Program

Tuesday 3.11. (Room C1)

8.45–9.15 Registration  

9.15–9.30 Opening words

9.30–10.30 Keynote  

Ulla Richardson (University of Jyväskylä) – Bubbling up: The making of evidence-based learning game Lukukupla to support reading skill development

10.30–11.30 Session 1 (Gambling)

Varismaa – Oh how we love to gamble: Addictive gacha mechanics in Pokémon TCG, consumerism, and life in a dopamine-deprived world 

Caus – Are gacha games real games? A case study of The Game Awards and nominated games 

Rautoja – Product and interface design features in online gambling: A scoping review

Kinnunen – How to prevent gambling and gaming harm in changing gam(bl)ing landscape?

11.30–12.30 Session 2 (Young people, community, and institutions)

Taino – Neurodiversity inclusion in digital game activities 

Ståhl & Rusk – Situated learning and identity among youth playing CS:GO – An example of interdisciplinary game research in Finland 

Pelkonen – Making Roblox analyzable in school: Transcontextual meaning-making in collaborative game analysis 

Rantanen & Ruotsalainen – Full gallop ahead: Sportification of hobbyhorsing and bodies at play 

12.30–13.30 Lunch

13.30–14.15 The winners of the Game studies thesis competition 2026  

Varismaa – Why to play? – What motivates players to participate in orthogamic trading card game play

Berger – Ambiguity and Aastraction as tools to foster interpretation of video game narratives

Korpela – Harmless and useful, disastrous and unnecessary: ​​Public discussion on the legalization of gambling in 1920s Finland

14.15–15.15 Session 3 (Situated gaming)

Meriläinen – Changing for the better? Men in gaming through the lens of critical hope

Friman, Kalmanlehto, Maletska & Taino – Game cultural participation, inclusion, and exclusion in Finland 

Maletska – Embodiment, genders and cultures in video game interactions: highlights of the dissertation study on TGD players’experiences 

Mohammed – Understanding esports diffusion and ecosystem formation in MENA

15.15–15.45 Coffee

15.45–16.30 Session 4 (History)

Lahti – Spelledare or Dungeon Master? English expressions in Swedish texts about role-playing games in Finnish publications  (Cancellation)

Suominen, Reunanen & Nylund – Games as difficult heritage: Issues, examples and possible solutions

Välisalo – Gambling in 19th century Finland 

16.30–17.15 Session 5 (Worlds beyond)

Hoang – The flexibility of affordance in puzzle games and how it enables us to understand dreams 

Piispanen – Quantum games as an extreme case of interdisciplinary game development 

Viitasalo – The ethics of single-player video games: ethically significant contexts and morally relevant entities 

19.00 Dinner at Taproom Hiisi

Wednesday 4.11. (Room C4)

9.00–9.30 Morning coffee

9.30–10.30 Keynote  

Annakaisa Kultima (Aalto University) – Praxiological criticality in game studies

10.30–11.30 Session 1 (Methodology)  

Davidsson – Modding a method: Introducing adaptational mythocritique in video game research 

Mansikka – The study of religion and videogames so far 

Özkan & Bas – Cheating in context: A scenario-based analysis of avid players’ motivations in digital games

11.30–12.30 Session 2 (Game feels)  

DSouza, Galeote, Nikoletta-Zampeta & Hamari – Potential model for juiciness 

Kauraoja – The player appeal of randomness in games and gambling: A review and conceptual analysis 

Heikkilä, Tuuri & Vahlo – First impressions: A mixed-methods analysis of affective music in video game opening scenes 

Salmirinne – Extracting audiovisual rhythm features to study suspense in sports and esports livestreams 

12.30–13.30 Lunch  

13.30–14.30 Reminiscing Play Workshop by Jaakko Suominen and Tanja Välisalo (Room C5)

14.30–15.15 Session 3 (Game Industry)  

Valja – Skills competitions in art and design of games 

Poikela – Praxis of game writing and narrative design 

Koskinen, Ruotsalainen & Tuuri – Designing fun—Understandings of fun across game and educational industries 

15.15–15.45 Coffee  

15.45–16.30 Session 4 (State of game research in Finland)  

Kolehmainen – Critical approaches in Finnish Game Studies – A scoping review

Korkeila – Findings from the “The meta of game and play research in Finland: A registered report” phase 2 

Sotamaa – The changing roles of national-level disciplinary associations

16.30–16.45 Closing words