among 18-year-old men. The three-month RCT (n=276) was conducted in fall 2012 and the six-month population-based RCT (n=496) between September 2013 and March 2014. In both trials, participants were randomized to an intervention and a control group. The intervention group was given the wrist-worn Polar Active monitor with PA feedback. In the six-month trial, the intervention group also got access to a mobile service developed in this study. During both trials, PA was continuously measured in both study groups. In the control group, PA was measured with an otherwise similar monitor but which provided only the time of day and no feedback. The convergent validity was examined between the agreement in time spent at different PA levels using Polar Active, mean amplitude deviation (MAD) of raw acceleration, and Actigraph with the Freedson thresholds. In the validation study, all three activity monitors were continuously used for two weeks by 41 volunteers.
The three-month trial had a short-term positive effect on daily moderate-to-vigorous PA (MVPA) and sedentary time in the intervention group. The positive change in sedentary time was sustained for longer. During the six-month trial, a positive trend in favor of the intervention group was observed in daily MVPA. Low amount of daily vigorous PA at baseline was associated with the increase in MVPA. The functionalities of the mobile service related to PA were perceived as important and motivating, but the overall compliance with using the service and activity monitor remained low. In free-living conditions, the agreement between Polar Active, MAD, and Actigraph was dependent on the activity thresholds used and PA intensity. The information provided by this study can be utilized in future development of technology-based health services for activating young people.},
keywords = {activity monitor, adolescent, behavior change, englanninkieliset väitöskirjat, gamification, health, sedentary behavior, self-monitoring},
pubstate = {published},
tppubtype = {phdthesis}
}
In this study, two randomized controlled trials (RCT) were conducted in Oulu, Finland among 18-year-old men. The three-month RCT (n=276) was conducted in fall 2012 and the six-month population-based RCT (n=496) between September 2013 and March 2014. In both trials, participants were randomized to an intervention and a control group. The intervention group was given the wrist-worn Polar Active monitor with PA feedback. In the six-month trial, the intervention group also got access to a mobile service developed in this study. During both trials, PA was continuously measured in both study groups. In the control group, PA was measured with an otherwise similar monitor but which provided only the time of day and no feedback. The convergent validity was examined between the agreement in time spent at different PA levels using Polar Active, mean amplitude deviation (MAD) of raw acceleration, and Actigraph with the Freedson thresholds. In the validation study, all three activity monitors were continuously used for two weeks by 41 volunteers.
The three-month trial had a short-term positive effect on daily moderate-to-vigorous PA (MVPA) and sedentary time in the intervention group. The positive change in sedentary time was sustained for longer. During the six-month trial, a positive trend in favor of the intervention group was observed in daily MVPA. Low amount of daily vigorous PA at baseline was associated with the increase in MVPA. The functionalities of the mobile service related to PA were perceived as important and motivating, but the overall compliance with using the service and activity monitor remained low. In free-living conditions, the agreement between Polar Active, MAD, and Actigraph was dependent on the activity thresholds used and PA intensity. The information provided by this study can be utilized in future development of technology-based health services for activating young people.
Macey, Joseph
A whole new ball game: The growing prevalence of video game-related gambling Väitöskirja
Ihmiset ja teknologiat, Tampereen yliopisto, 2021, ISBN: 978-952-03-2191-8.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Macey2021,
title = {A whole new ball game: The growing prevalence of video game-related gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2191-8},
year = {2021},
date = {2021-01-01},
school = {Ihmiset ja teknologiat, Tampereen yliopisto},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Sirola, Anu
Web of gamble: A social psychological perspective on youth gambling and virtual communities Väitöskirja
Sosiaalipsykologia, Tampereen yliopisto, 2021, ISBN: 978-952-03-1812-3.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Sirola2021,
title = {Web of gamble: A social psychological perspective on youth gambling and virtual communities},
author = {Anu Sirola},
url = {https://urn.fi/URN:ISBN:978-952-03-1812-3},
isbn = {978-952-03-1812-3},
year = {2021},
date = {2021-01-01},
school = {Sosiaalipsykologia, Tampereen yliopisto},
abstract = {The Internet and social media have facilitated gambling opportunities, and gambling content has become highly visible in an online context. Gambling has gained popularity worldwide, and youth problem gambling in particular is an increasing concern. Digital games increasingly include monetary gambling-like features such as microtransactions and loot boxes, blurring the line between gambling and gaming and exposing young players to mechanisms of gambling. The Internet also provides social platforms for gamblers and gamers to interact and connect, both inside and outside a game. As active online users, youth actively engage in different online games and utilize virtual communities to interact around shared interests. Virtual communities may shape gambling attitudes and behavior through social norms and peer influence. In this doctoral dissertation of social psychology, it was examined what is the role of virtual communities and social media behavior in gambling and gambling-like intentions and behaviors. Gambling-like mechanisms in digital games are scrutinized, as well as differences and similarities in the social aspects of gambling and monetary gaming. This dissertation provides a social psychological perspective on youth gambling and gaming by examining the role of virtual communities and the underlying social factors in such behaviors.
This dissertation consists of four separate studies. Cross-national survey data of 15- to 25-year-old respondents from four countries were used: Finland (N = 1,200), the United States (N = 1,212), South Korea (N = 1,192) and Spain (N = 1,212). Survey data were used to examine factors associated with online gambling community participation and interest toward online gambling content among youth. Systematic literature data were used to widen the scope of gambling in the dissertation by exploring and comparing the role of virtual communities in gambling and monetary gaming behaviors.
According to the results, participation in virtual gambling communities such as discussion forums is associated with gambling problems, posing a potential risk for excessive gambling. Some country differences were found in underlying factors, such as sense of loneliness, in active online gambling community participation. Gambling communities differ in their stance on gambling. Some communities are related to gambling strategies and tips, while others focus on problem gambling recovery and harms caused by gambling. Thus, depending on the community norms, gambling communities may normalize excessive or moderate forms of gambling. In digital games, a community aspect is often inherently embedded inside the game. Further, there is strong evidence that the social aspect of game communities can motivate ingame purchase intentions and gaming continuation, posing a potential risk for excessive money consumption. The results suggest that strong attachment to a virtual community, together with perceived group norms and mechanisms of social influence, are risk factors to excessive gambling behavior, attitudes and purchase intentions. Moreover, gambling content that is approved by peers in social media is likely to make the content appear more interesting and increase the likelihood to act on such content. The results emphasize the risky nature of social media and emerging group processes in online gambling exposure and normalization of gambling. The findings provide topical knowledge and practical implications for players, parents and health care professionals to help reduce excessive gambling and game-related purchase behaviors.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation consists of four separate studies. Cross-national survey data of 15- to 25-year-old respondents from four countries were used: Finland (N = 1,200), the United States (N = 1,212), South Korea (N = 1,192) and Spain (N = 1,212). Survey data were used to examine factors associated with online gambling community participation and interest toward online gambling content among youth. Systematic literature data were used to widen the scope of gambling in the dissertation by exploring and comparing the role of virtual communities in gambling and monetary gaming behaviors.
According to the results, participation in virtual gambling communities such as discussion forums is associated with gambling problems, posing a potential risk for excessive gambling. Some country differences were found in underlying factors, such as sense of loneliness, in active online gambling community participation. Gambling communities differ in their stance on gambling. Some communities are related to gambling strategies and tips, while others focus on problem gambling recovery and harms caused by gambling. Thus, depending on the community norms, gambling communities may normalize excessive or moderate forms of gambling. In digital games, a community aspect is often inherently embedded inside the game. Further, there is strong evidence that the social aspect of game communities can motivate ingame purchase intentions and gaming continuation, posing a potential risk for excessive money consumption. The results suggest that strong attachment to a virtual community, together with perceived group norms and mechanisms of social influence, are risk factors to excessive gambling behavior, attitudes and purchase intentions. Moreover, gambling content that is approved by peers in social media is likely to make the content appear more interesting and increase the likelihood to act on such content. The results emphasize the risky nature of social media and emerging group processes in online gambling exposure and normalization of gambling. The findings provide topical knowledge and practical implications for players, parents and health care professionals to help reduce excessive gambling and game-related purchase behaviors.
Selin, Jukka
Tietomallin pelillistäminen ja toiminnallisen suunnittelun menetelmä rakennusten suunnittelun apuna Väitöskirja
Vuorovaikutteinen teknologia, Tampereen yliopisto, 2021, ISBN: 978-952-03-1888-8.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Selin2021,
title = {Tietomallin pelillistäminen ja toiminnallisen suunnittelun menetelmä rakennusten suunnittelun apuna},
author = {Jukka Selin},
url = {https://urn.fi/URN:ISBN:978-952-03-1888-8},
isbn = {978-952-03-1888-8},
year = {2021},
date = {2021-01-01},
school = {Vuorovaikutteinen teknologia, Tampereen yliopisto},
abstract = {Rakennuksen suunnittelussa ja elinkaaren eri vaiheissa tarvitaan useamman eri alan ja toimijan asiantuntemuksen yhdistämistä. Tarvitaan mm. rakennussuunnittelua, rakennesuunnittelua, sähkösuunnittelua ja LVI-suunnittelua. Nykyisin rakennussuunnittelussa on laajalti siirrytty kolmiulotteiseen suunnitteluun ja tietomallinnukseen. Tietomallinnusta kutsutaan yleisesti nimellä BIM (Building Information Modeling). BIM on kehitetty parantamaan ja tehostamaan yhteistyötä eri toimijoiden välillä. Perusajatuksena on pitää kaikki rakentamista koskevat tiedot loogisesti yhdessä paikassa. Fyysisesti tietomalli voi olla keskitetty tai hajautettu. Tietomalli voi palvella kohteen suunnittelua ja rakentamista, mutta sitä voidaan ylläpitää ja hyödyntää myös koko kohteen elinkaaren ajan. Tällöin se voisi toimia käyttöliittymänä esimerkiksi rakennuksen valvontaan ja ylläpitoon.
Tutkimukset ovat myös osoittaneet, että kohteiden kolmiulotteinen mallintaminen kannattaa. Kohteiden esittely kolmiulotteisesti helpottaa huomattavasti ymmärrystä kohteesta ja parantaa tätä kautta eri toimijoiden välistä yhteistyötä rakennuksen elinkaaren kaikissa vaiheissa aina suunnittelusta ylläpitoon. (Hilfert & König, 2016.) Nykyisin rakennussuunnittelu toteutetaan yleensä kolmiulotteisena ja osana kohteen tietomallia luodaan rakennuksen erilaiset 3D-mallit. Eräs tällainen osamalli on arkkitehtimalli, joka kuvaa kohdetta arkkitehtisuunnittelun näkökulmasta. Luonnollinen jatke tietomallinnukselle onkin tietomallin pelillistäminen. Pelillistämisellä tarkoitetaan pelinkehitysmenetelmien ja -välineiden hyödyntämistä muussa kuin pelikontekstissa. Tässä tapauksessa konteksti on ensisijaisesti rakennusten suunnittelu ja rakentaminen, sekä tätä kautta suunnitelmien havainnollistaminen. (Seaborn & Felsh, 2015.)
Tietomallin pelillistäminen sisältää yleensä ainakin vapaan liikkumisen rakennuksessa, mutta siihen voi liittyä myös monia muita ominaisuuksia, jotka tukevat kohteen suunnittelua, visualisointia ja ylläpitoa. Monet CAD-ohjelmistot sisältävät jo nykyisin yksinkertaiset pelillistämisen työkalut. Jos pelillistäminen toteutetaan pelimoottoreiden avulla, saadaan pelillistettyyn tietomalliin toteutettua juuri halutun kaltaiset ominaisuudet.
Väitöskirjassa esitetään ideoita ja menetelmiä, sekä niiden testaamiseksi toteutettuja pilotointeja tietomallin pelillistämiseksi ja pelillistetyn tietomallin hyödyntämiseksi rakennuksen elinkaaren eri vaiheissa suunnittelusta aina rakennuksen ylläpitoon asti. Merkittävimmät aihealueet ovat tilantarpeiden mitoitus, esteettömyys, turvallisuus ja suunnittelun joukkoistaminen. Väitöskirjassa esitettävät ideat ja menetelmät, sekä niihin liittyvät pilotoinnit hyödyntävät keksimääni patentoitua toiminnallisen suunnittelun menetelmää (FDM = Functional Design Method). FDM tarjoaa idean ja menetelmän kohteessa tapahtuvan todellisen toiminnan vaatiman tilantarpeen nykyistä parempaan huomioimiseen kohteen elinkaaren eri vaiheissa. Menetelmälle on myönnetty patentti Suomessa sekä USA:ssa.
Olemme tutkineet kehittämiemme ideoiden ja menetelmien toimivuutta käytännössä toteuttamalla erilaisia pilotointeja. Toteutimme pilotointien yhteydessä joukon artefakteja, joiden avulla pilotoinnit suoritettiin. Suoritimme jokaisen pilotoinnin aikana osallistuvaa havainnointia, sekä toteutimme avoimen haastattelututkimuksen pilotointiin osallistuneille toimijoille. Lisäksi suoritimme muutamia teemahaastatteluja. Pilotointien avulla tutkittiin ensisijaisesti keksimäni toiminnallisen suunnittelun menetelmän hyödyntämistä yhdessä rakennuksen pelillistetyn tietomallin kanssa erilaisissa kohteissa. Ensimmäisen pilotoinnin aihe on rakennuksen esteettömyyden suunnittelu. Toinen pilotointi liittyy rakennuksen hätäpoistumisen suunnitteluun ja mitoitukseen, sekä tekoälyn ja dataanalytiikan hyödyntämiseen suunnittelussa. Kolmannen ja neljännen pilotoinnin aiheena on suunnittelun joukkoistaminen monipelitekniikoita ja epälineaarisen tarinankerronnan menetelmiä ja työkaluja hyödyntäen.
Väitöskirjan edustama tieteenfilosofinen suuntaus on konstruktivismi ja siinä hyödynnetään konstruktiivista tutkimusotetta suunnittelutieteen ja suunnittelututkimuksen menetelmien avulla. Tutkimusten empiirinen aineisto on kerätty pääosin laadullisin menetelmin osallistuvaa havainnointia, avoimia haastatteluja ja teemahaastatteluja hyödyntäen. Lisäksi väitöskirja sisältää kirjallisuuskatsauksen, jonka avulla esitetään alan aikaisempaa tutkimusta ja jonka avulla perustellaan myös tämän väitöstutkimuksen tarvetta.
Väitöskirjan sisältämä kirjallisuuskatsaus osoittaa, että tutkijat ovat havainneet tarpeen saada toiminnallisuus ja käyttäjien aktiviteetit nykyistä suurempaan rooliin rakennussuunnittelussa heti suunnittelun alusta alkaen. Lisäksi suunnitelmien parempi havainnollisuus ja tätä kautta käyttäjien nykyistä voimakkaampi mukaan ottaminen
suunnitteluun ovat tutkijoiden mielestä rakennussuunnittelun keskeisiä vaatimuksia nyt ja tulevaisuudessa. Myös erilaiset simulaatiot ja suunnittelun avoimuus esimerkiksi joukkoistamisen avulla ovat toivottuja kehityssuuntia. Samansuuntaisia tuloksia saimme myös pilotointien yhteydessä tekemistämme haastatteluista. Haastattelut kohdistuivat pääosin TKI-hankkeidemme yhteistyökumppaneina toimiviin rakennusalan yrityksiin. Heidän keskeisin vaatimuksensa oli rakennuksessa tapahtuvan toiminnallisuuden parempi huomioiminen heti suunnittelun alusta lähtien, sekä rakennussuunnitelmien havainnollisuuden parantaminen yleisesti. Lisäksi he olivat erittäin kiinnostuneita löytämään tietomallille uusia käyttökohteita esimerkiksi pelillistämisen kautta. Väitöskirjan esittämät menetelmät ja niihin liittyvät pilotoinnit pyrkivät osaltaan vastaamaan näihin edellä esitettyihin haasteisiin. Keksimäni toiminnallisen suunnittelun menetelmä auttaa suunnittelijoita mitoittamaan tiloja tiloissa tapahtuvan toiminnan ja aktiviteettien ehdoilla. Kehittämämme menetelmä ja menetelmää tukeva prosessi Open BIM -standardin mukaisen tietomallin pelillistämiseksi puolestaan auttaa havainnollistamaan rakennussuunnitelmia ja tätä kautta ottamaan myös muut kuin rakennusalan ammattilaiset suunnitteluun paremmin mukaan jo heti suunnittelun alussa. Tätä tavoitetta tukee myös pilotoimamme monen samanaikaisen käyttäjän suunnitteluympäristöt, jotka mahdollistavat mm. suunnittelun joukkoistamisen.
Yhteistyöyrityksemme ovat testanneet kehittämiämme menetelmiä omissa kaupallisissa projekteissaan. Osa näistä testeistä liittyy myös suoraan heidän kanssaan tekemiimme pilotointeihin. Esimerkiksi tietomallin pelillistämisen menetelmää ja menetelmää tukevaa prosessia on testattu Mikkelin keskussairaalan uusien rakennusten pelillistämisessä, Pieksämäen keskustaan rakennetun kauppakeskuksen pelillistämisessä, Pieksämäen uuden Hiekanpään koulukeskuksen pelillistämisessä ja erään uuden paloaseman pelillistämisessä. Lisäksi he ovat testanneet toiminnallisen suunnittelun menetelmää Pieksämäen keskustan kauppakeskuksen hätäpoistumisen simuloinnin asiakasprofiilien määrityksessä, sekä esteettömyyden simuloinnissa ja mitoituksessa. Myös suunnittelun joukkoistamista on testattu jo kahdessa käytännön yritysprojektissa. Nämä projektit ovat Hiekanpään koulukeskuksen kalustesuunnittelu ja paloaseman yhteissuunnittelu.
Kirjallisuuskatsauksen lisäksi pilotointien yhteydessä yhteistyöyrityksiin ja muihin hankkeen toimijoihin kohdistamamme haastattelut osoittavat, että toiminnallisen suunnittelun menetelmä yhdessä rakennuksen pelillistetyn tietomallin kanssa tarjoaa merkittävää lisäarvoa rakennuksen suunnittelulle ja ylläpidolle koko rakennuksen elinkaaren ajan. Erilaisia käyttökohteita on paljon. Pilotoimamme ideat esteettömyyden suunnittelusta, tilojen mitoituksesta, turvallisuuden simuloinnista ja suunnittelun joukkoistamisesta tukevat näkemyksiämme toiminnallisen suunnittelun menetelmän ja rakennuksen pelillistetyn tietomallin soveltuvuudesta ja niiden tuomasta lisäarvosta tietomallipohjaiselle rakennussuunnittelulle. Tätä näkemystä vahvistaa vielä yhteistyöyritystemme omissa kaupallisissa projekteissaan tekemät havainnot, jotka ovat myös tulleet esille hankkeiden aikana ja pilotointien yhteydessä tekemissämme haastatteluissa. Tähän väitöskirjaan liittyvät julkaisut käsittelevät pääosin näitä aihealueita eri näkökulmista.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Tutkimukset ovat myös osoittaneet, että kohteiden kolmiulotteinen mallintaminen kannattaa. Kohteiden esittely kolmiulotteisesti helpottaa huomattavasti ymmärrystä kohteesta ja parantaa tätä kautta eri toimijoiden välistä yhteistyötä rakennuksen elinkaaren kaikissa vaiheissa aina suunnittelusta ylläpitoon. (Hilfert & König, 2016.) Nykyisin rakennussuunnittelu toteutetaan yleensä kolmiulotteisena ja osana kohteen tietomallia luodaan rakennuksen erilaiset 3D-mallit. Eräs tällainen osamalli on arkkitehtimalli, joka kuvaa kohdetta arkkitehtisuunnittelun näkökulmasta. Luonnollinen jatke tietomallinnukselle onkin tietomallin pelillistäminen. Pelillistämisellä tarkoitetaan pelinkehitysmenetelmien ja -välineiden hyödyntämistä muussa kuin pelikontekstissa. Tässä tapauksessa konteksti on ensisijaisesti rakennusten suunnittelu ja rakentaminen, sekä tätä kautta suunnitelmien havainnollistaminen. (Seaborn & Felsh, 2015.)
Tietomallin pelillistäminen sisältää yleensä ainakin vapaan liikkumisen rakennuksessa, mutta siihen voi liittyä myös monia muita ominaisuuksia, jotka tukevat kohteen suunnittelua, visualisointia ja ylläpitoa. Monet CAD-ohjelmistot sisältävät jo nykyisin yksinkertaiset pelillistämisen työkalut. Jos pelillistäminen toteutetaan pelimoottoreiden avulla, saadaan pelillistettyyn tietomalliin toteutettua juuri halutun kaltaiset ominaisuudet.
Väitöskirjassa esitetään ideoita ja menetelmiä, sekä niiden testaamiseksi toteutettuja pilotointeja tietomallin pelillistämiseksi ja pelillistetyn tietomallin hyödyntämiseksi rakennuksen elinkaaren eri vaiheissa suunnittelusta aina rakennuksen ylläpitoon asti. Merkittävimmät aihealueet ovat tilantarpeiden mitoitus, esteettömyys, turvallisuus ja suunnittelun joukkoistaminen. Väitöskirjassa esitettävät ideat ja menetelmät, sekä niihin liittyvät pilotoinnit hyödyntävät keksimääni patentoitua toiminnallisen suunnittelun menetelmää (FDM = Functional Design Method). FDM tarjoaa idean ja menetelmän kohteessa tapahtuvan todellisen toiminnan vaatiman tilantarpeen nykyistä parempaan huomioimiseen kohteen elinkaaren eri vaiheissa. Menetelmälle on myönnetty patentti Suomessa sekä USA:ssa.
Olemme tutkineet kehittämiemme ideoiden ja menetelmien toimivuutta käytännössä toteuttamalla erilaisia pilotointeja. Toteutimme pilotointien yhteydessä joukon artefakteja, joiden avulla pilotoinnit suoritettiin. Suoritimme jokaisen pilotoinnin aikana osallistuvaa havainnointia, sekä toteutimme avoimen haastattelututkimuksen pilotointiin osallistuneille toimijoille. Lisäksi suoritimme muutamia teemahaastatteluja. Pilotointien avulla tutkittiin ensisijaisesti keksimäni toiminnallisen suunnittelun menetelmän hyödyntämistä yhdessä rakennuksen pelillistetyn tietomallin kanssa erilaisissa kohteissa. Ensimmäisen pilotoinnin aihe on rakennuksen esteettömyyden suunnittelu. Toinen pilotointi liittyy rakennuksen hätäpoistumisen suunnitteluun ja mitoitukseen, sekä tekoälyn ja dataanalytiikan hyödyntämiseen suunnittelussa. Kolmannen ja neljännen pilotoinnin aiheena on suunnittelun joukkoistaminen monipelitekniikoita ja epälineaarisen tarinankerronnan menetelmiä ja työkaluja hyödyntäen.
Väitöskirjan edustama tieteenfilosofinen suuntaus on konstruktivismi ja siinä hyödynnetään konstruktiivista tutkimusotetta suunnittelutieteen ja suunnittelututkimuksen menetelmien avulla. Tutkimusten empiirinen aineisto on kerätty pääosin laadullisin menetelmin osallistuvaa havainnointia, avoimia haastatteluja ja teemahaastatteluja hyödyntäen. Lisäksi väitöskirja sisältää kirjallisuuskatsauksen, jonka avulla esitetään alan aikaisempaa tutkimusta ja jonka avulla perustellaan myös tämän väitöstutkimuksen tarvetta.
Väitöskirjan sisältämä kirjallisuuskatsaus osoittaa, että tutkijat ovat havainneet tarpeen saada toiminnallisuus ja käyttäjien aktiviteetit nykyistä suurempaan rooliin rakennussuunnittelussa heti suunnittelun alusta alkaen. Lisäksi suunnitelmien parempi havainnollisuus ja tätä kautta käyttäjien nykyistä voimakkaampi mukaan ottaminen
suunnitteluun ovat tutkijoiden mielestä rakennussuunnittelun keskeisiä vaatimuksia nyt ja tulevaisuudessa. Myös erilaiset simulaatiot ja suunnittelun avoimuus esimerkiksi joukkoistamisen avulla ovat toivottuja kehityssuuntia. Samansuuntaisia tuloksia saimme myös pilotointien yhteydessä tekemistämme haastatteluista. Haastattelut kohdistuivat pääosin TKI-hankkeidemme yhteistyökumppaneina toimiviin rakennusalan yrityksiin. Heidän keskeisin vaatimuksensa oli rakennuksessa tapahtuvan toiminnallisuuden parempi huomioiminen heti suunnittelun alusta lähtien, sekä rakennussuunnitelmien havainnollisuuden parantaminen yleisesti. Lisäksi he olivat erittäin kiinnostuneita löytämään tietomallille uusia käyttökohteita esimerkiksi pelillistämisen kautta. Väitöskirjan esittämät menetelmät ja niihin liittyvät pilotoinnit pyrkivät osaltaan vastaamaan näihin edellä esitettyihin haasteisiin. Keksimäni toiminnallisen suunnittelun menetelmä auttaa suunnittelijoita mitoittamaan tiloja tiloissa tapahtuvan toiminnan ja aktiviteettien ehdoilla. Kehittämämme menetelmä ja menetelmää tukeva prosessi Open BIM -standardin mukaisen tietomallin pelillistämiseksi puolestaan auttaa havainnollistamaan rakennussuunnitelmia ja tätä kautta ottamaan myös muut kuin rakennusalan ammattilaiset suunnitteluun paremmin mukaan jo heti suunnittelun alussa. Tätä tavoitetta tukee myös pilotoimamme monen samanaikaisen käyttäjän suunnitteluympäristöt, jotka mahdollistavat mm. suunnittelun joukkoistamisen.
Yhteistyöyrityksemme ovat testanneet kehittämiämme menetelmiä omissa kaupallisissa projekteissaan. Osa näistä testeistä liittyy myös suoraan heidän kanssaan tekemiimme pilotointeihin. Esimerkiksi tietomallin pelillistämisen menetelmää ja menetelmää tukevaa prosessia on testattu Mikkelin keskussairaalan uusien rakennusten pelillistämisessä, Pieksämäen keskustaan rakennetun kauppakeskuksen pelillistämisessä, Pieksämäen uuden Hiekanpään koulukeskuksen pelillistämisessä ja erään uuden paloaseman pelillistämisessä. Lisäksi he ovat testanneet toiminnallisen suunnittelun menetelmää Pieksämäen keskustan kauppakeskuksen hätäpoistumisen simuloinnin asiakasprofiilien määrityksessä, sekä esteettömyyden simuloinnissa ja mitoituksessa. Myös suunnittelun joukkoistamista on testattu jo kahdessa käytännön yritysprojektissa. Nämä projektit ovat Hiekanpään koulukeskuksen kalustesuunnittelu ja paloaseman yhteissuunnittelu.
Kirjallisuuskatsauksen lisäksi pilotointien yhteydessä yhteistyöyrityksiin ja muihin hankkeen toimijoihin kohdistamamme haastattelut osoittavat, että toiminnallisen suunnittelun menetelmä yhdessä rakennuksen pelillistetyn tietomallin kanssa tarjoaa merkittävää lisäarvoa rakennuksen suunnittelulle ja ylläpidolle koko rakennuksen elinkaaren ajan. Erilaisia käyttökohteita on paljon. Pilotoimamme ideat esteettömyyden suunnittelusta, tilojen mitoituksesta, turvallisuuden simuloinnista ja suunnittelun joukkoistamisesta tukevat näkemyksiämme toiminnallisen suunnittelun menetelmän ja rakennuksen pelillistetyn tietomallin soveltuvuudesta ja niiden tuomasta lisäarvosta tietomallipohjaiselle rakennussuunnittelulle. Tätä näkemystä vahvistaa vielä yhteistyöyritystemme omissa kaupallisissa projekteissaan tekemät havainnot, jotka ovat myös tulleet esille hankkeiden aikana ja pilotointien yhteydessä tekemissämme haastatteluissa. Tähän väitöskirjaan liittyvät julkaisut käsittelevät pääosin näitä aihealueita eri näkökulmista.
Ståhl, Matilda
Kasvatustiede, Åbo Akademi, 2021, ISBN: 978-952-12-4127-7.
Abstract | Links | BibTeX | Avainsanat: community, diversity, education, englanninkieliset väitöskirjat, identities, identity (co)construction, identity construction, online, social media, video games, visuality
@phdthesis{Ståhl2021,
title = {Community, diversity and visuality: An ethno-case study on constructing identities and becoming legitimate participants in online/offline communities},
author = {Matilda Ståhl},
url = {https://urn.fi/URN:ISBN:978-952-12-4127-7},
isbn = {978-952-12-4127-7},
year = {2021},
date = {2021-01-01},
school = {Kasvatustiede, Åbo Akademi},
abstract = {Since the launch of the first web browser, the early-nineties was dominated by a view of the Internet as a utopian space for identity play and community building. However online platforms are currently not utopian environments where people can be a anyone or anything they want. This thesis discusses how these online platforms continue to be shaped by the identity categories we inhabit in offline contexts. Here, I view identities as multiple yet parallel, somewhat stable but simultaneously renegotiated and changing with social context. Additionally, the focus is on what characterized the identities that the participants construct rather than the identity categories they inhabit. The overarching aim of the thesis is twofold: a)to explore what frames identity construction online and how the youth participants (co)construct identities on online platforms as well as b) to discuss methodological implications for employing screen recordings in an ethno-case study within educational research. The aim is approached through the following research questions:
RQ1. What frames the possibilities for identity construction online?
RQ2. How is the participant identity (co)construction shaped by these frames?
RQ3. What are the practical ethical challenges with employing ethnographic methods when conducting research on identity (co)construction online?
This thesis is a qualitative case study informed by ethnography, or an ethno-case study. Case study as a methodology focuses on an immersed understanding of a phenomenon trough a specific case and can offer insight into how previous research and empirical data are connected. Both case study and ethnography focus on a participant’s perspective of a phenomenon and use varied forms of data collection. However, in ethnography, more emphasis is put on extended periods of time in the field and gaining insight into this phenomenon from multiple contexts, whereas a case study can be more limited in terms of time and researcher immersion into the field.
Here, the research questions are answered through insight into two cases. The first is ethnographic and thereby spanning a longer time period, with multiple sources of data and where research immersion spans both online and offline contexts. The second is framed as an ethno-case study and thereby employs ethnographic methods on a specific case yet is shorter in timespan than the first and where the data collection primarily focuses on the online context.
The first case, Textmöten, was an ethnographic research collaboration focusing on exploring how students in upper secondary schools in Finland used mobile phones in school. The data consisted of video recordings of students during their school day, during lessons as well as breaks, and at the same time as there was a recording of their mobile phones. The application that allowed the mobile phones to be recorded was student controlled, and the students were thereby in control of the material being recorded. During a total of 18 days, the data was collected between the spring of 2015 to the autumn of 2016 at two different Swedish language upper secondary schools with a total of seven students (of age 16-18 at the time). In addition to the video recordings as well as the recordings of the mobile phones, five of the seven students were interviewed.
The second case, esports in education, was conducted in collaboration with a Swedish language vocational school with an esports programme in Finland in 2017-2018. The aim of the project was to explore online gaming through players that took their play seriously. Seven students (of age 17-18 at the time, all identifying as male) playing CS:GO took part in the study by sharing screen recordings of their in-game matches (ten matches and almost six hours in total) and by taking part in interviews (seven in total). The focus students volunteered to participate in the study through a teacher. The design of the study was dependent on the students’ engagement due to the physical distance between the researchers and participants. Regular meetings, held at their school, functioned as interviews and were recorded.
The thesis focuses on three of the platforms the participants engaged with; Instagram, Tumblr (case 1) and Counter-Strike: Global Offensive (case 2). The results show that the participants identity (co)construction online was framed by both the platforms technical affordances as well as the online and offline communities they were part of. Additionally, their identity (co)construction was characterized by visuality, community and diversity. The practical ethical challenges revolved around maintaining participant integrity in terms of; a) gaining informed consent from players that became co-observed, b) defining privacy online during the analysis as well as in the published results and c) portraying participants accurately despite stakeholder interests.},
keywords = {community, diversity, education, englanninkieliset väitöskirjat, identities, identity (co)construction, identity construction, online, social media, video games, visuality},
pubstate = {published},
tppubtype = {phdthesis}
}
RQ1. What frames the possibilities for identity construction online?
RQ2. How is the participant identity (co)construction shaped by these frames?
RQ3. What are the practical ethical challenges with employing ethnographic methods when conducting research on identity (co)construction online?
This thesis is a qualitative case study informed by ethnography, or an ethno-case study. Case study as a methodology focuses on an immersed understanding of a phenomenon trough a specific case and can offer insight into how previous research and empirical data are connected. Both case study and ethnography focus on a participant’s perspective of a phenomenon and use varied forms of data collection. However, in ethnography, more emphasis is put on extended periods of time in the field and gaining insight into this phenomenon from multiple contexts, whereas a case study can be more limited in terms of time and researcher immersion into the field.
Here, the research questions are answered through insight into two cases. The first is ethnographic and thereby spanning a longer time period, with multiple sources of data and where research immersion spans both online and offline contexts. The second is framed as an ethno-case study and thereby employs ethnographic methods on a specific case yet is shorter in timespan than the first and where the data collection primarily focuses on the online context.
The first case, Textmöten, was an ethnographic research collaboration focusing on exploring how students in upper secondary schools in Finland used mobile phones in school. The data consisted of video recordings of students during their school day, during lessons as well as breaks, and at the same time as there was a recording of their mobile phones. The application that allowed the mobile phones to be recorded was student controlled, and the students were thereby in control of the material being recorded. During a total of 18 days, the data was collected between the spring of 2015 to the autumn of 2016 at two different Swedish language upper secondary schools with a total of seven students (of age 16-18 at the time). In addition to the video recordings as well as the recordings of the mobile phones, five of the seven students were interviewed.
The second case, esports in education, was conducted in collaboration with a Swedish language vocational school with an esports programme in Finland in 2017-2018. The aim of the project was to explore online gaming through players that took their play seriously. Seven students (of age 17-18 at the time, all identifying as male) playing CS:GO took part in the study by sharing screen recordings of their in-game matches (ten matches and almost six hours in total) and by taking part in interviews (seven in total). The focus students volunteered to participate in the study through a teacher. The design of the study was dependent on the students’ engagement due to the physical distance between the researchers and participants. Regular meetings, held at their school, functioned as interviews and were recorded.
The thesis focuses on three of the platforms the participants engaged with; Instagram, Tumblr (case 1) and Counter-Strike: Global Offensive (case 2). The results show that the participants identity (co)construction online was framed by both the platforms technical affordances as well as the online and offline communities they were part of. Additionally, their identity (co)construction was characterized by visuality, community and diversity. The practical ethical challenges revolved around maintaining participant integrity in terms of; a) gaining informed consent from players that became co-observed, b) defining privacy online during the analysis as well as in the published results and c) portraying participants accurately despite stakeholder interests.
Törhönen, Maria
Tietotekniikka, Tampereen yliopisto, 2021, ISBN: 978-952-03-2036-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Törhönen2021,
title = {The professionalization of play: Examining the convergence of play and labour in online video content creation},
author = {Maria Törhönen},
url = {https://urn.fi/URN:ISBN:978-952-03-2036-2},
isbn = {978-952-03-2036-2},
year = {2021},
date = {2021-01-01},
school = {Tietotekniikka, Tampereen yliopisto},
abstract = {The way in which we approach work and our free time has changed rapidly during the last few decades. The increasing digitalization of our everyday lives and routines, and the development of innovative digital platforms and solutions, has made it possible for us to merge our work and leisure and even turn our leisure into work. This merger of leisure and work can be seen in the emergence of concepts and ideas such as online peer-to-peer trading and resource sharing on digital platforms, but it can also be examined in the way we immerse ourselves into social media formats and casually turn our social media consumption into media production through simple interactions such as posting, sharing media content, and commenting. The modern consumer of digital and social media has rapidly turned into a prosumer of content, a consumer who also produces, and through sophisticated, platform developed incentive programs and changes in our digital economy, these activities are also taking more professionalised forms.
This dissertation will examine the increasing convergence of our labour and leisure lives through the activities of video content creators, in whom this new marriage of work and, playful leisure is representatively present. The dissertation will specifically focus on the behaviours, motivations, and practices of private individuals as video content creators and their effect on the professionalization of these activities, through five studies. The dissertation will utilize theoretical and conceptual understanding from media studies, social psychology, and game research and is primarily based on quantitative data and both on inductive and deductive research approaches. The first study of the dissertation examines the existing literature on the topic of professionalised and commercialized video content creation, which provides an insight into the topic. The second and third studies of the dissertation aim to elucidate the behaviours and perceptions of the content creators by examining the ways in which the perceptions of the activity as either leisure or labour affects the activity and its outcomes, and the actor’s motivations to generate video content online. The fourth and fifth studies examine the practices of video content creators by examining the formulation of popularity in video content creation and the practices of the most popular video content creators on the video sharing platform, Twitch.
The findings of the dissertation reveal various professionalised aspects through the examination of the behaviours, motivations, and practices of video content creators, and also underline the significance of the recreational nature of the activity. The findings of study two discovered that work-oriented video content creators had the highest activity levels and outcomes (e.g., income) from the activity, of the examined groups (work-oriented, play-oriented and playbour-oriented), while the play-oriented content creators were also found to gain good outcomes from their activities with the least amount of effort and the longest tenure from the activity. Similarly to study two, the findings of study three indicated that extrinsic motivations to create video content, such as income and career development, were associated with weekly activity levels of a content creator, while continued engagement with the activity was seen to be related to intrinsic motivations such as enjoyment, and social interaction.
The findings of studies four and five also discovered strategic practices and tools that can be associated with the more professionalised aspects of video content creation, including a new category of tools used purely for revenue generating purposes (such as donation and subscription links and pop-ups). The findings also emphasized more intrinsically significant aspects of the activity, such as the importance of social interaction and the relatability of the online persona. Based on these findings, it could be argued that specific behaviours, motivations and practices of video content creators are associated with the professionalised aspects of the activity, but the intrinsic nature of the activity seems to remain as a significant contributor in the continued engagement in the activity as well as an instrument for increased authenticity and relatedness for video content creators.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation will examine the increasing convergence of our labour and leisure lives through the activities of video content creators, in whom this new marriage of work and, playful leisure is representatively present. The dissertation will specifically focus on the behaviours, motivations, and practices of private individuals as video content creators and their effect on the professionalization of these activities, through five studies. The dissertation will utilize theoretical and conceptual understanding from media studies, social psychology, and game research and is primarily based on quantitative data and both on inductive and deductive research approaches. The first study of the dissertation examines the existing literature on the topic of professionalised and commercialized video content creation, which provides an insight into the topic. The second and third studies of the dissertation aim to elucidate the behaviours and perceptions of the content creators by examining the ways in which the perceptions of the activity as either leisure or labour affects the activity and its outcomes, and the actor’s motivations to generate video content online. The fourth and fifth studies examine the practices of video content creators by examining the formulation of popularity in video content creation and the practices of the most popular video content creators on the video sharing platform, Twitch.
The findings of the dissertation reveal various professionalised aspects through the examination of the behaviours, motivations, and practices of video content creators, and also underline the significance of the recreational nature of the activity. The findings of study two discovered that work-oriented video content creators had the highest activity levels and outcomes (e.g., income) from the activity, of the examined groups (work-oriented, play-oriented and playbour-oriented), while the play-oriented content creators were also found to gain good outcomes from their activities with the least amount of effort and the longest tenure from the activity. Similarly to study two, the findings of study three indicated that extrinsic motivations to create video content, such as income and career development, were associated with weekly activity levels of a content creator, while continued engagement with the activity was seen to be related to intrinsic motivations such as enjoyment, and social interaction.
The findings of studies four and five also discovered strategic practices and tools that can be associated with the more professionalised aspects of video content creation, including a new category of tools used purely for revenue generating purposes (such as donation and subscription links and pop-ups). The findings also emphasized more intrinsically significant aspects of the activity, such as the importance of social interaction and the relatability of the online persona. Based on these findings, it could be argued that specific behaviours, motivations and practices of video content creators are associated with the professionalised aspects of the activity, but the intrinsic nature of the activity seems to remain as a significant contributor in the continued engagement in the activity as well as an instrument for increased authenticity and relatedness for video content creators.
2020
Nylund, Niklas
Game heritage: Digital games in museum collections and exhibitions Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto, 2020, ISBN: 978-952-03-1697-6.
Abstract | Links | BibTeX | Avainsanat: cultural heritage, englanninkieliset väitöskirjat, game heritage, games, heritagization, museums, play, playing, preservation, reflexiveness
@phdthesis{Nylund2020,
title = {Game heritage: Digital games in museum collections and exhibitions},
author = {Niklas Nylund},
url = {https://urn.fi/URN:ISBN:978-952-03-1697-6},
isbn = {978-952-03-1697-6},
year = {2020},
date = {2020-02-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto},
abstract = {Digital games are undergoing a process of heritagization, as demonstrated by how they are increasingly displayed in exhibitions and preserved in heritage institution collections, not to mention engaged with by numerous heritage communities both online and offline. What is lacking, however, is a critical understanding of what constitutes game heritage and how it is produced by the stakeholders involved. In order to provide a critical framework for thinking and working with games as heritage, this dissertation engages in theory building and conceptualizations around key heritagization issues.
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.},
keywords = {cultural heritage, englanninkieliset väitöskirjat, game heritage, games, heritagization, museums, play, playing, preservation, reflexiveness},
pubstate = {published},
tppubtype = {phdthesis}
}
The study utilizes a versatile methodology consisting of interpretive analysis and extensive use of insider knowledge and participant observation, as well as theoretical triangulation between heritage studies, games studies, and game preservation research. With the help of these approaches, the dissertation conducts pragmatic theory building around issues related to the heritagization of games, as well as provides critical frameworks for engaging with it.
In the results, the study shows how social actors beyond retrogamers and hobbyists act as stakeholders in the heritagization of games. Further, the dissertation provides a high-level theoretical ontology for dealing with the complex assemblage of games and play, which looks beyond playable games. After that, the research shows how games are changed and modified when becoming heritagized. Finally, the study sheds light on tensions that exist between various stakeholders and their heritagization strategies.
As such, the dissertation demonstrates how the complex issues and processes that arise when games become heritage are in need of more reflexive practices. In the discussion, the study points towards possible strategies that can be used in order to mitigate stakeholder tensions around the ownership of game heritage. However, further empirical research is needed in order to validate the theoretical constructs and guidelines provided in this study.
Alha, Kati
The rise of free-to-play: How the revenue model changed games and playing Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto, 2020, ISBN: 978-952-03-1774-4.
Abstract | Links | BibTeX | Avainsanat: attitudes, design, digital games, englanninkieliset väitöskirjat, ethics, experience, fairness, free-to-play, freemium, revenue models
@phdthesis{Alha2020,
title = {The rise of free-to-play: How the revenue model changed games and playing},
author = {Kati Alha},
url = {https://urn.fi/URN:ISBN:978-952-03-1774-4},
isbn = {978-952-03-1774-4},
year = {2020},
date = {2020-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto},
abstract = {Free-to-play games have permanently transformed the game industry. Offering a game for free and gaining income through voluntary purchases during gameplay have proven to be the most successful way to gain revenue. Due to the model, more people than ever before play games, and the economic significance of games as business has multiplied. Simultaneously, the model has received a backlash for offering inferior, imbalanced game experiences that take advantage of players, manipulating them into playing and paying.
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.},
keywords = {attitudes, design, digital games, englanninkieliset väitöskirjat, ethics, experience, fairness, free-to-play, freemium, revenue models},
pubstate = {published},
tppubtype = {phdthesis}
}
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.
Bopp, Julia Ayumi
Tietojenkäsittelytiede, Aalto-yliopisto, 2020, ISBN: 978-952-64-0112-6 .
Abstract | Links | BibTeX | Avainsanat: aesthetic emotion, emotion, englanninkieliset väitöskirjat, games, player experience
@phdthesis{Bopp2020,
title = {Aesthetic emotions in digital games: The appeal of moving, challenging, and thought-provoking player experiences},
author = {Julia Ayumi Bopp},
url = {http://urn.fi/URN:ISBN:978-952-64-0112-6},
isbn = {978-952-64-0112-6 },
year = {2020},
date = {2020-01-01},
school = {Tietojenkäsittelytiede, Aalto-yliopisto},
abstract = {Film, music, literature, and the visual arts are all acclaimed for their capacity to afford emotionally rich experiences, including aesthetic emotions typically considered negative and challenging. Games, in contrast, have been argued to be less effective at evoking a similarly broad spectrum of emotions due to their inherent focus on gameplay and mechanics. Concurrently, efforts in player-computer interaction have mostly concentrated on fun, flow, and need satisfaction. As a consequence, several empirical and conceptual gaps in our understanding of the player experience remain: We know little about what kind of aesthetic emotions players feel, to what extent they value such experiences, how games evoke these emotions, and what the outcomes of such experiences may be.
This thesis addresses these research gaps in five empirical studies. Results from Publication I, Publication II, and Publication III showcase that players experience a range of aesthetic emotions in games, typically associated with other art forms. Games also afford unique aesthetic emotions, such as remorse and a sense of responsibility. Publication I and Publication III highlight that players enjoy and appreciate such aesthetic emotional experiences, in some instances, precisely because of games evoking intense negative feelings. Moreover, Publication I, Publication II, and Publication III identify means through which games facilitate aesthetic emotions, including tough decisions, as well as attachment to and loss of game characters. Players' personal experiences and memories also shape the gaming experience, highlighting how games can profoundly impact players in different ways. Notably, Publication IV showcases games' potential for affording aesthetic epistemic emotions, experiences that prompt reflection on the self and others. Finally, Publication V provides insights on how a VR game specifically designed to stimulate reflection fostered understanding and empathy for others in distress, both in-game and in real-life.
This thesis contributes to empirical and conceptual problem-solving in player-computer interaction. First, it provides empirically based descriptions of the hitherto little explored phenomenon of aesthetic emotions in games and their potential outcomes. Second, it contributes to a more nuanced understanding of positive player experience and helps to clarify concepts such as emotional challenge and character attachment. Finally, the thesis highlight game aspects that play an important role in affording aesthetic emotional experiences, and outlines avenue for future research.},
keywords = {aesthetic emotion, emotion, englanninkieliset väitöskirjat, games, player experience},
pubstate = {published},
tppubtype = {phdthesis}
}
This thesis addresses these research gaps in five empirical studies. Results from Publication I, Publication II, and Publication III showcase that players experience a range of aesthetic emotions in games, typically associated with other art forms. Games also afford unique aesthetic emotions, such as remorse and a sense of responsibility. Publication I and Publication III highlight that players enjoy and appreciate such aesthetic emotional experiences, in some instances, precisely because of games evoking intense negative feelings. Moreover, Publication I, Publication II, and Publication III identify means through which games facilitate aesthetic emotions, including tough decisions, as well as attachment to and loss of game characters. Players' personal experiences and memories also shape the gaming experience, highlighting how games can profoundly impact players in different ways. Notably, Publication IV showcases games' potential for affording aesthetic epistemic emotions, experiences that prompt reflection on the self and others. Finally, Publication V provides insights on how a VR game specifically designed to stimulate reflection fostered understanding and empathy for others in distress, both in-game and in real-life.
This thesis contributes to empirical and conceptual problem-solving in player-computer interaction. First, it provides empirically based descriptions of the hitherto little explored phenomenon of aesthetic emotions in games and their potential outcomes. Second, it contributes to a more nuanced understanding of positive player experience and helps to clarify concepts such as emotional challenge and character attachment. Finally, the thesis highlight game aspects that play an important role in affording aesthetic emotional experiences, and outlines avenue for future research.
Hannula, Otso
Knowledge co-creation in design games: Conversation analysis of an interorganizational design game session Väitöskirja
Tuotantotalous, Aalto-yliopisto, 2020, ISBN: 978-952-60-3827-8.
Abstract | Links | BibTeX | Avainsanat: boundary objects, conceptual artefacts, design games, distinction, englanninkieliset väitöskirjat, epistemic objects, knowledge building, knowledge co-creation, knowledge creation
@phdthesis{Hannula2020,
title = {Knowledge co-creation in design games: Conversation analysis of an interorganizational design game session},
author = {Otso Hannula},
url = {http://urn.fi/URN:ISBN:978-952-60-3827-8},
isbn = {978-952-60-3827-8},
year = {2020},
date = {2020-01-01},
school = {Tuotantotalous, Aalto-yliopisto},
abstract = {The development of organizations depends on their ability to create knowledge: the capabilities of organizations are tied to the knowledge of individuals and groups, but knowledge in organizations also takes the form of conceptual artefacts, such as the designs of products and services, and the organizations' ways of working. Prior research has shown that new knowledge is often created at the boundaries between communities-of-practice such as professional disciplines or organizational departments. In knowledge co-creation, especially relevant conceptual artefacts are developed in interaction between members of various communities-of-practice.
However, there is a lack of research on how knowledge co-creation takes place in interpersonal interaction. To address the gap, this thesis brings together literature on knowledge co-creation, conversation analysis and design games. Design games are a methodology originating from participatory design in which knowledge co-creation takes place using a physical game. Knowledge co-creation is defined in this thesis as interaction between people from various communities-of-practice, where an interorganizationally relevant conceptual artefact, i.e. an epistemic object, is developed. Development of an epistemic object takes place through distinctions, i.e. verbal statements that define the epistemic object in novel ways.
The empirical case of this thesis is a session where a group of professionals led by a facilitator played the design game ATLAS to create a plan for a joint project between two organizations. The session was recorded, and conversation analysis was applied to study knowledge co-creation at the level of turns-at-talk. The findings of this thesis identified a total of 156 knowledge co-creation sequences, each of which contained offering a distinction about the project plan, which was the epistemic object being developed. Each offer had a response that determined whether the offer resulted in a change in the epistemic object, and thus determined whether new knowledge was created. Based on the responses, the sequences were divided into productive dialogue where new knowledge was co-created, and non-productive dialogue in which knowledge was not co-created.
The results of this thesis 1) show how knowledge co-creation sequences lead to the creation of distinctions in design games, 2) show how a game structure guides the collective creation of distinctions and promotes productive dialogue by providing an overall sequential organization and game goals for the interaction. In addition, this thesis provides a framework for the effects of design games on knowledge co-creation: design games provide physical, social, conceptual and structural support. This work contributes to the literature by providing a model for understanding knowledge co-creation as productive dialogue consisting of individual turns-at-talk that prompt, offer and accept distinctions, and by describing how design games can support the creation of distinctions.},
keywords = {boundary objects, conceptual artefacts, design games, distinction, englanninkieliset väitöskirjat, epistemic objects, knowledge building, knowledge co-creation, knowledge creation},
pubstate = {published},
tppubtype = {phdthesis}
}
However, there is a lack of research on how knowledge co-creation takes place in interpersonal interaction. To address the gap, this thesis brings together literature on knowledge co-creation, conversation analysis and design games. Design games are a methodology originating from participatory design in which knowledge co-creation takes place using a physical game. Knowledge co-creation is defined in this thesis as interaction between people from various communities-of-practice, where an interorganizationally relevant conceptual artefact, i.e. an epistemic object, is developed. Development of an epistemic object takes place through distinctions, i.e. verbal statements that define the epistemic object in novel ways.
The empirical case of this thesis is a session where a group of professionals led by a facilitator played the design game ATLAS to create a plan for a joint project between two organizations. The session was recorded, and conversation analysis was applied to study knowledge co-creation at the level of turns-at-talk. The findings of this thesis identified a total of 156 knowledge co-creation sequences, each of which contained offering a distinction about the project plan, which was the epistemic object being developed. Each offer had a response that determined whether the offer resulted in a change in the epistemic object, and thus determined whether new knowledge was created. Based on the responses, the sequences were divided into productive dialogue where new knowledge was co-created, and non-productive dialogue in which knowledge was not co-created.
The results of this thesis 1) show how knowledge co-creation sequences lead to the creation of distinctions in design games, 2) show how a game structure guides the collective creation of distinctions and promotes productive dialogue by providing an overall sequential organization and game goals for the interaction. In addition, this thesis provides a framework for the effects of design games on knowledge co-creation: design games provide physical, social, conceptual and structural support. This work contributes to the literature by providing a model for understanding knowledge co-creation as productive dialogue consisting of individual turns-at-talk that prompt, offer and accept distinctions, and by describing how design games can support the creation of distinctions.
Järvelä, Simo
Physiological synchrony and affective protosocial dynamics Väitöskirja
Kognitiotiede, Helsingin yliopisto, 2020, ISBN: 978-951-51-6425-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Järvelä2020,
title = {Physiological synchrony and affective protosocial dynamics},
author = {Simo Järvelä},
url = {http://urn.fi/URN:ISBN:978-951-51-6425-4},
isbn = {978-951-51-6425-4},
year = {2020},
date = {2020-01-01},
school = {Kognitiotiede, Helsingin yliopisto},
abstract = {Psychophysiology is a method of measuring physiological signals, such as heart rate or brain waves, and making psychological inferences based on them. The joint changes of physiological signals within a dyad – physiological synchrony – can also be assessed. In previous studies, synchrony measures have been linked to various affective and social phenomena such as empathy or team performance, but a solid connection to background theory is still missing. This work aims to contribute to the collective effort by exploring physiological synchrony and the associated psychological constructs from the perspective of two overarching research questions: “What social dynamics affect physiological synchrony?” and “Is synchrony associated with self-reported empathy and social presence?”. The focus of this work is on providing insight into the possibilities of using physiological synchrony measures to assess protosocial affective processes.
The original studies of this thesis include Study I, a theoretical contribution that outlines the core ideas, and four empirical contributions, Studies II-V, that use dyadic psychophysiological measurements and self-reports to examine social dynamics in the context of digital media experience. Study II examined physiological synchrony and social presence in a group movie-watching context and whether chat or biofeedback displays, and physical co-location had an effect. Study III investigated multiple modes of competition and collaboration and their within-dyad effects when playing a digital asynchronous turn-based multiplayer game. Studies IV and V are reports from the same experiment that examined compassion meditation in a shared virtual reality environment by using dyadic synchrony biofeedback to support empathy.
In all studies, heart rate-based synchrony indices were associated with social presence or empathy self-reports, but no similar association was found with electrodermal activity indices. Varying physical co-location also affected physiological synchrony, but changes in social dynamics, e.g. different competition modes, did not. The role of attention rose as a central factor in all studies when interpreting the results; it seems that disturbance-free strict focus on the partner or on the communication channel providing important social information resulted in higher synchrony, whereas any division of attention between separate targets weakened it.
In general, the effect sizes in these studies were mostly rather modest, and the results not entirely systematic. They support the notion that physiological synchrony and social presence or empathy are connected, and a more general link to affective protosocial processes is suggested. The potential for dyadic synchrony measures is theoretically immense, but its complexity is a serious hindrance when trying to harness it in practice.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The original studies of this thesis include Study I, a theoretical contribution that outlines the core ideas, and four empirical contributions, Studies II-V, that use dyadic psychophysiological measurements and self-reports to examine social dynamics in the context of digital media experience. Study II examined physiological synchrony and social presence in a group movie-watching context and whether chat or biofeedback displays, and physical co-location had an effect. Study III investigated multiple modes of competition and collaboration and their within-dyad effects when playing a digital asynchronous turn-based multiplayer game. Studies IV and V are reports from the same experiment that examined compassion meditation in a shared virtual reality environment by using dyadic synchrony biofeedback to support empathy.
In all studies, heart rate-based synchrony indices were associated with social presence or empathy self-reports, but no similar association was found with electrodermal activity indices. Varying physical co-location also affected physiological synchrony, but changes in social dynamics, e.g. different competition modes, did not. The role of attention rose as a central factor in all studies when interpreting the results; it seems that disturbance-free strict focus on the partner or on the communication channel providing important social information resulted in higher synchrony, whereas any division of attention between separate targets weakened it.
In general, the effect sizes in these studies were mostly rather modest, and the results not entirely systematic. They support the notion that physiological synchrony and social presence or empathy are connected, and a more general link to affective protosocial processes is suggested. The potential for dyadic synchrony measures is theoretically immense, but its complexity is a serious hindrance when trying to harness it in practice.
Kallio, Henrik
Essays on small group decision-making in a dynamic business simulation game Väitöskirja
Tieto- ja palvelujohtaminen, Aalto-yliopisto, 2020, ISBN: 978-952-60-3965-7.
Abstract | Links | BibTeX | Avainsanat: business simulation, englanninkieliset väitöskirjat, LASSO selection, logistic regression, multinomial logistic regression, real-time dynamic decision-making, regression analysis, regression tree, sequence analysis
@phdthesis{Kallio2020,
title = {Essays on small group decision-making in a dynamic business simulation game},
author = {Henrik Kallio},
url = {http://urn.fi/URN:ISBN:978-952-60-3965-7},
isbn = {978-952-60-3965-7},
year = {2020},
date = {2020-01-01},
school = {Tieto- ja palvelujohtaminen, Aalto-yliopisto},
abstract = {This dissertation brings new insights to the analysis of decision-making. It studies the behavior of teams in a real-time business simulation context. The study uses multiple perspectives to reveal new information about patterns in decision-making.
The research project was conducted in "RealGame", which is a real-time business simulation. While much research has been done in the analysis of decision-making in static situations, little is known about how decision-making happens in dynamic contexts where time plays a crucial role. Therefore, it is important to produce new information about the behavior of decision-makers in such environments.
The research uses concepts of real-time and dynamic decision-making theory and is based on the framework of prescriptive decision-making. The research questions in this study are related to the formation of decision-making teams, the structure of successful decisions and the different decision-making strategies in a real-time context. It contributes to previously published studies of decision-making in simulated business environments. It is one of the few studies which considers small teams' decision-making behavior in a real-time simulated business environment.
The use of multiple evaluations brings new and complementary insights into the behavior of decision-making teams in business simulation environments. The results give preliminary information about real-time behavior. Thus, they contribute to the existing literature of decision-making theory. The results also give practical advice for organizations that are operating in multinational environments and are planning their operations and structures at either a managerial and/or team level. Even though the research has been conducted in one business simulation, the methodological and operational aspects may be applied to the study of other simulations, and to some extent other types of learning domains where semi-structured data is generated, such as digital services.},
keywords = {business simulation, englanninkieliset väitöskirjat, LASSO selection, logistic regression, multinomial logistic regression, real-time dynamic decision-making, regression analysis, regression tree, sequence analysis},
pubstate = {published},
tppubtype = {phdthesis}
}
The research project was conducted in "RealGame", which is a real-time business simulation. While much research has been done in the analysis of decision-making in static situations, little is known about how decision-making happens in dynamic contexts where time plays a crucial role. Therefore, it is important to produce new information about the behavior of decision-makers in such environments.
The research uses concepts of real-time and dynamic decision-making theory and is based on the framework of prescriptive decision-making. The research questions in this study are related to the formation of decision-making teams, the structure of successful decisions and the different decision-making strategies in a real-time context. It contributes to previously published studies of decision-making in simulated business environments. It is one of the few studies which considers small teams' decision-making behavior in a real-time simulated business environment.
The use of multiple evaluations brings new and complementary insights into the behavior of decision-making teams in business simulation environments. The results give preliminary information about real-time behavior. Thus, they contribute to the existing literature of decision-making theory. The results also give practical advice for organizations that are operating in multinational environments and are planning their operations and structures at either a managerial and/or team level. Even though the research has been conducted in one business simulation, the methodological and operational aspects may be applied to the study of other simulations, and to some extent other types of learning domains where semi-structured data is generated, such as digital services.
Korhonen, Tanja
Tools and methods to support the key phases of serious game development in the health sector Väitöskirja
Tietojenkäsittelytiede, Oulun yliopisto, 2020, ISBN: 978-952-62-2703-0.
Abstract | Links | BibTeX | Avainsanat: education, englanninkieliset väitöskirjat, game design, game development process, health games, health sector, multidisciplinary teamwork, multimethod research, serious games, SGTM model
@phdthesis{Korhonen2020,
title = {Tools and methods to support the key phases of serious game development in the health sector},
author = {Tanja Korhonen},
url = {https://urn.fi/URN:ISBN:9789526227030},
isbn = {978-952-62-2703-0},
year = {2020},
date = {2020-01-01},
school = {Tietojenkäsittelytiede, Oulun yliopisto},
abstract = {Health-care service providers are searching for new digital tools to support their customers, and health games can provide cost-effective and motivating means in this regard. Serious games in the health sector aim to inspire users to enhance their psychological, physical and social well-being. As the development of health games requires the involvement of many disciplines, research from a multidisciplinary point of view is needed.
This multimethod dissertation consists of six studies. Interest in the research subject was raised in a case study, followed by a systematic mapping study. Two more case studies, a design science research study and an action research study, formed the base to answer the research question of this dissertation: What kind of tools and methods are needed to support key phases of the serious game (SG) development process in the health sector?
As results, the process of developing serious games in the health sector, as well as a new serious games development tools and methods (SGTM) model is presented. The SGTM model describes four sections as tools and methods: 1) SGs rapid prototyping workshop, 2) an SG design canvas and education, 3) multidisciplinary cooperation and 4) evidence and guidelines.
This thesis proposes a new model to be used by practitioners and academics. SG designers are encouraged to select the tools and methods that fit their own design frameworks. In addition, more research is needed to explore how to support experts with cross-disciplinary backgrounds involved in SG development.},
keywords = {education, englanninkieliset väitöskirjat, game design, game development process, health games, health sector, multidisciplinary teamwork, multimethod research, serious games, SGTM model},
pubstate = {published},
tppubtype = {phdthesis}
}
This multimethod dissertation consists of six studies. Interest in the research subject was raised in a case study, followed by a systematic mapping study. Two more case studies, a design science research study and an action research study, formed the base to answer the research question of this dissertation: What kind of tools and methods are needed to support key phases of the serious game (SG) development process in the health sector?
As results, the process of developing serious games in the health sector, as well as a new serious games development tools and methods (SGTM) model is presented. The SGTM model describes four sections as tools and methods: 1) SGs rapid prototyping workshop, 2) an SG design canvas and education, 3) multidisciplinary cooperation and 4) evidence and guidelines.
This thesis proposes a new model to be used by practitioners and academics. SG designers are encouraged to select the tools and methods that fit their own design frameworks. In addition, more research is needed to explore how to support experts with cross-disciplinary backgrounds involved in SG development.
Käsmä, Marjukka
Social difference as action: A nexus analysis of gender and ability in World of Warcraft game culture Väitöskirja
Englantilainen filologia, Oulun yliopisto, 2020, ISBN: 978-952-62-2713-9.
Abstract | Links | BibTeX | Avainsanat: ability, englanninkieliset väitöskirjat, equality, gender, nexus analysis, online gaming
@phdthesis{Käsmä2020,
title = {Social difference as action: A nexus analysis of gender and ability in World of Warcraft game culture},
author = {Marjukka Käsmä},
url = {https://urn.fi/URN:ISBN:9789526227139},
isbn = {978-952-62-2713-9},
year = {2020},
date = {2020-01-01},
school = {Englantilainen filologia, Oulun yliopisto},
abstract = {Online human action takes on forms which are characteristic of each platform and community. At the same time, societal phenomena are present in technologically mediated interaction. This dissertation explores how this kind of complex activity emerges, and how it affects opportunities for equal participation of minorities. This dissertation explores these issues in a massively multiplayer online role-playing game, World of Warcraft (Blizzard Entertainment, 2004). The study considers discriminatory practices discernible in World of Warcraft game culture by describing the discursive network of gender, social ability and the demands of the game. Players on occasion reference this network to justify valuing aspects of gender and ability in the game world. In doing so, they aim to preserve the game culture in accordance to their values as the game environment changes.
The dissertation also analyzes how the game environment affords the emergence of a separate subculture for players who do not feel a sense of belonging in the mainstream game culture due to its particular social character. They establish safe practices for themselves and control others’ participation in their communities.
Player practices are approached following the principles of nexus analysis. The research materials generated consist of the game environment, game culture artefacts and accounts of player experiences of interaction. Through this process an understanding was formed of the actions with which players strengthen or subvert the social order of the game world. At the same time, the multifaceted role of the game environment in these actions was described. Analyzing World of Warcraft game culture provides an example of how the accessibility of online spaces for minorities can be studied. The results can also be applied in the creation of accessible games and gamified applications.},
keywords = {ability, englanninkieliset väitöskirjat, equality, gender, nexus analysis, online gaming},
pubstate = {published},
tppubtype = {phdthesis}
}
The dissertation also analyzes how the game environment affords the emergence of a separate subculture for players who do not feel a sense of belonging in the mainstream game culture due to its particular social character. They establish safe practices for themselves and control others’ participation in their communities.
Player practices are approached following the principles of nexus analysis. The research materials generated consist of the game environment, game culture artefacts and accounts of player experiences of interaction. Through this process an understanding was formed of the actions with which players strengthen or subvert the social order of the game world. At the same time, the multifaceted role of the game environment in these actions was described. Analyzing World of Warcraft game culture provides an example of how the accessibility of online spaces for minorities can be studied. The results can also be applied in the creation of accessible games and gamified applications.
Köse, Dicle Berfin
Dual information systems: The complicated relationship of hedonic and utilitarian values Väitöskirja
Tietojärjestelmätiede, Jyväskylän yliopisto, 2020, ISBN: 978-951-39-8441-0.
Abstract | Links | BibTeX | Avainsanat: adaptation, content, dual information systems, englanninkieliset väitöskirjat, gamified services, habit, hedonic, mixed methods, social media data analysis, social networking services, user’s conception, utilitarian
@phdthesis{Köse2020,
title = { Dual information systems: The complicated relationship of hedonic and utilitarian values},
author = {Dicle Berfin Köse},
url = {http://urn.fi/URN:ISBN:978-951-39-8441-0},
isbn = {978-951-39-8441-0},
year = {2020},
date = {2020-01-01},
school = {Tietojärjestelmätiede, Jyväskylän yliopisto},
abstract = {he difference between information systems (IS) according to their use purpose (e.g., hedonic vs. utilitarian and work vs. leisure) is becoming increasingly vague. The growing use of mobile services, the emergence of Web 2.0 and its corollary user-generated content, and design strategies such as gamification have blurred the reasons why people engage with a system. Therefore, many IS can now be considered dual systems used for both pleasure and instrumentality according to the context of use. Although theoretically not fully cultivated, the duality of IS is not an entirely new idea, and for about four decades, the role of computers in combining both work and play has been recognized. Video games and metaphors are the initial sources of inspiration for combining fun and utility in this context, and this approach has been represented in different ways such as funology, ludic design, games with a purpose, serious games, and pervasive games. Nevertheless, many studies still view dual systems as only pleasure- or utility-oriented. A non-cognizance of the duality of IS may result in the development and analysis of these systems in a skewed manner. Therefore, in the IS field, revising the conceptualization and understanding of the use of dual IS is necessary. Considering this identified research gap and its importance, this thesis aims to update the current knowledge regarding dual IS. This thesis also examines the influential factors that affect the use of dual IS but have been ignored in the extant literature. To investigate these factors, both qualitative and quantitative research methods were used. The results of this thesis show that IS are conceptualized differently in a continuum of pleasure and utility. According to this conceptualization, various resources are used to attain utility or fun from the use of IS. Content is an important resource that enables these differing benefits. The theoretical contribution of this thesis stems from providing an updated view on dual IS, the conceptualization of users’ varying conceptions of a system, and the analysis of previously unstudied relations between various antecedents of system use in the context of dual IS. The results provide practical implications particularly for the design of IS.},
keywords = {adaptation, content, dual information systems, englanninkieliset väitöskirjat, gamified services, habit, hedonic, mixed methods, social media data analysis, social networking services, user’s conception, utilitarian},
pubstate = {published},
tppubtype = {phdthesis}
}
Meriläinen, Mikko
Kohti pelisivistystä: Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä Väitöskirja
Kasvatustiede, Helsingin yliopisto, 2020, ISBN: 978-951-51-5791-1.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Meriläinen2020,
title = {Kohti pelisivistystä: Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä},
author = {Mikko Meriläinen},
url = {http://urn.fi/URN:ISBN:978-951-51-5791-1},
isbn = {978-951-51-5791-1},
year = {2020},
date = {2020-01-01},
school = {Kasvatustiede, Helsingin yliopisto},
abstract = {Digitaalinen pelaaminen on noussut merkittäväksi harrastukseksi ja ilmiöksi etenkin nuorten ja nuorten aikuisten parissa, ja tuonut mukanaan uudenlaisia kasvatuksellisia haasteita. Tutkimuksessa tarkastellaan, millaisia vaatimuksia suomalaisten nuorten (13–30-vuotiaat) pelaamismotiivit, kokemukset pelihaitoista ja pelaamiseen liittyvästä kasvatuksesta asettavat kotien pelikasvatukselle. Tutkimuksessa esitellään pelisivistyksen käsite ja tarkastellaan sen näkökulmasta pelikasvatuksen keskeisiä kysymyksiä.
Tutkimuksen kolmessa osatutkimuksessa tarkasteltiin pelaavien nuorten kokemuksia pelaamisestaan: miksi nuoret pelasivat, mitä haittoja nuoret olivat pelaamisen yhteydessä kokeneet ja miten nuoret olivat kokeneet pelaamisen käsittelyn kotikasvatuksessa. Tulokset paljastivat laajan kirjon erilaisia pelaajia, pelikokemuksia ja pelaamisen tapoja. Peleistä saatiin tärkeitä omaehtoisuuden, yhteenkuuluvuuden ja osaamisen kokemuksia, mutta ne olivat myös ajantappamista tylsinä hetkinä.
Runsaasti pelaavilla nuorilla esiintyi muita nuoria enemmän pelihaittoja. Pelaamisen määrä ei kuitenkaan ollut luotettava haitallisuuden mittari, vaan pelaamisen motiivit ja vastaajien omat kokemukset liikaa pelaamisesta olivat yhteydessä haittojen esiintymiseen. Nuoret olivat tietoisia pelaamiseen liittyvistä riskeistä ja pyrkivät ehkäisemään niitä. Tulosten perusteella pelaaminen ei vaikuta olevan suomalaisille nuorille merkittävä riski ikäluokkatasolla, mutta yksilötasolla vaikutukset voivat olla hyvinkin suuria, etenkin mikäli pelaaminen kytkeytyy muihin ongelmiin.
Nuorten kertomuksissa vanhempien asenteet pelaamista kohtaan vaihtelivat hyvin kielteisistä voimakkaan myönteisiin, mikä näkyi myös kasvatusvalinnoissa. Nuorten pelikasvatusnäkemyksissä korostuivat sekä pelaamisen ymmärtämisen ja myönteisen käsittelyn että haittojen ehkäisyn näkökulmat.
Tuloksia peilataan nuorten pelaamisen aiempaan tutkimukseen ja julkiseen keskusteluun. Tulosten perusteella annetaan suosituksia pelisivistykselliseen pelikasvatukseen, jossa huomioidaan sekä nuorten pelaajien että pelaamisen monimuotoisuus ja korostetaan nuorten toimijuutta.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Tutkimuksen kolmessa osatutkimuksessa tarkasteltiin pelaavien nuorten kokemuksia pelaamisestaan: miksi nuoret pelasivat, mitä haittoja nuoret olivat pelaamisen yhteydessä kokeneet ja miten nuoret olivat kokeneet pelaamisen käsittelyn kotikasvatuksessa. Tulokset paljastivat laajan kirjon erilaisia pelaajia, pelikokemuksia ja pelaamisen tapoja. Peleistä saatiin tärkeitä omaehtoisuuden, yhteenkuuluvuuden ja osaamisen kokemuksia, mutta ne olivat myös ajantappamista tylsinä hetkinä.
Runsaasti pelaavilla nuorilla esiintyi muita nuoria enemmän pelihaittoja. Pelaamisen määrä ei kuitenkaan ollut luotettava haitallisuuden mittari, vaan pelaamisen motiivit ja vastaajien omat kokemukset liikaa pelaamisesta olivat yhteydessä haittojen esiintymiseen. Nuoret olivat tietoisia pelaamiseen liittyvistä riskeistä ja pyrkivät ehkäisemään niitä. Tulosten perusteella pelaaminen ei vaikuta olevan suomalaisille nuorille merkittävä riski ikäluokkatasolla, mutta yksilötasolla vaikutukset voivat olla hyvinkin suuria, etenkin mikäli pelaaminen kytkeytyy muihin ongelmiin.
Nuorten kertomuksissa vanhempien asenteet pelaamista kohtaan vaihtelivat hyvin kielteisistä voimakkaan myönteisiin, mikä näkyi myös kasvatusvalinnoissa. Nuorten pelikasvatusnäkemyksissä korostuivat sekä pelaamisen ymmärtämisen ja myönteisen käsittelyn että haittojen ehkäisyn näkökulmat.
Tuloksia peilataan nuorten pelaamisen aiempaan tutkimukseen ja julkiseen keskusteluun. Tulosten perusteella annetaan suosituksia pelisivistykselliseen pelikasvatukseen, jossa huomioidaan sekä nuorten pelaajien että pelaamisen monimuotoisuus ja korostetaan nuorten toimijuutta.
Nordmyr, Johanna
Problem gambling in a Nordic context: Moving from social factors to a psychosocial perspective Väitöskirja
Hoitotiede, Åbo Akademi, 2020, ISBN: 978-952-12-3970-0.
Abstract | Links | BibTeX | Avainsanat: caring science, englanninkieliset väitöskirjat, Finland, gambling, health sciences, Nordic, population-based association study, problem gambling, psychosocial risk and support factors, systematic review
@phdthesis{Nordmyr2020,
title = {Problem gambling in a Nordic context: Moving from social factors to a psychosocial perspective},
author = {Johanna Nordmyr},
url = {https://urn.fi/URN:ISBN:978-952-12-3970-0},
isbn = {978-952-12-3970-0},
year = {2020},
date = {2020-01-01},
school = {Hoitotiede, Åbo Akademi},
abstract = {Aims In the growing field of research on gambling and problem gambling various focal points for prevention efforts are determined. The aim of this thesis is to identify and synthesise the evidence concerning social risk factors in relation to gambling and problem gambling in a Finnish and Nordic context, with a special emphasis on the less studied psychosocial factors. Further, it aims to present an overview of the state-of-the-art of Nordic gambling research.
Methods Studies I-II utilized cross-sectional population survey data from the 2011 Western Finland Mental Health Survey (n = 4624, response rate 46.2%), with logistic regression analyses (Odds Ratios, 95% confidence intervals) performed in both studies. Systematic mapping review technique was applied in Study III, encompassing searches in 21 bibliographical e-databases and Google Scholar, covering Nordic gambling-themed articles published between 2000 and 2015. Systematic screening and coding of select variables was performed in line with a specified study protocol. In Study IV, publications from international scientific journals included in Study III were manually screened to identify studies focusing on psychosocial aspects. Search updates for the time period 2016-2019 were also undertaken. Study screening was performed in line with predetermined inclusion and exclusion criteria, and key information coded.
Results In Study I, gambling form (online and mixed-mode gambling) as well as psychological distress increased the risk of reporting problem gambling among male past-year gamblers. The socio-demographic variables language and age group were also associated with problem gambling among men. Among female past-year gamblers, gambling form (mixed mode gambling) and reporting problematic alcohol use were associated with experienced problem gambling. In Study II, identical psychosocial factors ̶ higher levels of experienced loneliness and lower levels of experienced trust in people in one’s neighbourhood ̶ were associated with both problem gambling and problematic alcohol use. No structural aspects of social networks were significantly associated with problem gambling. Study III encompassed 382 relevant publications, with 310 of these identified in international and national scientific databases. The majority of the identified studies had first authors with Finnish, Norwegian or Swedish affiliations. The majority of Nordic gambling studies represented prevalence research (38.8%), focusing on gambling activities or problem gambling and various associated factors.
Correspondingly, the majority of the studies (39.7%) analyzed population samples/cohorts or other cross-sectional samples, with many of the studies also applying review approaches or presenting case studies (for example the gambling regulation system of a country). The scientific disciplines most frequently represented were social sciences (including media and humanities) and public health sciences. Study IV included 21 original gambling studies applying statistical or interview/narrative methods, with loneliness and social support being the most frequently featured psychosocial phenomena, evidencing mixed results in relation to gambling and problem gambling.
Conclusions In this thesis, psychosocial phenomena are identified as relevant factors to consider in relation to gambling and problem gambling in the Nordic context, albeit questions remain regarding the causality and directionality of these complex connections. Results also highlight the significant role of psychosocial factors, compared to structural aspects of social networks, in relation to problem gambling in a Finnish sample. These results support further research on psychosocial experiences not only as harms caused by problem gambling but also as potential determinants of problem gambling.
Here, the framework of Wardle and colleagues (2018) is a suitable backdrop for illustrating both harms and determinants in a multi-level socio-ecological framing. The survey study results further highlight inter-level interactions in problem gambling, where for example individual-level socio-demographic factors such as gender can interact with the gambling environment to affect the risk of experiencing problems.
The mapping study results highlight the need for a shift in the focus of Nordic gambling research from cross-sectional prevalence studies to increased translation of evidence into prevention and service-focused research initiatives. Gaps concerning for example research applying various qualitative methods and interdisciplinary research also emerged. Few longitudinal projects were identified, although these are now increasing in the Nordic setting. Concerning target groups, less research has focused on older adults and children. While a health science framework has been employed in Nordic gambling research, health science research with a more humanistic perspective such as that of caring science would add valuable contributions to both theory and health and social care practice, alongside the major epidemiological evidence base.},
keywords = {caring science, englanninkieliset väitöskirjat, Finland, gambling, health sciences, Nordic, population-based association study, problem gambling, psychosocial risk and support factors, systematic review},
pubstate = {published},
tppubtype = {phdthesis}
}
Methods Studies I-II utilized cross-sectional population survey data from the 2011 Western Finland Mental Health Survey (n = 4624, response rate 46.2%), with logistic regression analyses (Odds Ratios, 95% confidence intervals) performed in both studies. Systematic mapping review technique was applied in Study III, encompassing searches in 21 bibliographical e-databases and Google Scholar, covering Nordic gambling-themed articles published between 2000 and 2015. Systematic screening and coding of select variables was performed in line with a specified study protocol. In Study IV, publications from international scientific journals included in Study III were manually screened to identify studies focusing on psychosocial aspects. Search updates for the time period 2016-2019 were also undertaken. Study screening was performed in line with predetermined inclusion and exclusion criteria, and key information coded.
Results In Study I, gambling form (online and mixed-mode gambling) as well as psychological distress increased the risk of reporting problem gambling among male past-year gamblers. The socio-demographic variables language and age group were also associated with problem gambling among men. Among female past-year gamblers, gambling form (mixed mode gambling) and reporting problematic alcohol use were associated with experienced problem gambling. In Study II, identical psychosocial factors ̶ higher levels of experienced loneliness and lower levels of experienced trust in people in one’s neighbourhood ̶ were associated with both problem gambling and problematic alcohol use. No structural aspects of social networks were significantly associated with problem gambling. Study III encompassed 382 relevant publications, with 310 of these identified in international and national scientific databases. The majority of the identified studies had first authors with Finnish, Norwegian or Swedish affiliations. The majority of Nordic gambling studies represented prevalence research (38.8%), focusing on gambling activities or problem gambling and various associated factors.
Correspondingly, the majority of the studies (39.7%) analyzed population samples/cohorts or other cross-sectional samples, with many of the studies also applying review approaches or presenting case studies (for example the gambling regulation system of a country). The scientific disciplines most frequently represented were social sciences (including media and humanities) and public health sciences. Study IV included 21 original gambling studies applying statistical or interview/narrative methods, with loneliness and social support being the most frequently featured psychosocial phenomena, evidencing mixed results in relation to gambling and problem gambling.
Conclusions In this thesis, psychosocial phenomena are identified as relevant factors to consider in relation to gambling and problem gambling in the Nordic context, albeit questions remain regarding the causality and directionality of these complex connections. Results also highlight the significant role of psychosocial factors, compared to structural aspects of social networks, in relation to problem gambling in a Finnish sample. These results support further research on psychosocial experiences not only as harms caused by problem gambling but also as potential determinants of problem gambling.
Here, the framework of Wardle and colleagues (2018) is a suitable backdrop for illustrating both harms and determinants in a multi-level socio-ecological framing. The survey study results further highlight inter-level interactions in problem gambling, where for example individual-level socio-demographic factors such as gender can interact with the gambling environment to affect the risk of experiencing problems.
The mapping study results highlight the need for a shift in the focus of Nordic gambling research from cross-sectional prevalence studies to increased translation of evidence into prevention and service-focused research initiatives. Gaps concerning for example research applying various qualitative methods and interdisciplinary research also emerged. Few longitudinal projects were identified, although these are now increasing in the Nordic setting. Concerning target groups, less research has focused on older adults and children. While a health science framework has been employed in Nordic gambling research, health science research with a more humanistic perspective such as that of caring science would add valuable contributions to both theory and health and social care practice, alongside the major epidemiological evidence base.
Pyae, Aung
The use of digital games to enhance the physical exercise activity of the elderly: A case of Finland Väitöskirja
Tietojenkäsittely, Turun yliopisto, 2020, ISBN: 978-952-12-3910-6.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Pyae2020,
title = {The use of digital games to enhance the physical exercise activity of the elderly: A case of Finland},
author = {Aung Pyae},
url = {https://urn.fi/URN:ISBN:978-952-12-3910-6},
isbn = {978-952-12-3910-6},
year = {2020},
date = {2020-01-01},
school = {Tietojenkäsittely, Turun yliopisto},
abstract = {According to the World Health Organization (WHO), population ageing is a global phenomenon, which brings both challenges and opportunities for society. The current longer expected lifespan can create opportunities for the elderly to contribute in many ways to their families and communities. However, it greatly depends on their quality of life, which is affected by many factors, including physical and functional health, social well-being, and cognitive abilities. The WHO (2012) states that physical health is one of the indicators for the elderly’s quality of life, and it declines with increasing age. Participation in regular physical exercises can help the elderly improve their physical and mental health, and this has been aided by the use of modern technologies to promote the elderly’s physical and functional health.
Of these latest technologies, digital games have shown promise to improve and enhance the elderly’s physical activities through fun and engaging gameplay. The literature highlights that some commercial games in the market (e.g. Microsoft Kinect- Sports and Nintendo Wii Sports games) have the potential to improve the elderly’s physical health such as gait, balance, and fall prevention. However, researchers argue that these commercial games are not designed specifically for the elderly and their physical exercise activities. They state that most commercial games are not user-friendly for the elderly whose functional and physical abilities are limited due to their advanced years. The literature points out that more studies need to be undertaken to understand the usability and usefulness of digital games for physical exercise activities so that game designers can create elderly-friendly digital games in the future. In Finland, the government has been focusing on promoting healthy ageing and increasing home care services for the elderly. In recent years, Finnish researchers have used digital games to promote older Finns’ healthy and active ageing. The existing literature, whilst showing the potential of digital games for elderly Finns’ physical health, also acknowledges further research is needed particularly in the context of Finland.
Thus, in this study, we aimed at investigating digital games to specifically assess their applications for older Finns’ physical activities, focusing on the quality of users’ experiences, and their reported ease of use and perceived usefulness. We used the mixed methods approach, which applies both qualitative and quantitative research methods. The study design included four stages: requirements gathering, analysis and design, prototyping, and evaluation. Firstly, we conducted pre-studies to elicit users’ requirements. This was followed by the analysis of the resulting data to identify trends and patterns, which fuelled ideas in the brainstorming game design and development phases. The final product was a digital game-based physical exercise called the Skiing Game. We then evaluated the Skiing Game in Finland with 21 elderly Finns (M=7, F=14, Average Age =76). By using questionnaires, observation, and interviews, we investigated user experiences, focusing on the game’s usability, and usefulness for enhancing the physical activity and wellbeing of the elderly. We also conducted a comparative test of the Skiing Game in Japan with 24 elderly Japanese participants (M=12, F=12, Average Age = 72) to further understand non-Finnish elderly users’ experiences.
The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns had a positive experience in the gameplay, and their motivation was noticeably high. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. Although prior to the study most of them had negative views and misconceptions about digital games, after the gameplay their attitudes were decidedly positive. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they don’t have access to their usual non-digital physical exercise. The Japanese usability of the Skiing Game showed that the elderly Japanese people also had positive user experiences in playing digital games, and also intend to use them in the future. Similarly, after playing the game they reported that their attitudes towards digital games become positive, and indicated playing digital games could be an alternative way of exercising. Although the comparison of the two studies suggests that the elderly Finns had relatively more positive experiences whilst playing the Skiing Game, compared to their Japanese counterparts, in general, both groups had a positive experience in the gameplay and showed interest in digital games as an alternative exercise.
Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. The findings from this study can provide valuable insights, particularly for Finnish policymakers and healthcare practitioners who are keen to introduce digital games into the aged-care sector in Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. By taking into consideration the limitations of the study, we provide our future studies and further improvements of the game to be conducted.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Of these latest technologies, digital games have shown promise to improve and enhance the elderly’s physical activities through fun and engaging gameplay. The literature highlights that some commercial games in the market (e.g. Microsoft Kinect- Sports and Nintendo Wii Sports games) have the potential to improve the elderly’s physical health such as gait, balance, and fall prevention. However, researchers argue that these commercial games are not designed specifically for the elderly and their physical exercise activities. They state that most commercial games are not user-friendly for the elderly whose functional and physical abilities are limited due to their advanced years. The literature points out that more studies need to be undertaken to understand the usability and usefulness of digital games for physical exercise activities so that game designers can create elderly-friendly digital games in the future. In Finland, the government has been focusing on promoting healthy ageing and increasing home care services for the elderly. In recent years, Finnish researchers have used digital games to promote older Finns’ healthy and active ageing. The existing literature, whilst showing the potential of digital games for elderly Finns’ physical health, also acknowledges further research is needed particularly in the context of Finland.
Thus, in this study, we aimed at investigating digital games to specifically assess their applications for older Finns’ physical activities, focusing on the quality of users’ experiences, and their reported ease of use and perceived usefulness. We used the mixed methods approach, which applies both qualitative and quantitative research methods. The study design included four stages: requirements gathering, analysis and design, prototyping, and evaluation. Firstly, we conducted pre-studies to elicit users’ requirements. This was followed by the analysis of the resulting data to identify trends and patterns, which fuelled ideas in the brainstorming game design and development phases. The final product was a digital game-based physical exercise called the Skiing Game. We then evaluated the Skiing Game in Finland with 21 elderly Finns (M=7, F=14, Average Age =76). By using questionnaires, observation, and interviews, we investigated user experiences, focusing on the game’s usability, and usefulness for enhancing the physical activity and wellbeing of the elderly. We also conducted a comparative test of the Skiing Game in Japan with 24 elderly Japanese participants (M=12, F=12, Average Age = 72) to further understand non-Finnish elderly users’ experiences.
The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns had a positive experience in the gameplay, and their motivation was noticeably high. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. Although prior to the study most of them had negative views and misconceptions about digital games, after the gameplay their attitudes were decidedly positive. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they don’t have access to their usual non-digital physical exercise. The Japanese usability of the Skiing Game showed that the elderly Japanese people also had positive user experiences in playing digital games, and also intend to use them in the future. Similarly, after playing the game they reported that their attitudes towards digital games become positive, and indicated playing digital games could be an alternative way of exercising. Although the comparison of the two studies suggests that the elderly Finns had relatively more positive experiences whilst playing the Skiing Game, compared to their Japanese counterparts, in general, both groups had a positive experience in the gameplay and showed interest in digital games as an alternative exercise.
Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. The findings from this study can provide valuable insights, particularly for Finnish policymakers and healthcare practitioners who are keen to introduce digital games into the aged-care sector in Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. By taking into consideration the limitations of the study, we provide our future studies and further improvements of the game to be conducted.
Behbahani, Amin Rasti
Kielentutkimus, Jyväskylän yliopisto, 2020, ISBN: 978-951-39-8130-3.
Abstract | Links | BibTeX | Avainsanat: digital games, englanninkieliset väitöskirjat, levels of involvement load, task, think-aloud, vocabulary acquisition, vocabulary learning strategies
@phdthesis{RastiBehbahani2020,
title = {Investigating the effect of digital game tasks, inducing different levels of involvement load, on the acquisition of vocabulary items},
author = {Amin Rasti Behbahani},
url = {http://urn.fi/URN:ISBN:978-951-39-8130-3},
isbn = {978-951-39-8130-3},
year = {2020},
date = {2020-01-01},
school = {Kielentutkimus, Jyväskylän yliopisto},
abstract = {In this empirical study, the effectiveness of digital game tasks, inducing different levels of involvement load, on the acquisition of vocabulary items were studied both quantitatively and qualitatively. Participants were 30 randomly recruited Persian speakers (14 males, and 16 females, aged 13 – 15 years). The research design included pre-tests, treatments, and post-tests. After the pre-tests, participants were randomly assigned to three involvement load groups, A, B, and C, containing 10 participants each. Concurrent think-aloud data were collected from two randomly selected pairs in each group. The digital game tasks designed for group A induced the lowest, the group B, a moderate, and the group C, the highest levels of involvement load. All participants played a commercial adventure digital game, Haunted Hotel: Death Sentence, in pairs by reading and following a game guide. From the game guide, 20 target words comprising inanimate object names or lexical nouns, were selected. At 3 weeks after task completion, the participants performed delayed post-tests. The quantitative data analysis showed that although digital game tasks can be effective in the acquisition of the scopes, and dimensions of a word, productive knowledge of the target words was superior to receptive knowledge. Moreover, the group B participants, counter to theoretical expectations, showed the poorest performance. The qualitative data analysis showed that, in performing digital game-based tasks, task structure, context, and strategy selection can all affect vocabulary acquisition. Moreover, participants employed distinct learning approaches that demanded the use of both universal moves (information search, negotiation, turn taking, and trial-and-error) and exclusive strategies (group A used input enhancement strategies, group B, inferencing and hypothesis testing strategies, and group C, memory search, feedback request, word association strategies, and planning). Hence, prospective teachers should be made aware of the predictive power of involvement load hypothesis.},
keywords = {digital games, englanninkieliset väitöskirjat, levels of involvement load, task, think-aloud, vocabulary acquisition, vocabulary learning strategies},
pubstate = {published},
tppubtype = {phdthesis}
}
Tyni, Heikki
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto, 2020, ISBN: 978-952-03-1757-7.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, game production studies, platformisation, production logics
@phdthesis{Tyni2020,
title = {Games crowdfunding as a form of platformised cultural production: Effects on production, reception and circulation},
author = {Heikki Tyni},
url = {https://urn.fi/URN:ISBN:978-952-03-1757-7},
isbn = {978-952-03-1757-7},
year = {2020},
date = {2020-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto},
abstract = {The recent decade has seen an increasing number of ‘game production studies’, with critical examinations on industry structures, production models and labour issues. This study critically examines an emerging area of independent production of digital games, games crowdfunding. Asking funding directly from ‘backer’ audiences, game developers have been able to sidestep the publishers of the traditional game industry. However, crowdfunding has had a myriad of repercussions for everyday game work, production networks, and how games are received and sold, amongst other things.
Through a mixed-methods approach combining elements from game studies, critical political economy and cultural studies, this dissertation conceptualises games crowdfunding as a production logic that affects every area of game production. In getting rid of the traditional publisher, developers need to acquire a lot of new competencies and shoulder a lot of work previously handled by the publishers. Backers are found to possess several other roles beyond just funding and hold a wide variety of participation motivations beyond just acquiring the crowdfunded game. As projects have become more professional, many backers treat crowdfunding as a form of pre-ordering.
In the discussion, games crowdfunding is contextualised as a form ’platformisation of cultural production’, with game development and economics revolving around a central platform and intermediaries connected to it. The production model is revealed as a site of tension between alternative production opportunities, precarious game work, commercialisation and emerging user opportunities. Further studies are needed to understand the full gamut of games crowdfunding, including small campaigns.},
keywords = {englanninkieliset väitöskirjat, game production studies, platformisation, production logics},
pubstate = {published},
tppubtype = {phdthesis}
}
Through a mixed-methods approach combining elements from game studies, critical political economy and cultural studies, this dissertation conceptualises games crowdfunding as a production logic that affects every area of game production. In getting rid of the traditional publisher, developers need to acquire a lot of new competencies and shoulder a lot of work previously handled by the publishers. Backers are found to possess several other roles beyond just funding and hold a wide variety of participation motivations beyond just acquiring the crowdfunded game. As projects have become more professional, many backers treat crowdfunding as a form of pre-ordering.
In the discussion, games crowdfunding is contextualised as a form ’platformisation of cultural production’, with game development and economics revolving around a central platform and intermediaries connected to it. The production model is revealed as a site of tension between alternative production opportunities, precarious game work, commercialisation and emerging user opportunities. Further studies are needed to understand the full gamut of games crowdfunding, including small campaigns.
2019
Ahonen, Jukka
Historia, Helsingin yliopisto, 2019, ISBN: 978-951-51-4777-6.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Ahonen2019,
title = {Kolme kriisiä ja kansalliset rahapelit: Yhteiskunnallisten murroskausien vaikutus suomalaisen rahapelijärjestelmän muotoutumiseen},
author = {Jukka Ahonen},
url = {http://urn.fi/URN:ISBN:978-951-51-4778-3},
isbn = {978-951-51-4777-6},
year = {2019},
date = {2019-01-01},
school = {Historia, Helsingin yliopisto},
abstract = {Tutkimuksessa tarkastellaan suomalaisen rahapelijärjestelmän historiallista muotoutumista kiinnittäen erityishuomiota rahapelien laillistamiseen liittyneisiin ei-taloudellisiin tekijöihin. Rahapelijärjestelmän kehittymistä tarkastellaan kolmen yhteiskunnalliseksi murrokseksi hahmottuvan ajankohdan näkökulmasta: Ensinnäkin veikkaustoiminnan aloittaminen talvisodan vuonna 1940 sekä sitä seuranneet jatkosota ja vuosikymmenen lopun ”vaaran vuodet”, jolloin suomalaisten peliyhtiöiden Veikkaustoimiston ja Raha-automaattiyhdistyksen asiamiesverkostot muotoutuivat muiden toimiensa lisäksi kansalaisten mielialoja ja käyttäytymistä valvoviksi organisaatioiksi. Toinen ajanjakso on loton ripeä valmisteluprosessi sisä- ja ulkopoliittisesti kuohuvan vuoden 1970 aikana sekä sitä seurannut voimakkaan yhteiskunnallisen konsensuskehityksen aika, jolloin loton pelaamisesta tuli laajojen kansankerrosten säännöllinen harrastus. Kolmannen murrosajan muodostaa 1990-luvun alun lama. Silloin rahapelitarjontaa laajennettiin edellisen vuosikymmenen rahamarkkinoiden vapauttamisen hengessä kasinopelaamisen ihanteen suuntaan ja rahapelituottoja alettiin käyttää laman aikaisen leikkaus- ja säästöpolitiikan tukena.
Tutkimuksen tulokseksi hahmottuu ensinnäkin se, että taloudellisten tekijöiden lisäksi rahapelaamisen yhteiskunnallisia paineita purkava ja vallitsevaa järjestelmää säilyttävä luonne toimi rahapelien laillistamisen motiivina ja että sitä käytettiin edellä mainittujen kriisikausien aiheuttaman levottomuuden rauhoittamiseen. Tämä koskee erityisesti kahta ensimmäistä murroskautta, jolloin äärivasemmiston toiminta oli keskeinen osa yhteiskunnan levottomuutta. Teoreettisesta näkökulmasta rahapelaamista paineita purkavana ilmiönä tarkastellaan tutkimuksessa käyttäen erityisesti Edward Devereux’n näkemystä rahapelaamisesta kapitalistisen yhteiskunnan varoventtiilinä. Rahapelaamisen tarkastelua vallitsevaa järjestelmää säilyttävänä ilmiönä puolestaan syvennetään käyttäen sosiaalipsykologista järjestelmän oikeuttamisen teoriaa.
Yhteiskuntajärjestyksen säilyttämisen näkökulmasta aukeaa myös toinen keskeinen tutkimustulos: Rahapelien laillistamisen tai pelituottojen käytön suuntaamisen taustalla ovat kaikkina kolmena murroskautena merkittävällä tavalla vaikuttaneet valta-asemaan pyrkineet miehiset eliittiryhmät, joiden tavoitteiden ja ylivallan legitimointiin myös laillistetut rahapelit ovat omalta osaltaan ja omalla tavallaan liittyneet. Ylivaltaa on tuettu myös propagandalla, jonka ansiosta suomalaiset on opetettu mieltämään kotimaisten rahapelien pelaaminen osana kunnialliseksi kansalaiseksi kasvamista ja uhrautumisena isänmaan selviytymisen puolesta. 1940-luvulla miesrintaman muodostivat talvisodan hengessä toimineet aseveljet, 1970-luvulla asevelihengen ja uuden ulkopoliittisen suuntauksen ihanteet yhdistäneet aseveliveteraanit, ”Kekkosen miehet”, ja 1990-luvulla valtiovarainministeriön virkamiehet ja ministerit, sotaveteraanien pojat, jotka ihailivat militaristisia perinteitä ja väkivaltaisia ongelmanratkaisumenetelmiä. Yhteiskunnan pelastajiksi uhkaavilta kaaosvoimilta itsensä mieltäneiden miesliittojen tarkastelua syvennetään tutkimuksessa käyttäen hegemonisen maskuliinisuuden teoriaa, joka tutkii miesten ylivallan ideologista rakentumista länsimaisissa yhteiskunnissa.
Tutkimustuloksena esitetään myös tulkinta, jonka mukaan vuonna 2017 tapahtunut, yleiseurooppalaisesta kehityksestä poikkeava rahapelien yksinoikeusjärjestelmän tiukentaminen saa osaselityksensä suomalaisen järjestelmän muotoutumisesta ja kasvamisesta kansallista olemassaoloa ja perinteisiin arvoihin perustunutta yhteiskuntajärjestystä uhanneiden kriisien kautta. Historiallisesti rahapelit ja niitä toteuttaneet organisaatiot ovat kietoutuneet läheisesti pelien laillistamisen taustalla merkittävästi vaikuttaneisiin, yhteiskuntajärjestystä puolustaneisiin ja konflikteja säädelleisiin valtaverkostoihin sekä niiden pyrkimyksiin vaikuttaa kansalaisten mielialaan ja käyttäytymiseen.
Tutkimuksessa käytetään monipuolista lähdemateriaalia sekä nykyaikaiselle historiantutkimukselle ominaista lähteiden lukemistapaa, jossa tulkinta ja tutkijan omakohtainen eläytyminen nousevat lähteiden alkuperän ja niiden syntyyn vaikuttavien tekijöiden selvittämisen ihanteiden täydentäjiksi. Monimuotoista lähdemateriaalia käyttäen rahapelaaminen kontekstualisoidaan mahdollisimman laajaksi osaksi kulloinkin tutkittavana olevan aikakauden poliittista ja taloudellista ympäristöä.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Tutkimuksen tulokseksi hahmottuu ensinnäkin se, että taloudellisten tekijöiden lisäksi rahapelaamisen yhteiskunnallisia paineita purkava ja vallitsevaa järjestelmää säilyttävä luonne toimi rahapelien laillistamisen motiivina ja että sitä käytettiin edellä mainittujen kriisikausien aiheuttaman levottomuuden rauhoittamiseen. Tämä koskee erityisesti kahta ensimmäistä murroskautta, jolloin äärivasemmiston toiminta oli keskeinen osa yhteiskunnan levottomuutta. Teoreettisesta näkökulmasta rahapelaamista paineita purkavana ilmiönä tarkastellaan tutkimuksessa käyttäen erityisesti Edward Devereux’n näkemystä rahapelaamisesta kapitalistisen yhteiskunnan varoventtiilinä. Rahapelaamisen tarkastelua vallitsevaa järjestelmää säilyttävänä ilmiönä puolestaan syvennetään käyttäen sosiaalipsykologista järjestelmän oikeuttamisen teoriaa.
Yhteiskuntajärjestyksen säilyttämisen näkökulmasta aukeaa myös toinen keskeinen tutkimustulos: Rahapelien laillistamisen tai pelituottojen käytön suuntaamisen taustalla ovat kaikkina kolmena murroskautena merkittävällä tavalla vaikuttaneet valta-asemaan pyrkineet miehiset eliittiryhmät, joiden tavoitteiden ja ylivallan legitimointiin myös laillistetut rahapelit ovat omalta osaltaan ja omalla tavallaan liittyneet. Ylivaltaa on tuettu myös propagandalla, jonka ansiosta suomalaiset on opetettu mieltämään kotimaisten rahapelien pelaaminen osana kunnialliseksi kansalaiseksi kasvamista ja uhrautumisena isänmaan selviytymisen puolesta. 1940-luvulla miesrintaman muodostivat talvisodan hengessä toimineet aseveljet, 1970-luvulla asevelihengen ja uuden ulkopoliittisen suuntauksen ihanteet yhdistäneet aseveliveteraanit, ”Kekkosen miehet”, ja 1990-luvulla valtiovarainministeriön virkamiehet ja ministerit, sotaveteraanien pojat, jotka ihailivat militaristisia perinteitä ja väkivaltaisia ongelmanratkaisumenetelmiä. Yhteiskunnan pelastajiksi uhkaavilta kaaosvoimilta itsensä mieltäneiden miesliittojen tarkastelua syvennetään tutkimuksessa käyttäen hegemonisen maskuliinisuuden teoriaa, joka tutkii miesten ylivallan ideologista rakentumista länsimaisissa yhteiskunnissa.
Tutkimustuloksena esitetään myös tulkinta, jonka mukaan vuonna 2017 tapahtunut, yleiseurooppalaisesta kehityksestä poikkeava rahapelien yksinoikeusjärjestelmän tiukentaminen saa osaselityksensä suomalaisen järjestelmän muotoutumisesta ja kasvamisesta kansallista olemassaoloa ja perinteisiin arvoihin perustunutta yhteiskuntajärjestystä uhanneiden kriisien kautta. Historiallisesti rahapelit ja niitä toteuttaneet organisaatiot ovat kietoutuneet läheisesti pelien laillistamisen taustalla merkittävästi vaikuttaneisiin, yhteiskuntajärjestystä puolustaneisiin ja konflikteja säädelleisiin valtaverkostoihin sekä niiden pyrkimyksiin vaikuttaa kansalaisten mielialaan ja käyttäytymiseen.
Tutkimuksessa käytetään monipuolista lähdemateriaalia sekä nykyaikaiselle historiantutkimukselle ominaista lähteiden lukemistapaa, jossa tulkinta ja tutkijan omakohtainen eläytyminen nousevat lähteiden alkuperän ja niiden syntyyn vaikuttavien tekijöiden selvittämisen ihanteiden täydentäjiksi. Monimuotoista lähdemateriaalia käyttäen rahapelaaminen kontekstualisoidaan mahdollisimman laajaksi osaksi kulloinkin tutkittavana olevan aikakauden poliittista ja taloudellista ympäristöä.
Brauer, Sanna
Digital open badge-driven learning: Competence-based professional development for vocational teachers Väitöskirja
Kasvatustiede, Lapin yliopisto, 2019, ISBN: 978-952-337-110-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Brauer2019,
title = {Digital open badge-driven learning: Competence-based professional development for vocational teachers},
author = {Sanna Brauer},
url = {https://urn.fi/URN:ISBN:978-952-337-110-1},
isbn = {978-952-337-110-1},
year = {2019},
date = {2019-01-01},
school = {Kasvatustiede, Lapin yliopisto},
abstract = {In the digital era, institutions of vocational education and training (VET) have emerged as transformational and flexible development environments; consequently, it is important to develop digital professional learning opportunities for vocational teachers who need to meet the requirements of their working lives. More research regarding such opportunities is needed in order to find new tools for planning and conducting studies on continuing professional development and to achieve and maintain the versatile competences required in vocational teachers’ demanding careers. This study aims to fill a research gap regarding advanced competence-based professional development by investigating the process of digital open badge-driven learning in the context of professional teacher education (vocational teacher education). The research question considers how digital open badges structure the gamified competence-based learning process in the continuing professional development of vocational pre- and in-service teachers. Theoretically, this study draws attention to the motivational effects of digital badging, gamification and the competence-based approach.
The research aimed to explore vocational teachers’ different ideas, views and experiences of the competence-based approach to professional development of digital pedagogical competences; it also sought to investigate the structure and process of digital open badge-driven learning. The data were collected from Finnish pre- and in-service vocational teachers (n=29) in 2016 via group online interviews (n=6) and via online questionnaires in 2017 (n=329). The study draws on descriptive mixed research methodologies: qualitative content analysis, constrained correspondence analysis (CCA) and phenomenography. All of these approaches provide researchers with deep conceptual understandings and opportunities to draw new concepts and derive implications for novel educational practices. Further, the latter two studies provide a strong underpinning for further research related to the descriptive quantitative methodology and CCA.
The aim of the first sub-study was to reveal what motivates students in the badge-driven learning process. The study focused on mapping students’ experiences of stimulating and supportive digital open badge-driven learning, ultimately determining motivational factors affecting the digital open badge-driven learning process. The findings present a multifaceted model of recognising competence and embracing gamified learning to encourage students’ achievement orientation and intrinsic motivation. In the second sub-study, we viewed the process from the perspective of guidance and scaffolding, asking how students experience scaffolding in badge-driven learning. The results indicate that a stage model of scaffolding and instructional badging holds value in structuring the badge-driven learning process. The third study aimed to identify students who were particularly motivated by digital open badge-driven learning. The research question sought to explore what triggers learning in the badge-driven process, with results indicating similarities and differences in experiences based on the achieved skill-set level and competence-development continuum for vocational teachers. The findings also suggest the value of applying gamification and digital badging in the professional development of both pre- and in-service teachers. Based on our findings, we propose digital open badge-driven learning triggered by flexible study options that include customising studies and learning new and up-to-date competences. The final and fourth study further describes vocational pre- and in-service teachers’ experiences of the competence-based approach in digital open badge-driven learning. By explaining different aspects of the phenomenon, the study employed both constrained correspondence analysis and phenomenography to deepen our existing knowledge of digital open badge-driven learning. The results describe the impact of the competence-based approach on teachers’ professional development during the digital open badge-driven learning process.
Each of the four sub-studies contribute to answering the study’s overarching research question: how do digital open badges structure the gamified competence-based learning process in the continuing professional development of vocational pre- and in-service teachers? The primary results from the various sub-studies and theoretical approaches culminate in defining digital open badge-driven learning process grounded on the badge constellation of competences. The entity of digital open badge-driven learning includes learning materials, badge criteria, instructional badging, scaffolding and peer support. This study offers insights into the process structure and layered design for applying the competence-based approach, digital open badges and gamification in professional development. Further, the process approach embodies the ideal of study path customisation and personalisation in order to meet teachers’ personal needs for their working lives.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The research aimed to explore vocational teachers’ different ideas, views and experiences of the competence-based approach to professional development of digital pedagogical competences; it also sought to investigate the structure and process of digital open badge-driven learning. The data were collected from Finnish pre- and in-service vocational teachers (n=29) in 2016 via group online interviews (n=6) and via online questionnaires in 2017 (n=329). The study draws on descriptive mixed research methodologies: qualitative content analysis, constrained correspondence analysis (CCA) and phenomenography. All of these approaches provide researchers with deep conceptual understandings and opportunities to draw new concepts and derive implications for novel educational practices. Further, the latter two studies provide a strong underpinning for further research related to the descriptive quantitative methodology and CCA.
The aim of the first sub-study was to reveal what motivates students in the badge-driven learning process. The study focused on mapping students’ experiences of stimulating and supportive digital open badge-driven learning, ultimately determining motivational factors affecting the digital open badge-driven learning process. The findings present a multifaceted model of recognising competence and embracing gamified learning to encourage students’ achievement orientation and intrinsic motivation. In the second sub-study, we viewed the process from the perspective of guidance and scaffolding, asking how students experience scaffolding in badge-driven learning. The results indicate that a stage model of scaffolding and instructional badging holds value in structuring the badge-driven learning process. The third study aimed to identify students who were particularly motivated by digital open badge-driven learning. The research question sought to explore what triggers learning in the badge-driven process, with results indicating similarities and differences in experiences based on the achieved skill-set level and competence-development continuum for vocational teachers. The findings also suggest the value of applying gamification and digital badging in the professional development of both pre- and in-service teachers. Based on our findings, we propose digital open badge-driven learning triggered by flexible study options that include customising studies and learning new and up-to-date competences. The final and fourth study further describes vocational pre- and in-service teachers’ experiences of the competence-based approach in digital open badge-driven learning. By explaining different aspects of the phenomenon, the study employed both constrained correspondence analysis and phenomenography to deepen our existing knowledge of digital open badge-driven learning. The results describe the impact of the competence-based approach on teachers’ professional development during the digital open badge-driven learning process.
Each of the four sub-studies contribute to answering the study’s overarching research question: how do digital open badges structure the gamified competence-based learning process in the continuing professional development of vocational pre- and in-service teachers? The primary results from the various sub-studies and theoretical approaches culminate in defining digital open badge-driven learning process grounded on the badge constellation of competences. The entity of digital open badge-driven learning includes learning materials, badge criteria, instructional badging, scaffolding and peer support. This study offers insights into the process structure and layered design for applying the competence-based approach, digital open badges and gamification in professional development. Further, the process approach embodies the ideal of study path customisation and personalisation in order to meet teachers’ personal needs for their working lives.
Brezowsky, Boglarka
Using game-based learning to enhance adaptive number knowledge Väitöskirja
Kasvatustiede, Turun yliopisto, 2019, ISBN: 978-951-29-7622-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Brezowsky2019,
title = {Using game-based learning to enhance adaptive number knowledge},
author = {Boglarka Brezowsky},
url = {https://urn.fi/URN:ISBN:978-951-29-7622-5},
isbn = {978-951-29-7622-5},
year = {2019},
date = {2019-01-01},
school = { Kasvatustiede, Turun yliopisto},
abstract = {The aim of this dissertation was to explore how game-based learning can be used to develop primary school students’ adaptive number knowledge. The dissertation comprises five studies that explore the Number Navigation Game’s (NNG) development, testing and effects in enhancing primary school students’ adaptive number knowledge and related mathematical skills and knowledge. The studies use different methodologies and ask varying questions through the process of development and testing of the NNG. However, as a common thread, each study explores the relationship between game mechanics and mathematical content, and the relationship between game-based training and learning-outcome measures.
Study I tested the NNG’s first working prototype from a user experience point of view and investigated instances of adaptive number knowledge in the game’s context. The game was tested in two sessions, with one student (age 11) playing individually and two students (ages 9 and 11) using the game collaboratively. Data were collected using video-recorded observations, gameplay screen capture and open-ended interview questions regarding the game experience. Results showed that already, the NNG prototype triggered players’ active engagement with different number combinations and numerical relations as well as reflection and discussion about these numerical relations. This suggested that gameplay with the NNG could trigger the type of mathematical thinking and problem solving which was expected to help enhance students’ development of adaptive number knowledge.
Study II comprised three sub-studies (fifth-graders, n = 55; university students, n = 55; and sixth-graders, n = 22) and aimed to develop and test the Arithmetic Production Task, a paper-and-pencil measure of adaptive number knowledge. Individual differences in the Arithmetic Production Task and the relation between adaptive number knowledge and other mathematical skills and knowledge were explored. Results showed similar patterns of individual differences across the different samples and age groups. Adaptive number knowledge was found to be related to arithmetic fluency and conceptual knowledge of arithmetic. Results suggest that the Arithmetic Production Task was able to capture how participants recognise opportunities to use numerical features in their arithmetic problem solving, which can be used as an indicator of their adaptive number knowledge.
Study III was the first attempt to test the NNG’s effects and examine the relationship between game performance and adaptive number knowledge. The study used a quasi-experimental pre-test/post-test design. Participants were 11 pairs of sixth-grade students (11 females, age range: 11-13) from one classroom who played the NNG over a seven-week period. Results showed improvement in participants’ performance in adaptive number knowledge and math fluency. Game performance was found to be a predictor of students’ post-test performance on the multi-operational aspect of adaptive number knowledge.
Study IV provides a detailed overview of game design decisions in the NNG, which are based on theory and the results from previous pilot studies using the NNG (Studies I and III). Another game-development phase followed Study IV, resulting in the final NNG prototype used in Study V.
After the initial pilot and development stages, Study V aimed to test the NNG’s effects in the classroom and on a larger scale across different grade levels. Study V explored how training with the NNG affects the development of primary school students’ adaptive number knowledge, arithmetic fluency and pre-algebra knowledge at different grade levels; and how students’ performance on the NNG affects the development of the mathematical learning outcomes. A pre-test/post-test randomised control design was used, in which the experimental group played the NNG for 10 weeks during math class, and the control group received regular math instruction. Results showed significant overall improvement in the experimental group compared with the control group on all measured mathematical learning outcomes. Game performance was related to the experimental group’s post-test scores even after controlling for pre-test scores and grade. Additionally, results showed that the NNG develops different aspects of adaptive number knowledge, math fluency and pre-algebra knowledge across grade levels.
Overall, the present dissertation’s findings show that the NNG can provide efficient and novel training opportunities for developing primary school students’ adaptive number knowledge and related mathematical skills and knowledge. The game-based format allowed for a large amount of open-ended practice with various number-operation combinations, which usually is difficult to achieve in regular mathematics classrooms. The dissertation’s results provide empirical evidence for the theoretical model of adaptive number knowledge as a component of adaptivity with arithmetic. Additionally, a new and scalable measurement and novel training of adaptive number knowledge were developed. The results also highlight the importance of an iterative design process in educational game development, with the following guiding principles: integration of educational content and game features, measurement questions and application of training.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Study I tested the NNG’s first working prototype from a user experience point of view and investigated instances of adaptive number knowledge in the game’s context. The game was tested in two sessions, with one student (age 11) playing individually and two students (ages 9 and 11) using the game collaboratively. Data were collected using video-recorded observations, gameplay screen capture and open-ended interview questions regarding the game experience. Results showed that already, the NNG prototype triggered players’ active engagement with different number combinations and numerical relations as well as reflection and discussion about these numerical relations. This suggested that gameplay with the NNG could trigger the type of mathematical thinking and problem solving which was expected to help enhance students’ development of adaptive number knowledge.
Study II comprised three sub-studies (fifth-graders, n = 55; university students, n = 55; and sixth-graders, n = 22) and aimed to develop and test the Arithmetic Production Task, a paper-and-pencil measure of adaptive number knowledge. Individual differences in the Arithmetic Production Task and the relation between adaptive number knowledge and other mathematical skills and knowledge were explored. Results showed similar patterns of individual differences across the different samples and age groups. Adaptive number knowledge was found to be related to arithmetic fluency and conceptual knowledge of arithmetic. Results suggest that the Arithmetic Production Task was able to capture how participants recognise opportunities to use numerical features in their arithmetic problem solving, which can be used as an indicator of their adaptive number knowledge.
Study III was the first attempt to test the NNG’s effects and examine the relationship between game performance and adaptive number knowledge. The study used a quasi-experimental pre-test/post-test design. Participants were 11 pairs of sixth-grade students (11 females, age range: 11-13) from one classroom who played the NNG over a seven-week period. Results showed improvement in participants’ performance in adaptive number knowledge and math fluency. Game performance was found to be a predictor of students’ post-test performance on the multi-operational aspect of adaptive number knowledge.
Study IV provides a detailed overview of game design decisions in the NNG, which are based on theory and the results from previous pilot studies using the NNG (Studies I and III). Another game-development phase followed Study IV, resulting in the final NNG prototype used in Study V.
After the initial pilot and development stages, Study V aimed to test the NNG’s effects in the classroom and on a larger scale across different grade levels. Study V explored how training with the NNG affects the development of primary school students’ adaptive number knowledge, arithmetic fluency and pre-algebra knowledge at different grade levels; and how students’ performance on the NNG affects the development of the mathematical learning outcomes. A pre-test/post-test randomised control design was used, in which the experimental group played the NNG for 10 weeks during math class, and the control group received regular math instruction. Results showed significant overall improvement in the experimental group compared with the control group on all measured mathematical learning outcomes. Game performance was related to the experimental group’s post-test scores even after controlling for pre-test scores and grade. Additionally, results showed that the NNG develops different aspects of adaptive number knowledge, math fluency and pre-algebra knowledge across grade levels.
Overall, the present dissertation’s findings show that the NNG can provide efficient and novel training opportunities for developing primary school students’ adaptive number knowledge and related mathematical skills and knowledge. The game-based format allowed for a large amount of open-ended practice with various number-operation combinations, which usually is difficult to achieve in regular mathematics classrooms. The dissertation’s results provide empirical evidence for the theoretical model of adaptive number knowledge as a component of adaptivity with arithmetic. Additionally, a new and scalable measurement and novel training of adaptive number knowledge were developed. The results also highlight the importance of an iterative design process in educational game development, with the following guiding principles: integration of educational content and game features, measurement questions and application of training.
Haaranen, Lassi
Game-related learning and exposure in computer science Väitöskirja
Tietotekniikka, Aalto-yliopisto, 2019, ISBN: 978-952-60-8386-5.
Abstract | Links | BibTeX | Avainsanat: achievement badges, computer science education, englanninkieliset väitöskirjat, game-related approaches, gamification, informal learning, interoperability, online learning management systems
@phdthesis{Haaranen2019,
title = {Game-related learning and exposure in computer science},
author = {Lassi Haaranen},
url = {http://urn.fi/URN:ISBN:978-952-60-8386-5},
isbn = {978-952-60-8386-5},
year = {2019},
date = {2019-01-01},
school = {Tietotekniikka, Aalto-yliopisto},
abstract = {Given the importance of computers, and by extension computer science (CS), in contemporary society, it is crucial to provide the best possible education in the field. This dissertation looks at two different game-related approaches in computer science education: how digital games and gaming communities expose people to CS concepts; and how game-related approaches can be used to improve computer science education (CSE) in universities.
In order to structure this dissertation as well as future research, we present a classification of game-related approaches focused specifically on CSE. We see three broad approaches with games and CS: gameful approaches (e.g. gamification), designing and programming games, and entertainment games with learning content.
Modern digital games are complex systems that the players need to learn and master. With certain games, programming and CS concepts can be used to enhance the playing experience. This provides a spark of interest in computing for some that might eventually lead to studying CS or related fields in a university. This phenomenon was studied by interviewing students as well as through reflection essays in which the students not only outlined how games had piqued their interest in computers and CS but also how game development as a career was appealing to some of them.
Modern games are not just played in isolation or with a group of friends on the same couch. Instead, there are online gaming communities in which games are discussed and the actual gameplay is also recorded and either broadcasted live to an audience or uploaded to a video sharing service. We investigated two different online gaming communities in which CS and programming were a part of the games featured. We did this by gathering data on the interactions between the audience members. Through the discussion that we analyzed, we found that these communities are places where people are exposed to CS and programming. Moreover, these communities are places where both experienced programmers and newcomers come and discuss CS topics.
Using games in formal education was researched with two approaches. Firstly, we implemented two software systems, Acos and Daechschen, to support gamification in online learning management systems. The core design principles behind these systems strive for interoperability and extensibility so that they continue to be relevant and used in fast pacing ecosystems of modern online learning tools. Secondly, we investigated implementing achievement badges on a course with Daechschen. We looked into students' reactions to the badges and found out that overall it was slightly positive with a large group of students being indifferent to them.},
keywords = {achievement badges, computer science education, englanninkieliset väitöskirjat, game-related approaches, gamification, informal learning, interoperability, online learning management systems},
pubstate = {published},
tppubtype = {phdthesis}
}
In order to structure this dissertation as well as future research, we present a classification of game-related approaches focused specifically on CSE. We see three broad approaches with games and CS: gameful approaches (e.g. gamification), designing and programming games, and entertainment games with learning content.
Modern digital games are complex systems that the players need to learn and master. With certain games, programming and CS concepts can be used to enhance the playing experience. This provides a spark of interest in computing for some that might eventually lead to studying CS or related fields in a university. This phenomenon was studied by interviewing students as well as through reflection essays in which the students not only outlined how games had piqued their interest in computers and CS but also how game development as a career was appealing to some of them.
Modern games are not just played in isolation or with a group of friends on the same couch. Instead, there are online gaming communities in which games are discussed and the actual gameplay is also recorded and either broadcasted live to an audience or uploaded to a video sharing service. We investigated two different online gaming communities in which CS and programming were a part of the games featured. We did this by gathering data on the interactions between the audience members. Through the discussion that we analyzed, we found that these communities are places where people are exposed to CS and programming. Moreover, these communities are places where both experienced programmers and newcomers come and discuss CS topics.
Using games in formal education was researched with two approaches. Firstly, we implemented two software systems, Acos and Daechschen, to support gamification in online learning management systems. The core design principles behind these systems strive for interoperability and extensibility so that they continue to be relevant and used in fast pacing ecosystems of modern online learning tools. Secondly, we investigated implementing achievement badges on a course with Daechschen. We looked into students' reactions to the badges and found out that overall it was slightly positive with a large group of students being indifferent to them.