Pelitutkimuksen vuosikirja 2024 on julkaistu

Suomen pelitutkimuksen seura on julkaissut Pelitutkimuksen vuosikirjan 2024. Kirja sisältää kaksi vertaisarvioitua artikkelia, yhden arvion ja kolme lektiota.

Artikkelit

Markku Reunanen, Tapani Joelsson, Petri Saarikoski: Commodoren varjossa – 1980-luvun tietokonepelaamista marginaalikoneilla

Jerkko Holmi: Lajimurroksia ja ihmiskohtaloita: Nimihahmot urheilupelien tuotenimissä

Arviot

Tanja Välisalo: Pajatsosta pöytätennikseen. Sotienvälisen Suomen pelit ja pelikulttuuri

Lektiot

Isabella Aura: Tarinallistaminen ja roolit tukevat oppilaiden koulukokemusta sekä työelämätaitojen kehittymistä

Katriina Heljakka: Ikiliikkuva leikki

Lauri Lukka: Pelimuotoisten digitaalisten mielenterveysinterventioiden käyttäjäkeskeinen suunnittelu

Pelialan opinnäytetyökilpailun 2024 voittajat / Winners of the game studies thesis competition 2024

Cover photo: Joona Wiik, winner of the master’s thesis series in the game studies thesis competition, at Finnish Game Studies Day 2024. Photo by Haron Walliander.

Suomeksi

Suomen pelitutkimuksen seura ja Neogames Finland ovat myöntäneet vuoden 2024 pelialan opinnäytetyökilpailun palkinnot Joona Wiikille Turun yliopistosta ja Christina Piiraiselle Humanistisesta ammattikorkeakoulusta. Lisäksi kunniamaininnan sai Teodora Mansikkamäki Tampereen yliopistosta.

Palkintoraati haluaa kiittää kilpailutöiden tekijöitä ja ohjaajia, ja kannustaa kaikkia pelialalla opiskelevia rohkeasti avartamaan ymmärryksemme ja pelitutkimuksen rajoja.

Pelialan opinnäytetyökilpailu tuo vuosittain näkyviin sen, miten monipuolista ja näkemyksellistä työtä oppilaitoksissa ympäri maata tehdään. Tänäkin vuonna työt vaihtelivat teoreettisesta käytännölliseen, henkilökohtaisesta yhteiskunnalliseen ja taiteellisesta tekniseen. Sanalla sanoen kilpailutyöt olivat elävä esimerkki siitä, miten moniulotteista osaamista pelialan koulutus tuottaa, ja miten monet tieteenalat ja ammattiryhmät pelialaan kytkeytyvät. Hyvin tehty opinnäytetyö toimii myös tekijänsä käyntikorttina työelämään siirryttäessä tai johtaa suoraan kiinnostavien jatkotutkimushaasteiden äärelle.

”Pelialalla, niin kuin yhteiskunnassamme laajemminkin, on jo pitkään tunnistettu diversiteetin merkitys, niin pelien kehittäjien kuin myös pelaajien joukossa. Inklusiivisuuden edistämiseksi voidaan kuitenkin tehdä vielä paljon. Tieto ja stereotypioiden aukikirjoittaminen tukevat näitä tavoitteita olennaisesti. Molemmat tämän vuotiset opinnäytetyökilpailun voittajat käsittelevät näitä aiheita omista kulmistaan”, Neogames Finlandin edustaja Suvi Latva kommentoi voittajatöitä.

Joona Wiik (Turun yliopisto) voitti yliopistosarjan työllään Violence, Sexualization, and Otherness: An Analysis on the Representation of Transgender Characters in Video Games. Tutkielmassa analysoidaan ajankohtaista ja haastavaa aihetta, kunnianhimoisena pyrkimyksenä kattaa representaatioiden ja stereotypioiden luonteet ja kehitys 1980-luvun lopulta nykyaikaan. Tekstistä välittyvät aito paneutuminen aiheeseen ja niin tutkimuskirjallisuuden kuin tutkimusmateriaalinkin laaja tuntemus. Raati arvosti myös sitä, että analyysin tulosten todenmukaisuutta ja tutkimuksen rajoitteita on arvioitu rehellisesti. Hyvin kuvitettu ja selkeää grafiikkaa käyttävä työ on liitteineen aiheensa perusteos, josta riittää ammennettavaa myös tuleviin tutkimuksiin. Analyysillä on selkeä yhteenveto, joka esittelee pelien transsukupuolisuusesitysten stereotypiat niin akateemisesta kuin yhteiskunnallisestakin näkökulmasta. 

Työ on avoimesti saatavilla osoitteessa https://www.utupub.fi/handle/10024/176174 

Christina Piirainen (Humanistinen ammattikorkeakoulu) voitti AMK-sarjan työllään Moninaisempi pelitapahtuma: kehityskohteet Assembly-tapahtumissa naisten ja sukupuolivähemmistöjen näkökulmasta. Opinnäytetyössä kartoitetaan pelaavien naisten ja sukupuolivähemmistöihin kuuluvien henkilöiden kiinnostusta, mielikuvia ja esteitä tapahtumiin osallistumista. Aineistona on kiitettävän monipuolinen kysely-, haastattelu- ja työpaja-aineisto. Aihe on selkeästi rajattu ja sen haasteet tunnistettu. Selvityksessä pohditaan konkreettisia ratkaisumahdollisuuksia ja avataan realistisia toteutustapoja parantaa kohderyhmien osallistumista tulevissa tapahtumissa. Palkintoraati piti työtä tärkeänä ja rakentavana tutkimuksena syrjimättömän pelaajakulttuurin vahvistamisessa pelitapahtumien piirissä.

Työ on avoimesti saatavilla osoitteessa https://www.theseus.fi/handle/10024/810717 

Tällä kertaa palkintoraati päätti myöntää myös yhden kunniamaininnan.

Kunniamaininta yliopistosarjassa myönnettiin Teodora Mansikkamäen (Tampereen yliopisto) työlle Take me to your leader: A deep dive into leader roles in World of Warcraft raiding guilds. Työ käsittelee kiltajohtajien toimintaa, arvoja ja suhdetta toimintaansa sujuvasti. Taustoitus on laaja ja teoreettista kunnianhimoa ja läsnäoloa on hyvin suhteessa siihen, että kysymyksenasettelu ja aiheen käsittely pohjautuvat haastattelumateriaaliin analyysiin. Johtopäätökset on esitetty selkeästi ja teksti onnistuu herättämään sekä käytännöllisiä että teoreettisia kysymyksiä lukijassaan. Palkintoraati arvosti sitä, että tekijä reflektoi omaa kiltajohtajatoimintaansa läpinäkyvästi ja pystyi huomioimaan sen onnistuneesti käsittelyssään. 

Työ on avoimesti saatavilla osoitteessa https://trepo.tuni.fi/handle/10024/147665

Pelialan vuosittaiset opinnäytepalkinnot jaettiin kahdettatoista kertaa. Opinnäytekilpailu nostaa vuosittain esiin uusia näkökulmia ja lähestymistapoja pelialalla tehtävään tutkimukseen ja koulutukseen. Palkinnon jakavat yhteistyössä Suomen pelitutkimuksen seura sekä suomalaisen pelialan kattojärjestö Neogames Finland. Kilpailuun osallistui kaksikymmentäkaksi korkeatasoista työtä eri oppiaineista ja tieteenaloilta yliopistoista ja ammattikorkeakouluista ympäri Suomen.

Yhteystiedot: Lisätietoja kilpailusta antaa raadin puheenjohtaja, yliopistonlehtori Derek Fewster (derek.fewster@helsinki.fi).

In English

The Finnish Society for Game Research and Neogames Finland have awarded the prizes of the 2024 Game studies thesis competition to Joona Wiik from the University of Turku and Christina Piirainen from the Humak University of Applied Sciences. Teodora Mansikkamäki from Tampere University also received an honorary mention in the competition.

The award jury would like to thank the authors and supervisors of all the submitted works and encourages all those working in the fields of Game studies to boldly expand the boundaries of our understanding and the future of game research. The Game studies thesis competition brings to light every year how varied and visionary work is done in educational institutions around the country. This year too, the works ranged from theoretical to practical, from personal to social and from artistic to technical. In a word, the competition entries were an excellent example of how much multidimensional competence the education related to the gaming industry produces, and how many disciplines and professional groups are connected to game research. Every well-done thesis also serves as the author’s business card when moving into working life or leads directly to interesting further research challenges.

”In the gaming sector, as in our wider society, the importance of diversity has long been recognized, both among game developers and players. However, much can still be done to promote inclusiveness. Critical research and deconstruction of stereotypes essentially support these goals. Both the winners of this year’s thesis competition deal with such topics, from their own angles,” Suvi Latva from Neogames Finland comments on the awarded theses.

Joona Wiik (University of Turku) won the university series with his work Violence, Sexualization, and Otherness: An Analysis on the Representation of Transgender Characters in Video Games. The thesis analyzes a current and challenging topic, and is an ambitious effort to cover the nature and development of transgender representations and stereotypes from the late 1980s to the present day. The text conveys genuine focus on the topic and extensive knowledge of both research literature and research material. The jury also appreciated that the truthfulness of the results of the analysis and the limitations of the research have been honestly assessed. The work, which is well-illustrated and uses clear graphics, is a basic work on its subject with its appendices, from which there is plenty to draw from for future studies as well. The thesis has a clear summary that presents the stereotypes of transgender representations in games from both an academic and societal perspective.

The work is openly available at https://www.utupub.fi/handle/10024/176174 

Christina Piirainen (Humak University of Applied Sciences) won the applied sciences series with her work Moninaisempi pelitapahtuma: kehityskohteet Assembly-tapahtumissa naisten ja sukupuolivähemmistöjen näkökulmasta (A more diverse gaming event: development targets in Assembly events from the perspective of women and gender minorities). The thesis maps the interest, images, and obstacles of women and persons belonging to gender minorities who play and participate in the events. The material is commendably versatile and includes survey, interview, and workshop materials. The topic is clearly defined, and its challenges identified. The work proposes actual solution possibilities and opens realistic implementation methods to improve the participation of target groups in future events. The award jury considered the work as important and constructive research in strengthening a non-discriminatory player culture within the scope of gaming events.

The work is openly available at https://www.theseus.fi/handle/10024/810717 

This time, the award jury also decided to award one honorable mention. This was awarded in the university series to Teodora Mansikkamäki’s (Tampere University) work Take me to your leader: A deep dive into leader roles in World of Warcraft raiding guilds. The thesis deals with the activities, values ​​and relationships of the guild leaders in a fluent way. The background is extensive, and the presented theoretical ambition and presence works well in proportion to the fact that the questioning and treatment of the topic are based on the analysis of the interview material. The conclusions are presented clearly, and the text manages to raise both practical and theoretical questions in its reader. The award jury appreciated the fact that the author reflected on her own guild leader activities in a transparent way and was able to successfully take this experience into account in the study.

The work is openly available at https://trepo.tuni.fi/handle/10024/147665

The annual thesis awards in the gaming sector have been awarded twelve times. The thesis competition highlights new perspectives and approaches to research and education in the gaming industry every year. The award is presented jointly by the Finnish Society for Game Research and Neogames Finland, the umbrella organization of the Finnish game industry. Twenty-two high-level works from different subjects and disciplines from universities and colleges of applied sciences all over Finland participated in the competition.

Contact Information: For further information, please contact the chair of the evaluation committee, University Lecturer Derek Fewster (derek.fewster@helsinki.fi).

Including non-Finnish-speaking researchers in the activities of the Finnish Society for Game Research

Working to increase the inclusivity of the Finnish Society for Game Research

Last year, the board of the Finnish Society for Game Research initiated discussions on how to better include and represent the variety of people working in game research in Finland. In addition to considerations regarding multidisciplinarity, special focus was placed on the question of language, specifically, how to better include those who do not speak Finnish. Since the Society was founded in 2016, the Finnish game research community has seen significant growth and been strengthened by a great number of scholars arriving to Finland to complete their PhD or to work here as a researcher. As Finland is a multilingual country to begin with, and we host an increasing number of researchers working in game research in languages other than Finnish, it was clear to us that as the Finnish chapter of DiGRA, the Society should serve the whole multilingual game research community in the country. This goal was included in the Society’s Plan of Operations for 2024: ‘The Society will improve the accessibility of its activities for a greater number of game researchers in Finland by focusing on e.g. activities organised in English.’

In late 2023, the board began this work on various fronts: we created a social media campaign and a letter of invitation to participate in the society’s activities, distributed widely in Finnish and English. In November, we organised a meeting for non-Finnish-speaking game researchers in Finland (9 participants in addition to our representatives), where we introduced the society’s activities and discussed how we could better include and support those who belong in this group of researchers. We also launched a survey to gather more input on this topic (11 respondents). In the beginning of this year, the board nominated a working group (Usva Friman, Mikko Meriläinen, Johan Kalmanlehto, and Henry Korkeila) to process the feedback we had received and to create an action plan to increase the Society’s linguistic inclusivity. Next, we will describe the results of this working group: the feedback received from non-Finnish-speaking game researchers in Finland and the action plan created based on it.

Feedback from non-Finnish-speaking game researchers in Finland

A central message communicated through the discussion and the survey responses was that researchers arriving to Finland from abroad and/or not speaking Finnish may experience challenges in integrating or even feeling welcome in the Finnish game research community. Accordingly, discussion participants and survey respondents hoped for events and activities that would enable meeting other game researchers, create opportunities for collaboration, and support the feeling of belonging in the Finnish game research community. Many were interested in participating in different types of events focused on social interactions and learning about different game research groups in Finland.

Another central aspect in the feedback was the importance of accessible communication regarding news, events, and activities related to the Society and game research in Finland in general. Discussion participants and survey respondents expressed their wishes to receive more information in English regarding the Society, game research groups and education in Finnish universities, and game research related news and events in Finland.

One overarching point across the discussion and the survey was that language was experienced as a central element enabling or preventing participation. However, most non-Finnish-speakers participating in the discussion or responding to the survey did not wish that the Society would change its language to English exclusively. For example, of the ten non-Finnish-speaking respondents of the survey, only one wished for all the Society’s events to be organised in English, whereas four wished for some events in Finnish, some in English, and five wished for bilingual events. Some also expressed their wish to learn or improve their (academic) Finnish through the Society’s activities, for example through academic seminars organised and news written in plain Finnish. There was also one Finnish-speaking survey respondent who wished that the Society would stop using Finnish entirely. However, the Society is also committed to promoting Finnish as an academic language, while at the same time being inclusive to those not using the language.

Action plan for increased linguistic inclusivity

Based on the feedback received from non-Finnish-speaking game researchers in Finland, our working group has created a five-point action plan for increasing linguistic inclusivity in the society’s activities in a way that responds to the needs and wishes of the community.

1) Inclusion and Safety Policy

The Society has introduced a new Inclusion and Safety Policy, including a section on language policy:

‘All the Society’s main events and communications should be accessible to participants who do not understand Finnish. While there is occasionally a need for language-specific activities (e.g. publishing activities of Pelitutkimuksen vuosikirja), most activities should be organised in the most widely accessible language available.’

2) Bilingual communication

The Society will improve our bilingual communication. We have already introduced an English version of our monthly newsletter and will continue to send that out alongside the Finnish version on our mailing list every month. On our website and social media channels, we will post either in both Finnish and English, or in the language that is relevant, according to the Society’s language policy.

3) English content on the Society’s website

In addition to sharing news in English, we will include English translations and sections on the Society’s website to provide relevant information about the Society as well as the Finnish game research community in an accessible manner. We will also include posts in English on the Society’s blog, to make the blog more accessible to readers who do not know Finnish and to promote the work of Finnish game researchers who do not write in Finnish.

4) New social events

To create more opportunities for social inclusion and networking opportunities in the Finnish game research community, we are introducing two new low-threshold event types. First is an online event called ‘Game research coffees’, organised as a short afternoon event focusing on introducing different game research groups and educational programmes in Finland. These events will be organised in English and start in the autumn. The second event is ‘Game research afterworks’, organised as casual, in-person hangout events in different cities in Finland, providing an opportunity to meet other local game researchers. The afterworks will be organised in accessible venues taking various dietary limitations (e.g. non-alcoholic and vegan) into consideration, and the language used will be whatever is the most inclusive considering the participants of each event. First afterwork event will be organised in June.

5) Discord server

We have introduced a Discord server, open for all game researchers in Finland, focused on sharing and discussing news, events, CFPs, and everything else related to game research. The main language of the server will be English. Please join the server here: https://discord.gg/Vb94nBbFJ3

Commitment to fostering multidisciplinary and multilingual game research community in Finland

With these actions, we are aiming to develop the Finnish Society for Game Research towards a more welcoming environment for all game researchers in Finland regardless of their academic, national, cultural, or linguistic background. Further, we wish to continue the dialogue on how to do this in the most effective way, especially by listening to those who are currently not feeling included for any reason. Please don’t hesitate to contact us with your wishes, ideas, and suggestions on how we could do better in this area!

Contact information:

Game Studies Day 2024 (4.6. Turku)

Welcome to the Game Studies Day 2024 in Turku on the 4th of June!

This year, the event will be held at the Åboa Vetus & Ars Nova Museum’s Factory Hall (Itäinen Rantakatu 4-6).

The Game Studies Day 2024 offers insights into the past, present, and future of gaming. Entrepreneur and doctoral researcher Natasha Skult will discuss the future prospects of the gaming industry. Riitta Matilainen, the Head of the Gambling Harm Prevention Unit at Ehyt ry, will shed light on the history and future of gambling in Finland. The event will also honor the winner of the game industry’s thesis award. To conclude the day, Dean Jaakko Suominen will deliver a walking lecture focused on the traces of games in urban spaces – so remember to dress according to the weather!

Game Studies Day is organised by the Finnish Society for Game Research and the Centre of Excellence in Game Culture Studies.  We warmly welcome all game researchers, friends of game research, and those interested in games!

Please note that the event will be held in English.

Please register at the latest on Tuesday 28 May: https://link.webropolsurveys.com/S/AA7D718C7935C579

Please note: If you are travelling to Turku from Helsinki, be aware that due to railway repair work, searching for ’Turku’ in VR’s ticket service does not yield the fastest route from Helsinki to Turku. Instead, select ’Kupittaa (Turku)’ as your destination station. From Kupittaa railway station, there are frequent bus services to the city centre and Åboa Vetus & Ars Nova. For more information on bus schedules and routes in Turku, visit Foli.fi.

Game Studies Day programme (14:30-18:30):

14:30–14:40 Words of welcome

14:40-15:20 Natash Skult (CEO & Creative Director of MiTale / PhD Student at the University of Turku): State of the Games Industry: Challenges and Opportunities With Latest Technologies

15:20–16:00 Riitta Matilainen (Ehyt ry, Head of Gambling Harm Prevention Unit): The past and the future of the Finnish gambling legislation and regulation

16:00-16:30 Coffee break

16:30-17:30 Derek Fewster (Chairperson of the Annual Game Studies Thesis Competition Panel): Announcing the winners of the Annual Game Studies Thesis Competition

17:30-18:30 Jaakko Suominen (Professor of Digital Culture, Dean of the Faculty of Humanities, University of Turku): Traces of Play in Turku: A Guided Tour

18:30– Dinner (at participants’ own expense), Hunter´s Inn (Brahenkatu 3, see more info: https://www.huntersinn.fi/)

See you at Turku!

Online meeting for non-Finnish-speaking game scholars working in Finland

The Finnish Society for Game Research is organising an online meeting to introduce our activities to non-Finnish-speaking game researchers in Finland and to discuss how our organisation could be more inclusive and better support them.

The meeting will be on this Friday 3 November at 14:00-15:30.

Please join the event and spread the word amongst your colleagues!

Meeting Zoom link: https://tuni.zoom.us/j/67959980901 (Meeting ID: 679 5998 0901)