Program

Tuesday. 3.11 

Registration 8.45–9.15 

Opening words 9.15–9.30 

Keynote 9.30–10.30 

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

Session 1 (Gambling) 10.30–11.30 

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?

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

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 

Lunch 12.30–13.30 

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

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

Session 3 (Situated gaming) 14.15–15.15 

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

Coffee 15.15–15.45 

Session 4 (History) 15.45–16.30 

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

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

Välisalo – Gambling in 19th century Finland 

Session 5 (Worlds beyond) 16.30–17.15 

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 

Dinner 19.00 at Taproom Hiisi

Wednesday 4.11 

Keynote 9.30–10.30 

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

Session 1 (Methodology) 10.30–11.30 

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

Session 2 (Game feels) 11.30–12.30 

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 

Lunch 12.30–13.30 

Reminiscing Play Workshop 13.30–14.30 

Session 3 (Game Industry) 14.30–15.15 

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 

Coffee 15.15–15.45 

Session 4 (State of game research in Finland) 15.45–16.15 

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

Closing words 16.15–16.30