2020
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.
Grufstedt, Ylva
Counterfactual History and Game Design Practice in Digital Strategy Games Väitöskirja
2020.
@phdthesis{Grufstedt2020a,
title = {Counterfactual History and Game Design Practice in Digital Strategy Games},
author = {Ylva Grufstedt},
url = {https://helda.helsinki.fi/items/2638112e-d203-4e10-a898-f990b3641f09},
year = {2020},
date = {2020-01-01},
urldate = {2024-08-30},
keywords = {},
pubstate = {published},
tppubtype = {phdthesis}
}
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.
Hämäläinen, Lasse
Nimet verkossa: Tutkimus verkkoyhteisöjen käyttäjänimistä ja virtuaalisen minigolfpelin radannimistä Väitöskirja
Suomen kieli, Helsingin yliopisto, 2019, ISBN: 978-951-51-5259-6.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Hämäläinen2019,
title = {Nimet verkossa: Tutkimus verkkoyhteisöjen käyttäjänimistä ja virtuaalisen minigolfpelin radannimistä},
author = {Lasse Hämäläinen},
url = {http://urn.fi/URN:ISBN:978-951-51-5259-6},
isbn = {978-951-51-5259-6},
year = {2019},
date = {2019-01-01},
school = {Suomen kieli, Helsingin yliopisto},
abstract = {nternet on muuttanut useita yhteiskunnan ja kulttuurin osa-alueita, myös viestintää ja sen välineenä toimivaa kieltä. Kielen muutosta on tutkittu runsaasti eri näkökulmista, mutta erisnimet ovat jääneet varsin vähälle huomiolle. Tämä väitöskirja paikkaa aukkoa käsittelemällä kahta verkossa esiintyvää nimikategoriaa: käyttäjänimiä ja radannimiä. Teoreettiselta ja metodologiselta taustaltaan se perustuu vahvimmin nimistöntutkimuksen alaan mutta myös useisiin muihin tieteenaloihin, kuten tietokonevälitteisen viestinnän, videopelien, digitaaliseen kulttuurin sekä huumekaupan ja -kulttuurin tutkimukseen. Tutkimus koostuu neljästä tutkimusartikkelista sekä niiden antia kokoavasta yhteenveto-osuudesta.
Useissa verkkopalveluissa käyttäjä voi luoda itselleen henkilökohtaisen käyttäjänimen, jonka avulla muut käyttäjät tunnistavat hänet. Artikkeli I luo laajan aineiston tuella yleiskuvan käyttäjänimistä suomalaisissa verkkoyhteisöissä. Tarkastelu kohdistuu erityisesti nimien rakenteeseen ja semantiikkaan. Artikkeli II käsittelee huumemyyjien käyttäjänimiä Tor-verkon kansainvälisellä kauppapaikalla. Artikkelissa tarkastellaan erityisesti, millaisia tietoja ja mielikuvia myyjät välittävät itsestään ostajille rakentaessaan verkkohuumekaupan edellyttämää luottamusta. Videopelit koostuvat usein erillisistä pelitiloista, joita tässä tutkimuk-sessa kutsutaan radoiksi. Artikkeli III tarkastelee ratojen nimiä verkkopeliyhteisö Aapelissa sijainneessa Minigolf-pelissä. Erityishuomion kohteena ovat nimenantoperusteet: millaisia yhteyksiä nimillä on ratojen ominaisuuksiin? Artikkeli IV jatkaa Minigolfin radannimien tarkastelua muistettavuuden näkökulmasta: millaiset nimet ovat helppoja tai vaikeita muistaa? Pelin harrastajille teetettyjen empiiristen muistikokeiden tulokset osoittavat, että muistamiseen vaikuttavat niin nimenantoperuste, nimen kieli ja pituus kuin radan pelilliset ominaisuudet.
Tutkimuksen yhteenveto-osuudessa arvioidaan käyttäjä- ja radannimien eroja ja yhtäläisyyksiä. Huomattavimpia yhteisiä piirteitä ovat nimien uniikkius, intertekstuaalisuus, englannin kielen vaikutus, tekosanojen runsas käyttö sekä tietynlainen nimenannon huolettomuus ja leikkisyys. Yhteenvedossa pohditaan myös väitöskirjan kokonaisuuden tärkeintä tutkimuskysymystä: onko verkko muuttanut tapojamme antaa ja käyttää nimiä. Vastaus on maltillinen: kyllä ja ei. Verkon nimissä on piirteitä, joita reaalimaailman nimikategorioissa ei esiinny. Toisaalta myös yhtäläisyyksiä on paljon, ja paikoin ne perustunevat reaalimaailman nimistä omaksuttuihin malleihin.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Useissa verkkopalveluissa käyttäjä voi luoda itselleen henkilökohtaisen käyttäjänimen, jonka avulla muut käyttäjät tunnistavat hänet. Artikkeli I luo laajan aineiston tuella yleiskuvan käyttäjänimistä suomalaisissa verkkoyhteisöissä. Tarkastelu kohdistuu erityisesti nimien rakenteeseen ja semantiikkaan. Artikkeli II käsittelee huumemyyjien käyttäjänimiä Tor-verkon kansainvälisellä kauppapaikalla. Artikkelissa tarkastellaan erityisesti, millaisia tietoja ja mielikuvia myyjät välittävät itsestään ostajille rakentaessaan verkkohuumekaupan edellyttämää luottamusta. Videopelit koostuvat usein erillisistä pelitiloista, joita tässä tutkimuk-sessa kutsutaan radoiksi. Artikkeli III tarkastelee ratojen nimiä verkkopeliyhteisö Aapelissa sijainneessa Minigolf-pelissä. Erityishuomion kohteena ovat nimenantoperusteet: millaisia yhteyksiä nimillä on ratojen ominaisuuksiin? Artikkeli IV jatkaa Minigolfin radannimien tarkastelua muistettavuuden näkökulmasta: millaiset nimet ovat helppoja tai vaikeita muistaa? Pelin harrastajille teetettyjen empiiristen muistikokeiden tulokset osoittavat, että muistamiseen vaikuttavat niin nimenantoperuste, nimen kieli ja pituus kuin radan pelilliset ominaisuudet.
Tutkimuksen yhteenveto-osuudessa arvioidaan käyttäjä- ja radannimien eroja ja yhtäläisyyksiä. Huomattavimpia yhteisiä piirteitä ovat nimien uniikkius, intertekstuaalisuus, englannin kielen vaikutus, tekosanojen runsas käyttö sekä tietynlainen nimenannon huolettomuus ja leikkisyys. Yhteenvedossa pohditaan myös väitöskirjan kokonaisuuden tärkeintä tutkimuskysymystä: onko verkko muuttanut tapojamme antaa ja käyttää nimiä. Vastaus on maltillinen: kyllä ja ei. Verkon nimissä on piirteitä, joita reaalimaailman nimikategorioissa ei esiinny. Toisaalta myös yhtäläisyyksiä on paljon, ja paikoin ne perustunevat reaalimaailman nimistä omaksuttuihin malleihin.
Kalmanlehto, Johan
Taidekasvatus, Jyväskylän yliopisto, 2019, ISBN: 978-951-39-7847-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kalmanlehto2019,
title = {Beyond the figure: The notion of mimetic subject formation in Philippe Lacoue-Labarthe’s philosophy and its relevance to digital gameplay},
author = {Johan Kalmanlehto},
url = {http://urn.fi/URN:ISBN:978-951-39-7847-1},
isbn = {978-951-39-7847-1},
year = {2019},
date = {2019-01-01},
school = {Taidekasvatus, Jyväskylän yliopisto},
abstract = {This dissertation investigates the notion of mimetic formation of the subject in Philippe Lacoue-Labarthe’s philosophical writing in relation to digital gameplay. The aim of the research is to provide an interpretation of Lacoue-Labarthe’s thought, which is relevant to the notion of the subject of gamic action. The research materials consist of a selection of Lacoue-Labarthe’s early texts and theories of digital games. Investigation of this material is conducted as a theoretical research through close reading and philosophical writing, which aims to demonstrate the implications of Lacoue-Labarthe’s philosophy in relation to contemporary digital culture. The work is divided into three main parts: 1) the basis of Lacoue-Labarthe’s thought, 2) the notion of the subject of gamic agency in digital gameplay and 3) Lacoue-Labarthean aspects of gamic mimesis. The first part explores Lacoue-Labarthe’s philosophical background and main theses, and the second constructs a theoretically justified conception of digital gameplay. The final part introduces digital gameplay into readings of Lacoue-Labarthe. Lacoue-Labarthe characterizes the subject through a loss of its proper essence. When presenting its identity, the subject becomes doubled into the agent and the product of self-presentation. This is an incessant process of formation and deformation through voluntary and involuntary imitation of models, which Lacoue-Labarthe inspects as mimesis. On a fundamental level, mimesis functions unconsciously, and takes place before the emergence of a sense of self and conscious thought and imagery. In this study, games are considered as structures of goals and obstacles; digital games are examined as concealed algorithmic rule systems that are written in programming languages and executed by the computer’s hardware. Digital gameplay is an interaction with such systems. It occurs as an agency within the gameworld, through which the player experiments with possibilities of gamic action. Discussing this conception of gameplay through Lacoue-Labarthe’s writing produces four aspects of gamic mimesis: the struggle for mastery, the paradox of gameplay, gameplay as rhythm, and gameplay as the sublime. These openings to a Lacoue-Labarthean interpretation of gameplay suggest that subject formation in gameplay occurs beyond the figure, on an imperceptible stage of gamic action, in which the subject is produced through the algorithmic system.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Loponen, Mika
The semiospheres of prejudice in the fantastic arts: The inherited racism of irrealia and their translation Väitöskirja
Englantilainen filologia, Helsingin yliopisto, 2019, ISBN: 978-951-51-4887-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, fantasy, game studies, racism, science fiction, semiotics, transmediality
@phdthesis{Loponen2019,
title = {The semiospheres of prejudice in the fantastic arts: The inherited racism of irrealia and their translation},
author = {Mika Loponen},
url = {http://urn.fi/URN:ISBN:978-951-51-4888-9},
isbn = {978-951-51-4887-2},
year = {2019},
date = {2019-01-01},
school = {Englantilainen filologia, Helsingin yliopisto},
abstract = {This study discusses the evolution of racialized concepts in the genres of the fantastic, especially fantasy, science fiction, and supernatural horror. It provides the first detailed interpretation of how such concepts are constructed and how they develop based on their interaction with the evolving cultural landscapes, thus showing how characteristics are borrowed from real world cultural stereotypes. The analysis concentrates on fantastic renderings of racialized stereotypes based on real world cultural fears. The concepts are examined both in their source cultures and through the lenses of transmediality and translation. As the fantastic arts have always been heavily transmedial in nature, the study is not limited to a certain art form, but views all media as complementary in producing concepts of the fantastic, either by adding new facets to the concepts, or by changing them on a temporal basis.
Contextualizing concepts in the fantastic arts through their linkage to the real world cultural development provides a method through which we can perceive how the concepts are built on – and preserve – racialized stereotypes of their cultures of origin. In order to do so, this study provides a framework that utilizes several approaches from cultural semiotics as well as translation studies. Furthermore, it presents a view of the evolution of the genres in specific media through case studies. The framework is applied to some well-known fantastic concepts (orcs, dwarves, goblins, and gnomes), by mapping their entry into the fantastic arts and examining how the changes in their signifying imagery have affected their allusive links to the real world stereotypes that are (intentionally or non-intentionally) portrayed through them. In addition, translational tools are applied in a case study to examine how racialized features are transported to a new cultural setting in translation.
The study argues that the inclusion of properties of racialized stereotypes from real world cultures to fantastic concepts is widespread and that especially negative racialized allusions often survive in texts of the fantastic, even after they have been perceived as offensive in the real world cultures from which they stem. It displays how racialized narratives can change when fantastic concepts inherit properties from new real world racialized stereotypes, and how inheriting signifiers from a “positive” real world racialization can affect the negative properties of fantastic concepts.},
keywords = {englanninkieliset väitöskirjat, fantasy, game studies, racism, science fiction, semiotics, transmediality},
pubstate = {published},
tppubtype = {phdthesis}
}
Contextualizing concepts in the fantastic arts through their linkage to the real world cultural development provides a method through which we can perceive how the concepts are built on – and preserve – racialized stereotypes of their cultures of origin. In order to do so, this study provides a framework that utilizes several approaches from cultural semiotics as well as translation studies. Furthermore, it presents a view of the evolution of the genres in specific media through case studies. The framework is applied to some well-known fantastic concepts (orcs, dwarves, goblins, and gnomes), by mapping their entry into the fantastic arts and examining how the changes in their signifying imagery have affected their allusive links to the real world stereotypes that are (intentionally or non-intentionally) portrayed through them. In addition, translational tools are applied in a case study to examine how racialized features are transported to a new cultural setting in translation.
The study argues that the inclusion of properties of racialized stereotypes from real world cultures to fantastic concepts is widespread and that especially negative racialized allusions often survive in texts of the fantastic, even after they have been perceived as offensive in the real world cultures from which they stem. It displays how racialized narratives can change when fantastic concepts inherit properties from new real world racialized stereotypes, and how inheriting signifiers from a “positive” real world racialization can affect the negative properties of fantastic concepts.
Majuri, Joonas
Dopamine, opioid and serotonin neurotransmission in behavioral addictions Väitöskirja
Neurologia, Turun yliopisto, 2019, ISBN: 978-951-29-7570-9.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Majuri2019,
title = {Dopamine, opioid and serotonin neurotransmission in behavioral addictions},
author = {Joonas Majuri},
url = {https://urn.fi/URN:ISBN:978-951-29-7570-9},
isbn = {978-951-29-7570-9},
year = {2019},
date = {2019-01-01},
school = {Neurologia, Turun yliopisto},
abstract = {Behavioral addictions are psychiatric disorders, in which the object of addiction is not a drug but instead behavior itself, such as gambling or eating. Behavioral addictions share clinical features with substance use disorder, including tolerance against behavior, continued behavior despite negative consequences, withdrawal symptoms and craving. However, little is known about the pathophysiology of these disorders. Behavioral addictions may also serve as a model to investigate the brain reward system at its purest form, without confounding chemical properties of misused drugs.
The aim of this study was to investigate brain neurotransmitter function in behavioral addictions. Brain dopamine, opioid and serotonin systems were investigated in pathological gambling (PG), in binge eating disorder (BED) and in a control group using positron emission tomography (PET). PET scans were performed using [18F]fluorodopa to target presynaptic dopamine synthesis rate; [11C]carfentanil to label μ-opioid receptors (MORs); and [11C]MADAM to label serotonin transporter. Statistical analyses covered betweengroup comparisons in all three groups, intraregional PET tracer correlations in the PG and the control groups, and correlations between impulsivity and tracer binding in the PG and the control groups.
BED patients showed decreased nucleus accumbens dopamine synthesis, wide-spread decreases in MOR binding, and regionally selective increases and decreases in SERT binding, whereas PG patients failed to show any changes in relation to controls. The changes were independent from possible confounding factors. Dopamine synthesis rate correlated positively with MOR binding in the basal ganglia in both PG and control groups. Impulsivity correlated inversely with SERT binding in the prefrontal cortex in controls. This association was lost in PG, and instead, midbrain MOR binding was related both with impulsivity and nucleus accumbens dopamine synthesis rate.
The results of this study indicate that phenotypically distinct behavioral addictions differ also by their neurobiology. Importantly, the findings contrast with previously published results in substance addictions, indicating individual neurobiology in distinct addiction disorders. Whether the observed neurotransmitter alterations in BED and altered relationship between receptor densities and impulsivity in PG reflect predisposing pathophysiology or a neural adaptation remains to be established.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The aim of this study was to investigate brain neurotransmitter function in behavioral addictions. Brain dopamine, opioid and serotonin systems were investigated in pathological gambling (PG), in binge eating disorder (BED) and in a control group using positron emission tomography (PET). PET scans were performed using [18F]fluorodopa to target presynaptic dopamine synthesis rate; [11C]carfentanil to label μ-opioid receptors (MORs); and [11C]MADAM to label serotonin transporter. Statistical analyses covered betweengroup comparisons in all three groups, intraregional PET tracer correlations in the PG and the control groups, and correlations between impulsivity and tracer binding in the PG and the control groups.
BED patients showed decreased nucleus accumbens dopamine synthesis, wide-spread decreases in MOR binding, and regionally selective increases and decreases in SERT binding, whereas PG patients failed to show any changes in relation to controls. The changes were independent from possible confounding factors. Dopamine synthesis rate correlated positively with MOR binding in the basal ganglia in both PG and control groups. Impulsivity correlated inversely with SERT binding in the prefrontal cortex in controls. This association was lost in PG, and instead, midbrain MOR binding was related both with impulsivity and nucleus accumbens dopamine synthesis rate.
The results of this study indicate that phenotypically distinct behavioral addictions differ also by their neurobiology. Importantly, the findings contrast with previously published results in substance addictions, indicating individual neurobiology in distinct addiction disorders. Whether the observed neurotransmitter alterations in BED and altered relationship between receptor densities and impulsivity in PG reflect predisposing pathophysiology or a neural adaptation remains to be established.
Mystakidis, Stylianos
Motivation enhanced deep and meaningful learning with social virtual reality Väitöskirja
Informaatioteknologia, Jyväskylän yliopisto, 2019, ISBN: 978-951-39-7977-5.
Abstract | Links | BibTeX | Avainsanat: deep and meaningful learning, distance education, e-learning, englanninkieliset väitöskirjat, game-based learning, MOOCs, motivation, open education, social virtual reality
@phdthesis{Mystakidis2019,
title = {Motivation enhanced deep and meaningful learning with social virtual reality},
author = {Stylianos Mystakidis},
url = {http://urn.fi/URN:ISBN:978-951-39-7977-5},
isbn = {978-951-39-7977-5},
year = {2019},
date = {2019-01-01},
school = {Informaatioteknologia, Jyväskylän yliopisto},
abstract = {Current online teaching and learning practices in distance education face limitations in terms of quality and effectiveness. The theories of deep and meaningful learning have the potential to address these challenges by placing emphasis on the cognitive, social and affective aspect of learning by engaging the person holistically. New e-learning models and frameworks are needed to develop and sustain learners’ high levels of motivation, engagement and satisfaction. This dissertation’s focus is on the motivation enhancement methods for deep and meaningful learning in distant education. The overall goal is to find out the effect of motivation-enhancement approaches using social virtual reality environments in e-learning and open education. Game-based approaches for enhancing intrinsic motivation include playful design, gamification and serious games. Previous empirical research in attendance-based, blended learning and online settings has shown promising results. However, there is a need for researching the effect of motivation enhancement methods in e-learning regarding the quality of learning. Can we improve learning quality and help learners achieve deep meaningful learning when instructional design and teaching focuses on intrinsic motivation? To understand the effect of motivation enhancement, eight articles were authored using research designs based on qualitative and quantitative methods. The dissertation proposes four tentative frameworks towards deep and meaningful e-learning utilizing game-based motivation enhancement methods; OpenQuest, Serious E-scape Room, the Blended Model for Deep & Meaningful E-learning in Social Virtual Reality Environments and the Patras Blended Strategy Model. The results from this study can accelerate the improvement of e-learning quality to address pressing societal and economic educational needs that affect the future of higher education and life-long learning. Facilitating deep and meaningful learning in online education to provide high-quality, flexible, personalized and transformative learning for large audiences could open new educational frontiers towards new milestones of economic growth, social progress and wellbeing.},
keywords = {deep and meaningful learning, distance education, e-learning, englanninkieliset väitöskirjat, game-based learning, MOOCs, motivation, open education, social virtual reality},
pubstate = {published},
tppubtype = {phdthesis}
}
Pyky, Riitta
Liikuntalääketiede, Oulun yliopisto, 2019, ISBN: 978-952-62-2456-5.
Abstract | Links | BibTeX | Avainsanat: adolescent, englanninkieliset väitöskirjat, environment, exercise, gamification, health, intervention, parents, physical activity, sedentary behaviour, tailoring, youth
@phdthesis{Pyky2019,
title = {Physical activity and sedentary behaviour in young men: The determinants and effectiveness of a tailored, mobile, gamified intervention},
author = {Riitta Pyky},
url = {http://urn.fi/urn:isbn:9789526224565},
isbn = {978-952-62-2456-5},
year = {2019},
date = {2019-01-01},
school = {Liikuntalääketiede, Oulun yliopisto},
abstract = {Physical inactivity and sedentary behaviour (SB) are harmful to health, but both globally and in Finland, 80% of adolescents are not physically active enough and they sit too much. Unhealthy behaviour seems to accumulate in young men. Factors underlying unhealthy behaviour should be identified, and based on these, effective interventions for health promotion should be developed. In this study we aimed to clarify the determinants of physical activity (PA) and SB in young men. In addition, we studied the effects of a gamified, tailored, mobile PA intervention on PA and subjective wellbeing.
Population-based data were collected in call-ups organized by the Finnish Defence Forces in 2010, 2012 and 2013 in the Oulu area, Finland. Altogether 2526 approximately 18-year-old men filled in a questionnaire, attended physical performance tests and went through a medical examination. In 2013, all 811 men who attended physiological measurements were invited to participate in a six-month randomized controlled trial, and 496 (61%) of them agreed to do so and were randomized into intervention (n=250) and control (n=246) groups. The intervention group got access to a mobile service developed in this study. PA and SB were continuously monitored during the trial. The PA and SB of the controls was measured without feedback on behaviour.
The profiles “exercising but sitting”, “feeling unhappy”, “symptoms of disordered eating”, “being unfit with appearance-related motivation” and “gaming” were found among the sedentary young men. The men living in both built and natural environments were equally physically active. The mother’s PA was associated with PA in men living in the built environment and the father’s PA with PA among natural environment residents. The intervention had a borderline positive effect on moderate-to-vigorous PA, but there was no change in SB or light PA. Life satisfaction improved both in the intervention group and the control group. Various functionalities related to the PA of the mobile service were considered important. However, the compliance in using the service was limited. Improvements in PA, self-rated health and life satisfaction were seen, especially among the men in the intervention group with low levels of PA and poor subjective wellbeing at baseline.
This study complements existing knowledge on the PA and SB of youth and the findings on the effects of technology-based PA promotion. The study adds to literature on individual, environmental and parental factors underlying SB and PA in young men. These findings highlight the importance of individually designed health promotion among young men.},
keywords = {adolescent, englanninkieliset väitöskirjat, environment, exercise, gamification, health, intervention, parents, physical activity, sedentary behaviour, tailoring, youth},
pubstate = {published},
tppubtype = {phdthesis}
}
Population-based data were collected in call-ups organized by the Finnish Defence Forces in 2010, 2012 and 2013 in the Oulu area, Finland. Altogether 2526 approximately 18-year-old men filled in a questionnaire, attended physical performance tests and went through a medical examination. In 2013, all 811 men who attended physiological measurements were invited to participate in a six-month randomized controlled trial, and 496 (61%) of them agreed to do so and were randomized into intervention (n=250) and control (n=246) groups. The intervention group got access to a mobile service developed in this study. PA and SB were continuously monitored during the trial. The PA and SB of the controls was measured without feedback on behaviour.
The profiles “exercising but sitting”, “feeling unhappy”, “symptoms of disordered eating”, “being unfit with appearance-related motivation” and “gaming” were found among the sedentary young men. The men living in both built and natural environments were equally physically active. The mother’s PA was associated with PA in men living in the built environment and the father’s PA with PA among natural environment residents. The intervention had a borderline positive effect on moderate-to-vigorous PA, but there was no change in SB or light PA. Life satisfaction improved both in the intervention group and the control group. Various functionalities related to the PA of the mobile service were considered important. However, the compliance in using the service was limited. Improvements in PA, self-rated health and life satisfaction were seen, especially among the men in the intervention group with low levels of PA and poor subjective wellbeing at baseline.
This study complements existing knowledge on the PA and SB of youth and the findings on the effects of technology-based PA promotion. The study adds to literature on individual, environmental and parental factors underlying SB and PA in young men. These findings highlight the importance of individually designed health promotion among young men.
Sengupta, Lahari
Evaluation and players performance of the location-based game O-Mopsi Väitöskirja
Tietojenkäsittelytiede, Itä-Suomen yliopisto, 2019, ISBN: 978-952-61-3249-5.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Sengupta2019,
title = {Evaluation and players performance of the location-based game O-Mopsi},
author = {Lahari Sengupta},
url = {http://urn.fi/URN:ISBN:978-952-61-3249-5},
isbn = {978-952-61-3249-5},
year = {2019},
date = {2019-01-01},
school = {Tietojenkäsittelytiede, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Sjöblom, Max
Spectating play: Investigating motivations for watching others play games Väitöskirja
Tietotekniikka, Aalto-yliopisto, 2019, ISBN: 978-952-60-8470-1 .
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, esports, media consumption, streaming
@phdthesis{Sjöblom2019,
title = {Spectating play: Investigating motivations for watching others play games},
author = {Max Sjöblom},
url = {http://urn.fi/URN:ISBN:978-952-60-8470-1},
isbn = {978-952-60-8470-1 },
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
school = {Tietotekniikka, Aalto-yliopisto},
abstract = {The games industry has, during the past decades, evolved into one of the largest forms of entertainment on the planet, surpassing previous entertainment industry giants such as the movie industry. While video games have existed for 60 years, a more recent phenomenon is the cultural activity of watching others play. While one might easily comprehend the reasons for choosing to engage in active playing of video games, the motivations for watching others do so, is one that perplexes many. Thus, this dissertation aims at investigating the motivations for spectating others playing video games.
The first topic that this dissertation covers is that of competitive video games, more commonly called esports (electronic sports). Through a seminal publication on esports, we help both define what the concept means, as well as empirically investigate motivations for spectating esports through the internet. This is then continued with a comparative study, utilizing data for both online spectating and live attendance of esports to further our understanding of what drives people to consume esports content.
The second approach of this dissertation is to look at the cultural phenomenon of video game live streaming, in this dissertation simply referred to by the term streaming. Streaming has become a popular pastime for many people, and for many also a career path on the Twitch platform, often in tandem with other forms of content creation on platforms such as YouTube. This dissertation studies the phenomenon of streaming through three separate studies. The first looks at motivations for consuming streaming content through the lens of uses and gratifications, while the second study delves deeper into the specifics of different types of streaming content and game genres. The third study focuses particularly on the social motivations present, and how these influence modes of engagement on the Twitch platform.
All of the five studies within this dissertation employ quantitative analysis methods, using large-scale international survey studies as the primary data collection instrument. This approach enables us to generate high level understanding of behavioral motivations related to these phenomena. Through the use of sophisticated statistical modelling methods in the form of partial-least squares structural equation modelling (PLS-SEM), we are able to investigate which motivational factors predict continued usage, among other factors. Through five distinct scientific studies, this dissertation is able to effectively describe the motivations for consuming content in relation to two forms of spectating play: esports & game streaming. This dissertation, and the publications within, serves as one of the first empirical and quantitative investigations into the realm of spectating play.},
keywords = {englanninkieliset väitöskirjat, esports, media consumption, streaming},
pubstate = {published},
tppubtype = {phdthesis}
}
The first topic that this dissertation covers is that of competitive video games, more commonly called esports (electronic sports). Through a seminal publication on esports, we help both define what the concept means, as well as empirically investigate motivations for spectating esports through the internet. This is then continued with a comparative study, utilizing data for both online spectating and live attendance of esports to further our understanding of what drives people to consume esports content.
The second approach of this dissertation is to look at the cultural phenomenon of video game live streaming, in this dissertation simply referred to by the term streaming. Streaming has become a popular pastime for many people, and for many also a career path on the Twitch platform, often in tandem with other forms of content creation on platforms such as YouTube. This dissertation studies the phenomenon of streaming through three separate studies. The first looks at motivations for consuming streaming content through the lens of uses and gratifications, while the second study delves deeper into the specifics of different types of streaming content and game genres. The third study focuses particularly on the social motivations present, and how these influence modes of engagement on the Twitch platform.
All of the five studies within this dissertation employ quantitative analysis methods, using large-scale international survey studies as the primary data collection instrument. This approach enables us to generate high level understanding of behavioral motivations related to these phenomena. Through the use of sophisticated statistical modelling methods in the form of partial-least squares structural equation modelling (PLS-SEM), we are able to investigate which motivational factors predict continued usage, among other factors. Through five distinct scientific studies, this dissertation is able to effectively describe the motivations for consuming content in relation to two forms of spectating play: esports & game streaming. This dissertation, and the publications within, serves as one of the first empirical and quantitative investigations into the realm of spectating play.
2018
Alavesa, Paula
Playful appropriations of hybrid space: Combining virtual and physical environments in urban pervasive games Väitöskirja
Tietotekniikka, Oulun yliopisto., 2018, ISBN: 978-952-62-2138-0.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, game user research, location-based mobile games, pervasive games, player experience
@phdthesis{Alavesa2018,
title = {Playful appropriations of hybrid space: Combining virtual and physical environments in urban pervasive games},
author = {Paula Alavesa},
url = {https://urn.fi/URN:ISBN:9789526221380},
isbn = {978-952-62-2138-0},
year = {2018},
date = {2018-01-01},
school = {Tietotekniikka, Oulun yliopisto.},
abstract = {Modern urban space, technological infrastructure, and sociability combine into a hybrid space that is the arena for urban pervasive games. Over the past two decades the changes in this game arena have been stealthy although substantial. Technological developments have helped to achieve true mobility of gaming devices, increased precision in localization, improved connectivity, and reduced orchestration required per player. Current pervasive location-based games can be played anytime anywhere. Subsequently, doors have been opened for a growing number of commercial games. These changes demand a new conceptualization of the urban game arena.
This thesis focuses on playful appropriations of hybrid space. Hybrid space is urban space that entails ubiquitous technologies. Therefore, playful appropriations of hybrid space are always, to some extent, digital as well as urban. Prior research has identified two metaphors for urban pervasive games —true mobility and true sociability. This thesis proposes an additional metaphor, called synchronicity, for binding together different realities in pervasive games. They can be anything from mirror world like realistic virtual environments, such as 3D virtual representations of a city, to abstract realities, such as the backstory of the game, or the space identity of a certain location. While location awareness is an important binding factor between the virtual and physical worlds in pervasive gameplay, synchronizable elements can be anything from encouraged collocated gameplay to semantic similarities between the combined realities.
This thesis is based on five game constructs that have been specifically designed and implemented as pervasive research games. Research data has been collected and analyzed with a mixed methods approach from field trials conducted in the wild. Constructive research is complemented with a literature review that maps the characteristics of current location-based mobile games and the game space. The main contribution of this thesis is the identification of the digital, abstract, and physical layers of reality in digital urban pervasive games. The second contribution is the identification and categorization of the synchronizable elements that bind these realities together. This thesis offers initial insights into translating this knowledge into the design of future pervasive games.},
keywords = {englanninkieliset väitöskirjat, game user research, location-based mobile games, pervasive games, player experience},
pubstate = {published},
tppubtype = {phdthesis}
}
This thesis focuses on playful appropriations of hybrid space. Hybrid space is urban space that entails ubiquitous technologies. Therefore, playful appropriations of hybrid space are always, to some extent, digital as well as urban. Prior research has identified two metaphors for urban pervasive games —true mobility and true sociability. This thesis proposes an additional metaphor, called synchronicity, for binding together different realities in pervasive games. They can be anything from mirror world like realistic virtual environments, such as 3D virtual representations of a city, to abstract realities, such as the backstory of the game, or the space identity of a certain location. While location awareness is an important binding factor between the virtual and physical worlds in pervasive gameplay, synchronizable elements can be anything from encouraged collocated gameplay to semantic similarities between the combined realities.
This thesis is based on five game constructs that have been specifically designed and implemented as pervasive research games. Research data has been collected and analyzed with a mixed methods approach from field trials conducted in the wild. Constructive research is complemented with a literature review that maps the characteristics of current location-based mobile games and the game space. The main contribution of this thesis is the identification of the digital, abstract, and physical layers of reality in digital urban pervasive games. The second contribution is the identification and categorization of the synchronizable elements that bind these realities together. This thesis offers initial insights into translating this knowledge into the design of future pervasive games.
February, Pamela J
Teaching and learning to read in Afrikaans: Teacher competence and computer-assisted support Väitöskirja
Psykologia, Jyväskylän yliopisto, 2018, ISBN: 978-951-39-7515-9.
Abstract | Links | BibTeX | Avainsanat: Afrikaans, computer-assisted reading intervention, englanninkieliset väitöskirjat, GraphoGame, motivation, reading instruction, reading skills
@phdthesis{February2018,
title = {Teaching and learning to read in Afrikaans: Teacher competence and computer-assisted support},
author = {Pamela J February},
url = {http://urn.fi/URN:ISBN:978-951-39-7515-9},
isbn = {978-951-39-7515-9},
year = {2018},
date = {2018-01-01},
school = {Psykologia, Jyväskylän yliopisto},
abstract = {This thesis is in the form of a monograph consisting of three distinct, but related studies. The three studies examined Grade 1 teachers’ knowledge and perceptions of reading instruction in classrooms in Namibia; and the use of GraphoGame in Afrikaans as a digital learning tool and as an intervention tool for struggling readers. Three data sets were collected: teachers (N = 132), children (N = 202) and struggling readers (N = 19). The results offered three main findings. First, the results revealed that teachers lacked basic knowledge regarding language and reading instruction. Second, the effect of using the GraphoGame Afrikaans digital reading tool in the classroom showed that the gain scores of the learners who played GraphoGame Afrikaans were higher than those of learners who formed the two control groups (i.e. the GraphoMath group who played a digital mathematics tool and the no-treatment control group) in reading skills. Additionally, the results revealed that the two groups that played a digital game (GraphoGame Afrikaans or GraphoMath Afrikaans) during the intervention phase showed higher gains than the control group that did not play. The results also revealed that playing GraphoGame Afrikaans for an extended period vastly improved the reading skills of struggling readers. The evaluation of the struggling readers’ motivation revealed mixed results. Although the learners themselves had a strong self-concept and a high regard for their classroom tasks, their classroom teachers observed that they tended to avoid tasks in which they struggled. When one considers the learners’ high self- concept and motivation, which show that struggling learners have strengths, there is much hope for Namibian children’ reading acquisition.},
keywords = {Afrikaans, computer-assisted reading intervention, englanninkieliset väitöskirjat, GraphoGame, motivation, reading instruction, reading skills},
pubstate = {published},
tppubtype = {phdthesis}
}
Giunti, Guido
3MD for chronic conditions: A model for motivational mHealth design Väitöskirja
Tieto- ja sähkötekniikan tiedekunta, Oulun yliopisto, 2018, ISBN: 978-952-62-2015-4.
Abstract | Links | BibTeX | Avainsanat: chronic conditions, consumer health informatics, englanninkieliset väitöskirjat, gamification, health behavioral change, information systems, medical informatics, mHealth, user-centered design
@phdthesis{Giunti2018,
title = {3MD for chronic conditions: A model for motivational mHealth design},
author = {Guido Giunti},
url = {https://urn.fi/URN:ISBN:9789526220154},
isbn = {978-952-62-2015-4},
year = {2018},
date = {2018-01-01},
school = {Tieto- ja sähkötekniikan tiedekunta, Oulun yliopisto},
abstract = {Chronic conditions are the leading cause of death in the world. Major improvements in acute care and diagnostics have created a tendency towards the chronification of formerly terminal conditions, requiring people with these conditions to learn how to self-manage. Mobile technologies hold promise as self-management tools due to their ubiquity and cost-effectiveness.
The delivery of health-related services through the use of mobile technologies (mHealth) has grown exponentially in recent years. However, only a fraction of these solutions takes into consideration the views of relevant stakeholders like healthcare professionals or even patients. The use of behavioral change models (BCM) has proven important in developing successful health solutions, yet engaging patients remains a challenge. There is a trend in mHealth solutions called gamification that attempts to use game elements to drive user behavior and increase engagement. As it stands, designers of mHealth solutions for behavioral change in chronic conditions have no clear way of deciding what factors are relevant to consider.
This doctoral thesis is framed in Consumer Health Informatics within the field of Medical Informatics and Information Systems. The focus of this work was to discover factors for the design of mHealth solutions for chronic patients; to do so, negotiations between medical knowledge, BCM and gamification were explored through an embedded case study research methodology. The data obtained was thematically analyzed to create the Model for Motivational Mobile-health Design for Chronic conditions (3MD).
The 3MD model guides the design of condition-oriented gamified behavioral change mHealth solutions. The main components are: 1) Condition specific, which describe factors that need to be adjusted and adapted for each particular chronic condition; 2) Motivation related, which are factors that address how to influence behaviors in an engaging manner; and 3) Technology based, which are factors that are directly connected to the technical capabilities of mobile technologies. 3MD also provides a series of high level illustrative design questions for designers to use and consider during the design process.
The work on this thesis addresses a recognized gap in research and practice, and proposes a unique model that could be of use in the generation of new solutions to help chronic patients.},
keywords = {chronic conditions, consumer health informatics, englanninkieliset väitöskirjat, gamification, health behavioral change, information systems, medical informatics, mHealth, user-centered design},
pubstate = {published},
tppubtype = {phdthesis}
}
The delivery of health-related services through the use of mobile technologies (mHealth) has grown exponentially in recent years. However, only a fraction of these solutions takes into consideration the views of relevant stakeholders like healthcare professionals or even patients. The use of behavioral change models (BCM) has proven important in developing successful health solutions, yet engaging patients remains a challenge. There is a trend in mHealth solutions called gamification that attempts to use game elements to drive user behavior and increase engagement. As it stands, designers of mHealth solutions for behavioral change in chronic conditions have no clear way of deciding what factors are relevant to consider.
This doctoral thesis is framed in Consumer Health Informatics within the field of Medical Informatics and Information Systems. The focus of this work was to discover factors for the design of mHealth solutions for chronic patients; to do so, negotiations between medical knowledge, BCM and gamification were explored through an embedded case study research methodology. The data obtained was thematically analyzed to create the Model for Motivational Mobile-health Design for Chronic conditions (3MD).
The 3MD model guides the design of condition-oriented gamified behavioral change mHealth solutions. The main components are: 1) Condition specific, which describe factors that need to be adjusted and adapted for each particular chronic condition; 2) Motivation related, which are factors that address how to influence behaviors in an engaging manner; and 3) Technology based, which are factors that are directly connected to the technical capabilities of mobile technologies. 3MD also provides a series of high level illustrative design questions for designers to use and consider during the design process.
The work on this thesis addresses a recognized gap in research and practice, and proposes a unique model that could be of use in the generation of new solutions to help chronic patients.
Hamari, Lotta
Hoitotiede, Turun yliopisto, 2018, ISBN: 978-951-29-7154-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Hamari2018,
title = {Assessment and promotion of physical activity in children: With special reference to children diagnosed with cancer. },
author = {Lotta Hamari},
url = {https://urn.fi/URN:ISBN:978-951-29-7154-1},
isbn = {978-951-29-7154-1},
year = {2018},
date = {2018-01-01},
school = {Hoitotiede, Turun yliopisto},
abstract = {The aim of this study was to explore how to assess and support physical activity of children diagnosed with cancer, and to describe the physical activity levels in children diagnosed with cancer compared to healthy children.
Healthy children’s physical activity was explored with a longitudinal cohort study (study I). The proportion of those who spent less than 1 hour in leisure-time physical activities weekly was 17% at the age of 10-years, 12% at the age of 12-years, and 38% at the age of 15 (n=571). Self-perceived physical competence was positively associated with physical activity (p<0.05), and the association was strengthened with age.
At study II FitbitOne® step counts were compared to ActiGraph with an experimental design in 9-to-10-year old children (n=34). Positive correlations were consistent, r=0.94, but FitbitOne® overestimated the step counts significantly when compared to ActiGraph.
At study III, effectiveness of active video games was studied with randomised controlled trial in 3-to-16-year old children diagnosed with cancer (n=36). The intervention was not effective in physical activity (p=0.63), or motor performance (p=0.77), nor in reducing fatigue (p=1.00). Small sample size and large standard deviations may have hidden the effective results. Physical activity did not differ either by diagnosis or gender. The difference between younger children (aged 3– 8) and older children (aged 9–16) was significant for step counts (p=0.028) and physical activity min/day (p=0.042).
At study IV the physical activity levels (p=0.56) or self-perceived physical competence (p=0.78) did not differ between children diagnosed with cancer and healthy children (data from studies I and III). The promotion of physical activity both in healthy children and in children diagnosed with cancer is warranted.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Healthy children’s physical activity was explored with a longitudinal cohort study (study I). The proportion of those who spent less than 1 hour in leisure-time physical activities weekly was 17% at the age of 10-years, 12% at the age of 12-years, and 38% at the age of 15 (n=571). Self-perceived physical competence was positively associated with physical activity (p<0.05), and the association was strengthened with age.
At study II FitbitOne® step counts were compared to ActiGraph with an experimental design in 9-to-10-year old children (n=34). Positive correlations were consistent, r=0.94, but FitbitOne® overestimated the step counts significantly when compared to ActiGraph.
At study III, effectiveness of active video games was studied with randomised controlled trial in 3-to-16-year old children diagnosed with cancer (n=36). The intervention was not effective in physical activity (p=0.63), or motor performance (p=0.77), nor in reducing fatigue (p=1.00). Small sample size and large standard deviations may have hidden the effective results. Physical activity did not differ either by diagnosis or gender. The difference between younger children (aged 3– 8) and older children (aged 9–16) was significant for step counts (p=0.028) and physical activity min/day (p=0.042).
At study IV the physical activity levels (p=0.56) or self-perceived physical competence (p=0.78) did not differ between children diagnosed with cancer and healthy children (data from studies I and III). The promotion of physical activity both in healthy children and in children diagnosed with cancer is warranted.
Hassan, Lobna
Means to gameful ends: How should gamification be designed? Väitöskirja
Information Systems Science, Hanken Svenska handelshögskolan, 2018, ISBN: 978-952-232-368-2.
Abstract | Links | BibTeX | Avainsanat: civic engagement, e-participation, englanninkieliset väitöskirjat, gamefulness, gamification, motivation
@phdthesis{Hassan2018,
title = {Means to gameful ends: How should gamification be designed?},
author = {Lobna Hassan},
url = {http://hdl.handle.net/10227/198994},
isbn = {978-952-232-368-2},
year = {2018},
date = {2018-01-01},
school = {Information Systems Science, Hanken Svenska handelshögskolan},
abstract = {For a long time, information systems have been designed to provide organizational utility, efficiency, and cost reduction. As technological advancement took place, information systems grew to further facilitate personal productivity and entertainment. Out of modern systems, games have an extraordinary reach in modern society. That reach eventually became too significant to ignore without systematic study. While many individuals recognize the value of and need for hard work in life, many—perhaps all—do not wish to live in a universe of pure work or passive engagement with their life’s activities. In that light, scholars began investigating game design as a means to attain enjoyment and motivation in mundane life activities, giving birth to the gamification movement as we know it today. As a design and research stream, gamification refers to the design of systems, services, and processes to provide “gameful” experiences—psychological experiences, similar to those provided by games—to positively influence engagement with mundane life activities. While the user benefits reported from implementing gamification showcase its potentially positive impact, the understanding of how to design gamification is still in its infancy. Some gamification designs may be suitable to some users or in certain contexts, but the same designs may not have the same results for different users or in different contexts. Furthermore, current methods to design gamification have been developed in isolation, each reinventing the wheel, and hence struggle to provide comprehensive guidance for the gamification design process. This dissertation employs the goal-setting theory, showcasing how gamification design can suit the preferences of different users. The dissertation additionally investigates contextualized gamification design by employing the deliberation theory and researching design for collective, group engagement such as is seen in the context of civic engagement. Finally, the dissertation contributes a holistic gamification design method that incorporates the design knowledge currently gathered in the gamification fields, as well as lessons learned from the failure of gamification projects. The contributions complement each other and provide a multi-dimensional gamification design knowledge on how gamification should be designed. While this dissertation has theoretically and practically contributed to the knowledge on gamification design, there is more to be researched before gamification design can come close to being perfect. The journey to gamify is merely commencing. Not only is this pursuit of how to gamify essential to understand a phenomenon and the human behavior around it, but it is also essential to create a gameful reality, one not of pure work but of enjoyment, motivation, persistence and flow.},
keywords = {civic engagement, e-participation, englanninkieliset väitöskirjat, gamefulness, gamification, motivation},
pubstate = {published},
tppubtype = {phdthesis}
}
Kultima, Annakaisa
Game design praxiology Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto, 2018, ISBN: 978-952-03-0742-4.
Abstract | Links | BibTeX | Avainsanat: creativity, englanninkieliset väitöskirjat, game design, game industry, game studies, ideation
@phdthesis{Kultima2018,
title = {Game design praxiology},
author = {Annakaisa Kultima},
url = {https://urn.fi/URN:ISBN:978-952-03-0742-4},
isbn = {978-952-03-0742-4},
year = {2018},
date = {2018-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto},
abstract = {This dissertation is positioned on the multidiscipline of game studies. It presents the findings of a ten-year study of game developers and the contexts of their creative practices. As a multidisciplinary enquiry, this study draws from the theoretical and methodological traditions of creativity studies, management studies, computer science, and design research to supplement the young discipline of game studies. However, studying game developers is not a typical focus for the field of academic game research. The dissertation critically comments on the tradition of game studies for its ontological narrowness and the neglect of the relevance of the creator in the quest for understanding the phenomenon of games and play.
Altogether, this work draws from nineteen sub-studies to explore game development as experienced, highlighting issues that frame creation practices. The study is exploratory utilising multiple methods capturing the voices and realities of the creators. The overview of the study is ethnographically informed: the data collection covers an extensive period in games from 2006 to 2016, bridging the sub-studies with field work and digital ethnography at multiple industry events around the globe and social media platforms.
The findings are distilled into five claims: 1) Game design is timely and particular, 2) Game design is value pluralistic, 3) Game design process is opportunistic, 4) Game design process is a plethora of ideas, and 5) Game design practice is natured and nurtured by the surrounding ecosystem. These theses form the grounding of game design praxiology, which in this work is defined as a pursuit of studying games as created.
This dissertation takes several levels of game developers’ realities and experiences into consideration. Firstly, it addresses the changing environment and recent trends in the game industry painting a picture of a challenging field of action. Such an environment requires flexibility and adaptation from the creators making game development a constant learning process. One of the highlighted trends is the casual turn in games. This normalisation of digital play has had a wide impact on the ways games are created.
Secondly, this work explores the multitude of game design, and discusses how games can be many and always affected by the values and appreciations of their respective creators. The notion of game design value is utilised in communicating the pluralistic nature of game design. Game design cannot be reduced to a single value, even though making a single game can be dominated by one.
Thirdly, the dissertation addresses the iterative nature of game development. Iteration as a core concept within game development is elaborated in this work into a larger notion of opportunism in design work. Opportunistic attitudes are visible on multiple levels of game work, and embraced as well as amplified within game creation cultures. Game developers do not only need to react to the changes within the industry, but take the opportunities that might come about within the development processes.
A big part of the study is revolving around the notion of a game idea. The level of ideas is more accessible to the outsiders of the creation cultures, but often misunderstood. The creative process of making games is collaborative and social, requiring creative input from several professions. The game innovation processes are not solely based on single overarching game ideas, but rather on various idea acts. This forms the fourth focus point for the dissertation.
Lastly, the work highlights how the larger ecosystem impacts on the game development practices. For the past decade, the game industry has expanded into a wide ecosystem of diverse actors and professions. This varying network of actors, including non-commercial actors, has its own role in nurturing the developments of the field. As one example, the phenomenon of the game jams is highlighted exposing a widely spread movement of creative communities emphasising diversity, co-creativity, opportunism, and prototyping cultures impacting a whole generation of game developers. The work calls for further research within game design praxiology: as long as game making is not a part of the basic education in the same way as writing or drawing, games are in danger of remaining misunderstood as a wide and vibrant form of art and practise.},
keywords = {creativity, englanninkieliset väitöskirjat, game design, game industry, game studies, ideation},
pubstate = {published},
tppubtype = {phdthesis}
}
Altogether, this work draws from nineteen sub-studies to explore game development as experienced, highlighting issues that frame creation practices. The study is exploratory utilising multiple methods capturing the voices and realities of the creators. The overview of the study is ethnographically informed: the data collection covers an extensive period in games from 2006 to 2016, bridging the sub-studies with field work and digital ethnography at multiple industry events around the globe and social media platforms.
The findings are distilled into five claims: 1) Game design is timely and particular, 2) Game design is value pluralistic, 3) Game design process is opportunistic, 4) Game design process is a plethora of ideas, and 5) Game design practice is natured and nurtured by the surrounding ecosystem. These theses form the grounding of game design praxiology, which in this work is defined as a pursuit of studying games as created.
This dissertation takes several levels of game developers’ realities and experiences into consideration. Firstly, it addresses the changing environment and recent trends in the game industry painting a picture of a challenging field of action. Such an environment requires flexibility and adaptation from the creators making game development a constant learning process. One of the highlighted trends is the casual turn in games. This normalisation of digital play has had a wide impact on the ways games are created.
Secondly, this work explores the multitude of game design, and discusses how games can be many and always affected by the values and appreciations of their respective creators. The notion of game design value is utilised in communicating the pluralistic nature of game design. Game design cannot be reduced to a single value, even though making a single game can be dominated by one.
Thirdly, the dissertation addresses the iterative nature of game development. Iteration as a core concept within game development is elaborated in this work into a larger notion of opportunism in design work. Opportunistic attitudes are visible on multiple levels of game work, and embraced as well as amplified within game creation cultures. Game developers do not only need to react to the changes within the industry, but take the opportunities that might come about within the development processes.
A big part of the study is revolving around the notion of a game idea. The level of ideas is more accessible to the outsiders of the creation cultures, but often misunderstood. The creative process of making games is collaborative and social, requiring creative input from several professions. The game innovation processes are not solely based on single overarching game ideas, but rather on various idea acts. This forms the fourth focus point for the dissertation.
Lastly, the work highlights how the larger ecosystem impacts on the game development practices. For the past decade, the game industry has expanded into a wide ecosystem of diverse actors and professions. This varying network of actors, including non-commercial actors, has its own role in nurturing the developments of the field. As one example, the phenomenon of the game jams is highlighted exposing a widely spread movement of creative communities emphasising diversity, co-creativity, opportunism, and prototyping cultures impacting a whole generation of game developers. The work calls for further research within game design praxiology: as long as game making is not a part of the basic education in the same way as writing or drawing, games are in danger of remaining misunderstood as a wide and vibrant form of art and practise.
Kylkilahti, Eliisa
Kuluttajaekonomia, Helsingin yliopisto, 2018, ISBN: 978-951-51-4107-1.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Kylkilahti2018,
title = {Kulttuurista peliä palveluissa: Kuluttajataktiikoiden ja nuorten toimija-asemien esitysteoreettinen tarkastelu},
author = {Eliisa Kylkilahti},
url = {http://urn.fi/URN:ISBN:978-951-51-4108-8},
isbn = {978-951-51-4107-1},
year = {2018},
date = {2018-01-01},
school = {Kuluttajaekonomia, Helsingin yliopisto},
abstract = {Väitöskirjassa tutkitaan palvelutilanteita kulttuurin ja yhteiskunnan rakentumisen paikkoina. Kulutustutkimuksen perinteeseen sitoutuvan otteen keskiössä ovat kuluttajat kulttuurisina, sosiaalisina ja poliittisina palvelutoimijoina. Tutkimus täydentää ymmärrystä (kaupallisesta) palvelukulttuurista arkielämän toimijoiden, erityisesti nuorten kuluttajien ja palvelutyöntekijöiden, näkökulmasta. Tutkimuksessa tarkastellaan, miten he osallistuvat palvelukulttuurin tuottamiseen: sen muuttamiseen ja ylläpitämiseen. Tutkimuksen lähestymistapa on esitysteoreettinen eli palvelutilanteet nähdään esityksinä, joita ohjaavat muun muassa kulttuuriset käsikirjoitukset.
Tutkimuksessa analysoidaan suomalaista palvelutarina-aineistoa (n=356), joka koostuu kuluttajien ja asiakaspalvelijoiden kertomuksista, joissa he kuvaavat miellyttäviksi tai epämiellyttäviksi kokemiaan palvelutilanteita. Tutkimusaineistoa on tulkittu tarinallisin ottein, esimerkiksi kulttuurisia tarinoita ja juonikulkuja tunnistaen.
Tutkimustulokset osoittavat, että arkiset palvelutilanteet tarjoavat näyttämön monenlaisille esityksille, niissä esitetään palvelun lisäksi muun muassa ikää ja sukupuolta. Palvelussa jaettavat toimijaroolit kuluttajina ja palvelutyöntekijöinä määrittyvät sosiaalisten asemien sekä niihin kiinnittyvien kulttuuristen merkitysten kautta, esimerkiksi nuoria saatetaan pitää lähtökohtaisesti uhkaavina häiriöiden aiheuttajina. Muun muassa nämä kerrokselliset toimija-asemat aiheuttavat palveluesityksissä jännitteitä; palvelukäsikirjoitusten rutiinit kyseenalaistuvat, kun palvelussa kohtaavat asiakkaiden ja palvelutyöntekijöiden lisäksi nuoret ja aikuiset. Tavanomaisen palveluesityksen kulun häiriintyessä toiminnasta voi tulla pelillistä eli epävarmaa ja pelaajien yhdessä tuottamaa. Pelitilanteesta voi rakentua yhteispelillinen tai kilpailullinen, jopa toisen osapuolen ulossulkeva. Pelillisessä palveluesityksessä voidaan pyrkiä parempaan palveluun taktisesti esiintymällä eli tilannesidonnaisia kulttuurisia ja sosiaalisia resursseja hyödyntäen, esimerkiksi pukeutumistapaa muuttaen tai ottamalla perheenjäsen mukaan palvelutilanteeseen.
Kuluttajalähtöisen ja tasa-arvoisen palvelukulttuurin rakentaminen edellyttää toimijoiden sidoksellisuuden tunnustamista. Tulokset tarkoittavat, että kuluttajat osallistuvat palvelutilanteiden rakentamiseen, mutta heidän mahdollisuutensa luovuuteen ovat sidoksissa kulttuurisiin toimija-asemiin ja tilannesidonnaisiin resursseihin. He saattavat vahvistaa palvelun epätasa-arvoisuutta entisestään. Erityisesti nuoria tulisi auttaa tunnistamaan epätasa-arvoista asemointia. Lisäksi, sosiaalisen median keskusteluihin päätyviä kuluttajatarinoita käsittelevien yritysten tulisi ymmärtää, että tarinoissa on kyse jännitteisten poikkeustilanteiden tulkitsemisesta. Poikkeustilanteissa toimiminen on merkityksellistä, niissä tulisi rohkeasti tarttua kuluttajien käsikirjoittamattomiin avauksiin tasa-arvoisen palvelun periaatetta vaalien, jotta esitykset kestävät julkisetkin tulkinnat.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Tutkimuksessa analysoidaan suomalaista palvelutarina-aineistoa (n=356), joka koostuu kuluttajien ja asiakaspalvelijoiden kertomuksista, joissa he kuvaavat miellyttäviksi tai epämiellyttäviksi kokemiaan palvelutilanteita. Tutkimusaineistoa on tulkittu tarinallisin ottein, esimerkiksi kulttuurisia tarinoita ja juonikulkuja tunnistaen.
Tutkimustulokset osoittavat, että arkiset palvelutilanteet tarjoavat näyttämön monenlaisille esityksille, niissä esitetään palvelun lisäksi muun muassa ikää ja sukupuolta. Palvelussa jaettavat toimijaroolit kuluttajina ja palvelutyöntekijöinä määrittyvät sosiaalisten asemien sekä niihin kiinnittyvien kulttuuristen merkitysten kautta, esimerkiksi nuoria saatetaan pitää lähtökohtaisesti uhkaavina häiriöiden aiheuttajina. Muun muassa nämä kerrokselliset toimija-asemat aiheuttavat palveluesityksissä jännitteitä; palvelukäsikirjoitusten rutiinit kyseenalaistuvat, kun palvelussa kohtaavat asiakkaiden ja palvelutyöntekijöiden lisäksi nuoret ja aikuiset. Tavanomaisen palveluesityksen kulun häiriintyessä toiminnasta voi tulla pelillistä eli epävarmaa ja pelaajien yhdessä tuottamaa. Pelitilanteesta voi rakentua yhteispelillinen tai kilpailullinen, jopa toisen osapuolen ulossulkeva. Pelillisessä palveluesityksessä voidaan pyrkiä parempaan palveluun taktisesti esiintymällä eli tilannesidonnaisia kulttuurisia ja sosiaalisia resursseja hyödyntäen, esimerkiksi pukeutumistapaa muuttaen tai ottamalla perheenjäsen mukaan palvelutilanteeseen.
Kuluttajalähtöisen ja tasa-arvoisen palvelukulttuurin rakentaminen edellyttää toimijoiden sidoksellisuuden tunnustamista. Tulokset tarkoittavat, että kuluttajat osallistuvat palvelutilanteiden rakentamiseen, mutta heidän mahdollisuutensa luovuuteen ovat sidoksissa kulttuurisiin toimija-asemiin ja tilannesidonnaisiin resursseihin. He saattavat vahvistaa palvelun epätasa-arvoisuutta entisestään. Erityisesti nuoria tulisi auttaa tunnistamaan epätasa-arvoista asemointia. Lisäksi, sosiaalisen median keskusteluihin päätyviä kuluttajatarinoita käsittelevien yritysten tulisi ymmärtää, että tarinoissa on kyse jännitteisten poikkeustilanteiden tulkitsemisesta. Poikkeustilanteissa toimiminen on merkityksellistä, niissä tulisi rohkeasti tarttua kuluttajien käsikirjoittamattomiin avauksiin tasa-arvoisen palvelun periaatetta vaalien, jotta esitykset kestävät julkisetkin tulkinnat.
Pakarinen, Anni
Hoitotiede, Turun yliopisto, 2018, ISBN: 978-951-29-7397-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Pakarinen2018,
title = {The development and feasibility of gamified digital intervention aiming to promote physical activity in early childhood},
author = {Anni Pakarinen},
url = {https://urn.fi/URN:ISBN:978-951-29-7397-2},
isbn = {978-951-29-7397-2},
year = {2018},
date = {2018-01-01},
school = {Hoitotiede, Turun yliopisto},
abstract = {This study aimed to develop a gamified digital intervention aiming to promote physical activity in early childhood. A further aim was to evaluate the feasibility of the intervention among the target group in child health clinics. The study consists of two phases.
The development phase – a cross-sectional correlational study explored developmental factors associated with active play behaviour of 2.5-year-old toddlers (n = 717). Data were collected in child health clinics and consisted of the assessment of child’s neurological development and preference to participate in active play. Data were analyzed statistically. The results showed that delayed gross motor skills, self-help skills and auditory perception were negatively associated with a child’s preference to participate in physically active play. A quantitative systematic review explored previous gamified digital interventions that enhanced the physical activity self-efficacy of children. Data were collected from five electronic databases and analyzed narratively and statistically. The results showed that the gamified digital interventions are effective in enhancing the physical activity self-efficacy of children. The results from a correlational study and systematic review, together with National Physical Activity Recommendations, contributed to the development of the intervention.
The feasibility and piloting phase – a mixed-method post-test feasibility study – evaluated the usability and acceptability of the intervention from the perspective of public health nurses (n = 5) and families with a child either 1.5 or 4 years old (n = 15). Data were collected using questionnaires and interviews, and analyzed statistically and with deductive qualitative content analyses. The results showed that the intervention was usable and acceptable. Suggestions for further development of the intervention consisted of simplifying the intervention, adding more gamified elements to be more attractive to children and adding more precise feedback for the parents. Based on these results, the intervention was modified and a cluster-randomized controlled study was planned to evaluate the effectiveness of the intervention.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The development phase – a cross-sectional correlational study explored developmental factors associated with active play behaviour of 2.5-year-old toddlers (n = 717). Data were collected in child health clinics and consisted of the assessment of child’s neurological development and preference to participate in active play. Data were analyzed statistically. The results showed that delayed gross motor skills, self-help skills and auditory perception were negatively associated with a child’s preference to participate in physically active play. A quantitative systematic review explored previous gamified digital interventions that enhanced the physical activity self-efficacy of children. Data were collected from five electronic databases and analyzed narratively and statistically. The results showed that the gamified digital interventions are effective in enhancing the physical activity self-efficacy of children. The results from a correlational study and systematic review, together with National Physical Activity Recommendations, contributed to the development of the intervention.
The feasibility and piloting phase – a mixed-method post-test feasibility study – evaluated the usability and acceptability of the intervention from the perspective of public health nurses (n = 5) and families with a child either 1.5 or 4 years old (n = 15). Data were collected using questionnaires and interviews, and analyzed statistically and with deductive qualitative content analyses. The results showed that the intervention was usable and acceptable. Suggestions for further development of the intervention consisted of simplifying the intervention, adding more gamified elements to be more attractive to children and adding more precise feedback for the parents. Based on these results, the intervention was modified and a cluster-randomized controlled study was planned to evaluate the effectiveness of the intervention.
Parisod, Heidi
A health game as an intervention to support tobacco-related health literacy among early adolescents Väitöskirja
Hoitotiede, Turun yliopisto, 2018, ISBN: 978-951-29-7257-9.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Parisod2018,
title = {A health game as an intervention to support tobacco-related health literacy among early adolescents},
author = {Heidi Parisod},
url = {https://urn.fi/URN:ISBN:978-951-29-7257-9},
isbn = {978-951-29-7257-9},
year = {2018},
date = {2018-01-01},
school = {Hoitotiede, Turun yliopisto},
abstract = {The aim of this study was to develop and evaluate the feasibility of a health game intervention supporting tobacco-related health literacy in 10 to 13-year-old early adolescents. The study had two phases. During the development phase, we explored the determinants of tobacco-related health literacy with a qualitative descriptive study with early adolescents (n=39, focus groups, data analyzed using thematic analysis). We also conducted a review of reviews (n=15, narrative synthesis) of existing evidence on health games among children and adolescents. Furthermore, we explored the views of (n=39, focus groups and n=83, online questionnaire, thematic analysis) and collected feedback from adolescents (n=10+44 questionnaires, statistical analysis) while producing a health game called Fume. In the second phase, we evaluated feasibility (demand, acceptability, short-term effectiveness) of Fume using validated instruments, questionnaires and by tracking its actual use. We conducted the study with 151 early adolescents using a single-blind, three-armed cluster randomized design. The McNemar, Fisher exact, and non-parametric tests were used to test differences within and between groups.
The results gathered during the development phase suggest that supporting tobacco-related health literacy among early adolescents requires being aware of the multidimensional nature of the determining factors, and paying attention to the mediating role of the interpretation process of health messages. Based on existing literature health games hold potential among children and adolescents, but further research is needed. The adolescent participants pointed several aspects regarding the acceptability of Fume during its development process, including the game’s positive approach to tobacco non-use, and its high-quality graphics. The feasibility study with the game showed that, compared to a non-gamified website, there was a higher usage rate for Fume during the two-week study period (P ≤ 0.001 for all the values) as well as greater interest in Fume (P ≤ 0.001). The opinions of adolescents about the interventions did not differ in a statistically significant way. Favorable changes were found within the Fume group regarding positive (P=0.002) and negative (P=0.02) smoking outcome expectations and attitudes towards cigarette smoking (P=0.01). We did not find statistically significant differences in the changes of the theory-based determinants of tobacco-related health literacy between the Fume, website and control groups.
The gathered results highlight several aspects of tobacco-related health literacy as well as of health games. Fume was found to be more feasible among early adolescents than the non-gamified website, but there is still room for improvement.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The results gathered during the development phase suggest that supporting tobacco-related health literacy among early adolescents requires being aware of the multidimensional nature of the determining factors, and paying attention to the mediating role of the interpretation process of health messages. Based on existing literature health games hold potential among children and adolescents, but further research is needed. The adolescent participants pointed several aspects regarding the acceptability of Fume during its development process, including the game’s positive approach to tobacco non-use, and its high-quality graphics. The feasibility study with the game showed that, compared to a non-gamified website, there was a higher usage rate for Fume during the two-week study period (P ≤ 0.001 for all the values) as well as greater interest in Fume (P ≤ 0.001). The opinions of adolescents about the interventions did not differ in a statistically significant way. Favorable changes were found within the Fume group regarding positive (P=0.002) and negative (P=0.02) smoking outcome expectations and attitudes towards cigarette smoking (P=0.01). We did not find statistically significant differences in the changes of the theory-based determinants of tobacco-related health literacy between the Fume, website and control groups.
The gathered results highlight several aspects of tobacco-related health literacy as well as of health games. Fume was found to be more feasible among early adolescents than the non-gamified website, but there is still room for improvement.
Piittinen, Sari
Englannin kieli, Jyväskylän yliopisto , 2018, ISBN: 978-951-39-7607-1.
Abstract | Links | BibTeX | Avainsanat: digital games, dystopia, englanninkieliset väitöskirjat, Fallout 3, gameplay videos, gaming, gothic, monstrosity, morality, play experience
@phdthesis{Piittinen2018,
title = {Reconstructing the gothic in games and gaming: Gothic monsters and ideology in the story world and player experiences of Fallout 3},
author = {Sari Piittinen},
url = {http://urn.fi/URN:ISBN:978-951-39-7607-1},
isbn = {978-951-39-7607-1},
year = {2018},
date = {2018-01-01},
school = {Englannin kieli, Jyväskylän yliopisto },
abstract = {This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations of monstrosities and injustice, aims to induce in players a pleasurable feeling of discomfort, yet also reflects contemporary anxieties. The dissertation comprises three case studies of which the first two are close readings of the action role-playing game Fallout 3 and the third discourse analysis of transcribed player narration from Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the dual role of Gothic monstrosities as a cause and consequence of the dystopia represented in the game world, Gothic ideology conveyed through multimodal means in the game and the players’ moral evaluations of its quasi-human Gothic monsters. The data for the first two case studies consisted of notes and screenshots systematically collected from the game, while the third case study examined transcribed narration from 20 different LP series of the game uploaded on YouTube. The findings show that, as well as monstrosities that are to be defeated and feared, games can also feature complex Gothic villain-heroes and sympathetic monsters whose actions and characterization are actively evaluated by players, as demonstrated in gameplay videos. These evaluations are influenced by whether the monsters are perceived as victims of injustice, making certain actions forgivable, or treacherous and therefore abhorrent. Their existence must make sense socially and biologically and be contextualized by the game world so that they can potentially enlist player sympathy. Spatial storytelling – such as items and notes left in the game space – can be used to convey narratives of past ideological horrors. Games can also reproduce traditional Gothic ideology such as othering, which takes on a dual role: players distance themselves from characters perceived as tyrannical, whereas characters ostracized by society evoke their sympathy. Players are morally autonomous and negotiate morality via humour, gossip and swearing in LP discourse. The Gothic continues to be complex, ambivalent, even contradictory in digital games, producing a sense of uncertainty during play.},
keywords = {digital games, dystopia, englanninkieliset väitöskirjat, Fallout 3, gameplay videos, gaming, gothic, monstrosity, morality, play experience},
pubstate = {published},
tppubtype = {phdthesis}
}
Rodriguez-Aflecht, Gabriela
Exploring motivational effects of a mathematics serious game Väitöskirja
Kasvatustiede, Turun yliopisto, 2018, ISBN: 978-951-29-7298-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Rodriguez-Aflecht2018,
title = {Exploring motivational effects of a mathematics serious game},
author = {Gabriela Rodriguez-Aflecht},
url = {https://urn.fi/URN:ISBN:978-951-29-7298-2},
isbn = {978-951-29-7298-2},
year = {2018},
date = {2018-01-01},
school = {Kasvatustiede, Turun yliopisto},
abstract = {This dissertation examines the motivational effects of a mathematics serious game called the Number Navigation Game (NNG) amongst upper elementary school students in Finland and Mexico. The aims of the studies concern the NNG’s impact on motivation as measured through the expectancy-value framework, with special emphasis on the development of students’ situational interest during gameplay and individual interest toward mathematics. The role of factors such as game experience and the voluntary vs. compulsory nature of different play contexts is also explored. As this research was undertaken in the context of a larger project (CUMA) investigating the game’s effectiveness in enhancing mathematical skills, some attention is also paid to the game’s impact on mathematical learning outcomes. The results of three original empirical studies in which the game was implemented at the upper primary school level are reported.
Study I presents the results of a large-scale experiment carried out in Finland amongst fourth-to sixth-grade students. The students were randomly assigned by class to either an experimental or control group. The experimental group (n= 642) played the NNG as part of their regular mathematics class for a ten-week period, while the control group (n= 526) continued with traditional textbook-based learning. The students completed various mathematical tests and questionnaires on their motivation and game experiences both before and after the intervention. The results revealed the game had a positive effect on learning outcomes, but that there was a slight decrease in the motivation expectancy values of the experimental group. Game experiences were mostly negative, which indicates room for improvements in game design. There was some variation in these experiences by gender, specifically regarding students’ feelings of competence and challenge, but in any case, game experiences did not play a role in either learning outcomes or motivation expectancy values.
Study II concentrated on a subsample of participants from the first study, namely n= 212 fifth-grade students who, although they served as a control group for Study I, later played the NNG for a six-week period. These students’ individual interest toward mathematics was measured before and after playing the game, while their situational interest toward the game was measured on-task throughout five sessions. The results indicate that prior interest toward mathematics predicts initial situational interest. Growth curve mixture model analyses revealed a three-class model of situational interest trajectories, showing that the students’ interest develops differently throughout the intervention. The results indicated that the game was able to trigger and maintain the interest of most (73.9%) although not all participants. Some students’ interest was never triggered by the game (26.1%).In cases in which interest was triggered but not maintained by the game (15.9%),this had a negative impact on students ´ individual interest toward mathematics. At the moment it seems the game is beneficial to students who already have an interest toward the subject matter.
In Study III, fifth-grade students from Mexico were randomly sorted by class into one of two play context groups: the voluntary group (n= 579) or the school group (n= 482). The school group played the NNG as part of their regular mathematics lessons. Students in the volunteer group received a copy of the game and were instructed that they could play in their free time if they so desired. Pre-and post-tests and questionnaires were completed before and after the intervention. The aim was to find out the effects of play context on game experiences, game performance, learning outcomes, and motivation expectancy values, and to explore to what extent students would play voluntarily, and how those who chose to play differed from those who did not by gender, pre-test mathematical skills, and motivation expectancy values. The results revealed that students in the voluntary group who played had higher prior mathematics interest and advanced mathematical skills than students in the voluntary group who did not play; interest toward digital games did not play any role in terms of whether students in the voluntary group played or not. While some students in the voluntary group did not play the game, their interest toward mathematics did not decrease after the intervention. Voluntary play had a positive effect on advanced mathematical skills compared to students from the school group. As for game performance, students in the school group played for longer, completed more in-game mathematical tasks, and had more enjoyable game experiences than students in the volunteer group did. Playing the NNG had a positive effect on mathematical skills regardless of play context. Motivation expectancy values remained mostly unchanged regardless of play context.
The results from the three studies provide further evidence that motivation, as measured through the expectancy-value framework, is largely stable, and that serious games are not particularly successful in increasing student motivation toward a subject. Improvements in game design could result in improvements in experiences when playing the NNG, although it seems that game experiences do not play a role in either motivation or learning outcomes. The context in which a serious game is implemented, or the amount of freedom students have in playing does not seem to make a difference to motivational gains, either. The game is, however, able to trigger and maintain the situational interest of most students, although it seems that students who have a high prior interest toward mathematics are the ones who benefit. On the other hand, the game mechanism is successful at enhancing students’ mathematical skills. In this sense, serious games offer many possibilities as additional tools for teaching, but it is important that games be carefully selected for their proven learning outcomes rather than because they are assumed to be motivating for all students.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Study I presents the results of a large-scale experiment carried out in Finland amongst fourth-to sixth-grade students. The students were randomly assigned by class to either an experimental or control group. The experimental group (n= 642) played the NNG as part of their regular mathematics class for a ten-week period, while the control group (n= 526) continued with traditional textbook-based learning. The students completed various mathematical tests and questionnaires on their motivation and game experiences both before and after the intervention. The results revealed the game had a positive effect on learning outcomes, but that there was a slight decrease in the motivation expectancy values of the experimental group. Game experiences were mostly negative, which indicates room for improvements in game design. There was some variation in these experiences by gender, specifically regarding students’ feelings of competence and challenge, but in any case, game experiences did not play a role in either learning outcomes or motivation expectancy values.
Study II concentrated on a subsample of participants from the first study, namely n= 212 fifth-grade students who, although they served as a control group for Study I, later played the NNG for a six-week period. These students’ individual interest toward mathematics was measured before and after playing the game, while their situational interest toward the game was measured on-task throughout five sessions. The results indicate that prior interest toward mathematics predicts initial situational interest. Growth curve mixture model analyses revealed a three-class model of situational interest trajectories, showing that the students’ interest develops differently throughout the intervention. The results indicated that the game was able to trigger and maintain the interest of most (73.9%) although not all participants. Some students’ interest was never triggered by the game (26.1%).In cases in which interest was triggered but not maintained by the game (15.9%),this had a negative impact on students ´ individual interest toward mathematics. At the moment it seems the game is beneficial to students who already have an interest toward the subject matter.
In Study III, fifth-grade students from Mexico were randomly sorted by class into one of two play context groups: the voluntary group (n= 579) or the school group (n= 482). The school group played the NNG as part of their regular mathematics lessons. Students in the volunteer group received a copy of the game and were instructed that they could play in their free time if they so desired. Pre-and post-tests and questionnaires were completed before and after the intervention. The aim was to find out the effects of play context on game experiences, game performance, learning outcomes, and motivation expectancy values, and to explore to what extent students would play voluntarily, and how those who chose to play differed from those who did not by gender, pre-test mathematical skills, and motivation expectancy values. The results revealed that students in the voluntary group who played had higher prior mathematics interest and advanced mathematical skills than students in the voluntary group who did not play; interest toward digital games did not play any role in terms of whether students in the voluntary group played or not. While some students in the voluntary group did not play the game, their interest toward mathematics did not decrease after the intervention. Voluntary play had a positive effect on advanced mathematical skills compared to students from the school group. As for game performance, students in the school group played for longer, completed more in-game mathematical tasks, and had more enjoyable game experiences than students in the volunteer group did. Playing the NNG had a positive effect on mathematical skills regardless of play context. Motivation expectancy values remained mostly unchanged regardless of play context.
The results from the three studies provide further evidence that motivation, as measured through the expectancy-value framework, is largely stable, and that serious games are not particularly successful in increasing student motivation toward a subject. Improvements in game design could result in improvements in experiences when playing the NNG, although it seems that game experiences do not play a role in either motivation or learning outcomes. The context in which a serious game is implemented, or the amount of freedom students have in playing does not seem to make a difference to motivational gains, either. The game is, however, able to trigger and maintain the situational interest of most students, although it seems that students who have a high prior interest toward mathematics are the ones who benefit. On the other hand, the game mechanism is successful at enhancing students’ mathematical skills. In this sense, serious games offer many possibilities as additional tools for teaching, but it is important that games be carefully selected for their proven learning outcomes rather than because they are assumed to be motivating for all students.
Kokabha, Maryam Roshan
Dynamics of success for early-stage mobile game startups Väitöskirja
Tieto ja palvelujohtamisen laitos, Aalto-yliopisto, 2018, ISBN: 978-952-60-8215-8.
Abstract | Links | BibTeX | Avainsanat: accelerator, app development, boundary resource, englanninkieliset väitöskirjat, experimentation, grounded theory, mobile game success, startup
@phdthesis{RoshanKokabha2018,
title = {Dynamics of success for early-stage mobile game startups},
author = {Maryam Roshan Kokabha},
url = {http://urn.fi/URN:ISBN:978-952-60-8215-8},
isbn = {978-952-60-8215-8},
year = {2018},
date = {2018-01-01},
school = {Tieto ja palvelujohtamisen laitos, Aalto-yliopisto},
abstract = {Mobile platforms offer an opportunity for creating and distributing apps through app stores. Many developers, in the form of startups, have joined these platforms with economic motivations. However, they face several challenges on the way to creating a business. Firstly, the startup nature of the businesses implies a scarcity of financial resources and a dearth of business experience in developing and selling apps. Secondly, the popularity of the platforms has resulted in fierce competition among apps, hence difficulty in bringing an app to the attention of users. Thirdly, the startups are compelled to operate within the app store structures under the market-making rules of the platform owner. Finally, the contextual factors related to the type of an app may create additional difficulties. For example, game developers must cope with the heterogeneity of users' expectations, users' reluctance to wait for a game to be fixed in the case of problems, and the mainstream freemium monetization model which makes revenue-making more complex.
This dissertation explains how early-stage mobile game startups operate in order to succeed. It uses the qualitative classic Grounded Theory Methodology for both analyzing and theory building. The data is collected through semi-structured interviews with 20 international game startups that were participating in a business accelerator – founded by a platform-owner – in Finland. The main research question asks 'What are the dynamics of success for early-stage mobile game startups?' The two more specific research questions ask how startups utilize the facilities of an accelerator, and how they excel in the market after publishing their games.
The theoretical contributions of the dissertation are threefold. Firstly, it contributes to the literature on the role of the platform owner in the activities of startups. It discusses the role of the accelerator as a social boundary resource in improving the capabilities of startups in terms of game design, access to resources, and improved market activities, as well as providing an opportunity for the startups to impact the platform owner's decisions and to access resources from other members of the ecosystem. Secondly, it contributes to the literature on experimentation in software startups by explaining how mobile game startups follow an experimentation approach and use game analytics to discover areas of improvement and new potential markets. Thirdly, the developed theoretical model of 'dynamics of success for early-stage mobile game startups' explains that by utilizing the accelerator's facilities and taking an experimentation approach, startups aimed to iteratively raise game quality, visibility and user engagement in the pursuit of initial success for future expansion to other platforms. Moreover, the findings provide practical implications for mobile game developers, platform owners and business accelerators.},
keywords = {accelerator, app development, boundary resource, englanninkieliset väitöskirjat, experimentation, grounded theory, mobile game success, startup},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation explains how early-stage mobile game startups operate in order to succeed. It uses the qualitative classic Grounded Theory Methodology for both analyzing and theory building. The data is collected through semi-structured interviews with 20 international game startups that were participating in a business accelerator – founded by a platform-owner – in Finland. The main research question asks 'What are the dynamics of success for early-stage mobile game startups?' The two more specific research questions ask how startups utilize the facilities of an accelerator, and how they excel in the market after publishing their games.
The theoretical contributions of the dissertation are threefold. Firstly, it contributes to the literature on the role of the platform owner in the activities of startups. It discusses the role of the accelerator as a social boundary resource in improving the capabilities of startups in terms of game design, access to resources, and improved market activities, as well as providing an opportunity for the startups to impact the platform owner's decisions and to access resources from other members of the ecosystem. Secondly, it contributes to the literature on experimentation in software startups by explaining how mobile game startups follow an experimentation approach and use game analytics to discover areas of improvement and new potential markets. Thirdly, the developed theoretical model of 'dynamics of success for early-stage mobile game startups' explains that by utilizing the accelerator's facilities and taking an experimentation approach, startups aimed to iteratively raise game quality, visibility and user engagement in the pursuit of initial success for future expansion to other platforms. Moreover, the findings provide practical implications for mobile game developers, platform owners and business accelerators.
Tuomisto, Maiju
Design-based research: Educational chemistry card and board games Väitöskirja
Kemia, Helsingin yliopisto, 2018, ISBN: 978-951-51-4361-7.
Abstract | Links | BibTeX | Avainsanat: chemistry education, context-based learning, educational game design, englanninkieliset väitöskirjat, transfer of knowledge
@phdthesis{Tuomisto2018,
title = {Design-based research: Educational chemistry card and board games},
author = {Maiju Tuomisto},
url = {http://urn.fi/URN:ISBN:978-951-51-4361-7},
isbn = {978-951-51-4361-7},
year = {2018},
date = {2018-01-01},
school = {Kemia, Helsingin yliopisto},
abstract = {
The rationale for this thesis was grounded on the general importance of finding novel, research-based chemistry teaching approaches to engage students in learning, because lower secondary students are commonly not interested in chemistry and their attitudes toward this subject are often negative. Educational games have been noted to promote motivation, interest and enjoyment in learning, but the research in the field has focused more on digital games than card and board games. There is also a need to develop quality evaluation criteria for educational games. Evaluation frameworks have been developed for digital games, but not for card and board games, and particularly not to support the use of educational games in chemistry education. In-game learning is the main purpose of educational games. Therefore learning with an educational game should be connected to a definition that explains how learning principles are tied to playing that game. In previous research, this line of reasoning has not been presented in studies concerning educational chemistry games.
The main research problem in this thesis was: how do we support the design and evaluation of educational chemistry card and board games and in-game learning using them? From the research problem, three aims for the study have been derived: 1) to develop a practical and high-quality tool for designing and evaluating educational card and board games for chemistry education; 2) to design research-based educational games for chemistry education in order to support both the learning of central chemistry concepts and the use of this knowledge and related skills in different daily life situations; 3) to achieve understanding of the relationship between educational games and students’ concept development and transfer of knowledge in context-based learning. In order to achieve the aims, design challenges 1, 2 and 3 were executed in this study.
This thesis followed the research-based principles of design-based research (DBR) and was based on a qualitative approach; hence qualitative research methods were executed in the problem analyses and game testing sessions of three design challenges (1–3) and their cyclic structures. Small-scale questionnaires, diaries, literature review, observations and video recordings were used as data collection methods. Data was analysed using content analyses and conversation analysis. Chemistry teacher educators, chemistry teachers, chemistry and home economics pre-service teachers, and students at upper and lower secondary levels participated in the six case studies of this study.
Design challenge 1 aimed to answer research question 2: which features of an educational game may support the development of lower secondary students’ skills to learn and use a piece of information included in the periodic table? Two educational card games, Periodical Domino and Collect a Triplet, were designed to promote the development of lower secondary students’ ability to learn and use information included in the periodic table. Argumentation and construction of students’ own models of the periodic table were the two specific features in these games. In the first design cycle, the games were developed based on theoretical frameworks about games and educational games, and the results of empirical problem analysis, in which Finnish lower secondary students’ (n = 38, 8th grade) understanding of the periodic table and related topics, and their skills in using it, were studied using two small-scale questionnaires. As a result, information about specific difficulties among students in understanding the concepts related to the periodic table was discovered. The first versions of the games were tested on chemistry teachers (n = 22), on whom a small-scale questionnaire was used. As a result, feedback and suggestions for improving the games were achieved. In the second design cycle, the games were developed further based on the results. According to CHEDU Game design Tool, the games were found to satisfyingly fulfill the quality criteria for educational chemistry card games, and consistency between the evaluators was substantial (Periodical Domino κ = 0.756; Collect a Triplet κ = 0.718). According to evaluators, in these games in-game chemistry learning is supported by making thinking visible, application of knowledge and with suitable challenges in the zone of students’ proximal development. But improvements should be made at least in the categories of pre- and postgame evaluation and connection to the macroscopic level and daily life. Even though Periodical Domino and Collect a Triplet card games were research-based and based on theoretical frameworks developed to support learning, they have not yet been tested with students. Therefore, in this research, it was not possible to present evidence about their actual ability to support lower secondary students’ learning and use of skills regarding the periodic table.
Design challenge 2 aimed to answer research question 1: what kind of game design and evaluation tool for educational card and board games supports both teaching and learning in chemistry education? The educational card and board game design and evaluation tool for lower secondary education (CHEDU Game Design Tool) was designed to support game developers and teachers in designing and evaluating quality educational games particularly for chemistry education purposes. In the first cycle of the design process, a theoretical problem analysis with integrative literature review was implemented. As a result, the elements of high-quality digital and non-digital games and educational games were uncovered. The tool was developed based on these features and the current Finnish national core curriculum for basic chemistry education. In the second design cycle, the tool was tested on chemistry and home economics pre-service teachers (n = 25), while game design diaries were kept and the tool supported the design process. As a result, information about pre-service teachers’ ability to benefit from the game design tool in their game design processes were achieved. The tool was further developed based on the results. The first version of the educational game design and evaluation tool was used in evaluation of the games developed in design challenge 1, and the second version was used in designing an educational board game in design challenge 3.
Design challenge 3 aimed to answer research question 3: how does an educational game in a food and cooking context help students with development and transfer of knowledge between theory, everyday life contexts and hands-on activity? The Proteins in Backyard board game was designed to support lower secondary students in learning about protein chemistry, and in enhancing transfer of knowledge in daily life contexts and in hands-on activity. The theoretical framework about context-based learning, criteria in the CHEDU Game Design Tool and the results of two empirical problem analyses were exploited in the first cycle of the design process. In the first empirical problem analysis, pre-service teachers’ (n = 25) game design processes were analysed and as a result, information about specific quality game elements in their games was collected. In the second empirical problem analysis, upper secondary students’ (n = 22) interest and attitudes toward chemistry, food and cooking, and molecular gastronomy were studied using a small-scale questionnaire. As a result, information about their cooking behaviors, discussions related to chemistry and cooking, as well as their favourite topics in the field of molecular gastronomy were collected. The top three among these students were: fudges, cream foam and meringues. The board game was first tested on chemistry educators (n = 3) and, based on observation, feedback and video recording, important information concerning the game’s playability and video recording settings was collected. In the second cycle, the game was further developed and tested on 9th grade students (n = 6) using video recording, observation and a small-scale questionnaire. As a result, information about in-game activities, such as engagement, in-game learning and transfer of knowledge was collected. Based on the results, development and transfer of knowledge, as well as engaging game elements were noted to be apparent during play, but bridging them to hands-on activity was not observed. Based on the results, the game mechanics and difficulty level of missions in the playing cards in particular were further developed in the third design cycle for the game. This board game was found to fulfill the quality criteria for educational chemistry board games laudably, although there was still room for improvement – for example, increasing difficulty during play was missing.
In general, in this thesis different design solutions were developed to draw on the research on educational games and chemistry education. The Periodical Domino and Collect a Triplet card games, the Proteins in Backyard board game and the CHEDU Game Design Tool are four guiding development models which follow the research-based design processes described in this thesis. Hence, in this study, four prescriptions for successful design processes were developed.
During the design processes, descriptive and guiding theories were also developed. The results of this research suggested new theories about quality educational card and board games by revealing elements that play important roles in increasing the quality of non-digital educational games, and particularly in chemistry education. Simultaneously, the need to develop tools to systematically assess quality of educational games was answered. A theory about using educational game design as a part of chemistry teacher education was developed, and it was observed not just to support previous studies, but also to give new information about the quality game elements in the games designed by pre-service teachers. Also, a new theory about developing educational games to support chemistry learning and about in-game chemistry learning was developed. Theoretical bases for developing research-based quality educational chemistry games were presented so that design decisions concerning both game mechanics, game dynamics and game material were justified in a transparent manner, showing how they are designed to support possible in-game learning. These processes and embedding a hands-on activity into the board game make this study unique compared to previous research in the field. According to this study, when using quality educational games, in-game engagement and learning is possible at least via in-game transfer of knowledge in daily life contexts. This kind of research concerning in-game learning and in-game engagement has not been reported in the previous studies of educational games in chemistry education. However, due to the qualitative nature of this design research, these results are not generalizable, only indicative.
This study presents theory and tools to use quality educational card and board games as an effective teaching approach in chemistry education, as well as providing ideas about how to carry out studies in the field of in-game learning research. It also offers ready-made tools, such as game materials, for chemistry teachers and teacher educators to apply in their teaching.},
keywords = {chemistry education, context-based learning, educational game design, englanninkieliset väitöskirjat, transfer of knowledge},
pubstate = {published},
tppubtype = {phdthesis}
}
The rationale for this thesis was grounded on the general importance of finding novel, research-based chemistry teaching approaches to engage students in learning, because lower secondary students are commonly not interested in chemistry and their attitudes toward this subject are often negative. Educational games have been noted to promote motivation, interest and enjoyment in learning, but the research in the field has focused more on digital games than card and board games. There is also a need to develop quality evaluation criteria for educational games. Evaluation frameworks have been developed for digital games, but not for card and board games, and particularly not to support the use of educational games in chemistry education. In-game learning is the main purpose of educational games. Therefore learning with an educational game should be connected to a definition that explains how learning principles are tied to playing that game. In previous research, this line of reasoning has not been presented in studies concerning educational chemistry games.
The main research problem in this thesis was: how do we support the design and evaluation of educational chemistry card and board games and in-game learning using them? From the research problem, three aims for the study have been derived: 1) to develop a practical and high-quality tool for designing and evaluating educational card and board games for chemistry education; 2) to design research-based educational games for chemistry education in order to support both the learning of central chemistry concepts and the use of this knowledge and related skills in different daily life situations; 3) to achieve understanding of the relationship between educational games and students’ concept development and transfer of knowledge in context-based learning. In order to achieve the aims, design challenges 1, 2 and 3 were executed in this study.
This thesis followed the research-based principles of design-based research (DBR) and was based on a qualitative approach; hence qualitative research methods were executed in the problem analyses and game testing sessions of three design challenges (1–3) and their cyclic structures. Small-scale questionnaires, diaries, literature review, observations and video recordings were used as data collection methods. Data was analysed using content analyses and conversation analysis. Chemistry teacher educators, chemistry teachers, chemistry and home economics pre-service teachers, and students at upper and lower secondary levels participated in the six case studies of this study.
Design challenge 1 aimed to answer research question 2: which features of an educational game may support the development of lower secondary students’ skills to learn and use a piece of information included in the periodic table? Two educational card games, Periodical Domino and Collect a Triplet, were designed to promote the development of lower secondary students’ ability to learn and use information included in the periodic table. Argumentation and construction of students’ own models of the periodic table were the two specific features in these games. In the first design cycle, the games were developed based on theoretical frameworks about games and educational games, and the results of empirical problem analysis, in which Finnish lower secondary students’ (n = 38, 8th grade) understanding of the periodic table and related topics, and their skills in using it, were studied using two small-scale questionnaires. As a result, information about specific difficulties among students in understanding the concepts related to the periodic table was discovered. The first versions of the games were tested on chemistry teachers (n = 22), on whom a small-scale questionnaire was used. As a result, feedback and suggestions for improving the games were achieved. In the second design cycle, the games were developed further based on the results. According to CHEDU Game design Tool, the games were found to satisfyingly fulfill the quality criteria for educational chemistry card games, and consistency between the evaluators was substantial (Periodical Domino κ = 0.756; Collect a Triplet κ = 0.718). According to evaluators, in these games in-game chemistry learning is supported by making thinking visible, application of knowledge and with suitable challenges in the zone of students’ proximal development. But improvements should be made at least in the categories of pre- and postgame evaluation and connection to the macroscopic level and daily life. Even though Periodical Domino and Collect a Triplet card games were research-based and based on theoretical frameworks developed to support learning, they have not yet been tested with students. Therefore, in this research, it was not possible to present evidence about their actual ability to support lower secondary students’ learning and use of skills regarding the periodic table.
Design challenge 2 aimed to answer research question 1: what kind of game design and evaluation tool for educational card and board games supports both teaching and learning in chemistry education? The educational card and board game design and evaluation tool for lower secondary education (CHEDU Game Design Tool) was designed to support game developers and teachers in designing and evaluating quality educational games particularly for chemistry education purposes. In the first cycle of the design process, a theoretical problem analysis with integrative literature review was implemented. As a result, the elements of high-quality digital and non-digital games and educational games were uncovered. The tool was developed based on these features and the current Finnish national core curriculum for basic chemistry education. In the second design cycle, the tool was tested on chemistry and home economics pre-service teachers (n = 25), while game design diaries were kept and the tool supported the design process. As a result, information about pre-service teachers’ ability to benefit from the game design tool in their game design processes were achieved. The tool was further developed based on the results. The first version of the educational game design and evaluation tool was used in evaluation of the games developed in design challenge 1, and the second version was used in designing an educational board game in design challenge 3.
Design challenge 3 aimed to answer research question 3: how does an educational game in a food and cooking context help students with development and transfer of knowledge between theory, everyday life contexts and hands-on activity? The Proteins in Backyard board game was designed to support lower secondary students in learning about protein chemistry, and in enhancing transfer of knowledge in daily life contexts and in hands-on activity. The theoretical framework about context-based learning, criteria in the CHEDU Game Design Tool and the results of two empirical problem analyses were exploited in the first cycle of the design process. In the first empirical problem analysis, pre-service teachers’ (n = 25) game design processes were analysed and as a result, information about specific quality game elements in their games was collected. In the second empirical problem analysis, upper secondary students’ (n = 22) interest and attitudes toward chemistry, food and cooking, and molecular gastronomy were studied using a small-scale questionnaire. As a result, information about their cooking behaviors, discussions related to chemistry and cooking, as well as their favourite topics in the field of molecular gastronomy were collected. The top three among these students were: fudges, cream foam and meringues. The board game was first tested on chemistry educators (n = 3) and, based on observation, feedback and video recording, important information concerning the game’s playability and video recording settings was collected. In the second cycle, the game was further developed and tested on 9th grade students (n = 6) using video recording, observation and a small-scale questionnaire. As a result, information about in-game activities, such as engagement, in-game learning and transfer of knowledge was collected. Based on the results, development and transfer of knowledge, as well as engaging game elements were noted to be apparent during play, but bridging them to hands-on activity was not observed. Based on the results, the game mechanics and difficulty level of missions in the playing cards in particular were further developed in the third design cycle for the game. This board game was found to fulfill the quality criteria for educational chemistry board games laudably, although there was still room for improvement – for example, increasing difficulty during play was missing.
In general, in this thesis different design solutions were developed to draw on the research on educational games and chemistry education. The Periodical Domino and Collect a Triplet card games, the Proteins in Backyard board game and the CHEDU Game Design Tool are four guiding development models which follow the research-based design processes described in this thesis. Hence, in this study, four prescriptions for successful design processes were developed.
During the design processes, descriptive and guiding theories were also developed. The results of this research suggested new theories about quality educational card and board games by revealing elements that play important roles in increasing the quality of non-digital educational games, and particularly in chemistry education. Simultaneously, the need to develop tools to systematically assess quality of educational games was answered. A theory about using educational game design as a part of chemistry teacher education was developed, and it was observed not just to support previous studies, but also to give new information about the quality game elements in the games designed by pre-service teachers. Also, a new theory about developing educational games to support chemistry learning and about in-game chemistry learning was developed. Theoretical bases for developing research-based quality educational chemistry games were presented so that design decisions concerning both game mechanics, game dynamics and game material were justified in a transparent manner, showing how they are designed to support possible in-game learning. These processes and embedding a hands-on activity into the board game make this study unique compared to previous research in the field. According to this study, when using quality educational games, in-game engagement and learning is possible at least via in-game transfer of knowledge in daily life contexts. This kind of research concerning in-game learning and in-game engagement has not been reported in the previous studies of educational games in chemistry education. However, due to the qualitative nature of this design research, these results are not generalizable, only indicative.
This study presents theory and tools to use quality educational card and board games as an effective teaching approach in chemistry education, as well as providing ideas about how to carry out studies in the field of in-game learning research. It also offers ready-made tools, such as game materials, for chemistry teachers and teacher educators to apply in their teaching.
Vahlo, Jukka
In gameplay: The invariant structures and varieties of the video game gameplay experience Väitöskirja
Folkloristiikka, Turun yliopisto, 2018, ISBN: 978-951-29-7169-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Vahlo2018,
title = {In gameplay: The invariant structures and varieties of the video game gameplay experience},
author = {Jukka Vahlo},
url = {https://urn.fi/URN:ISBN:978-951-29-7169-5},
isbn = {978-951-29-7169-5},
year = {2018},
date = {2018-01-01},
school = {Folkloristiikka, Turun yliopisto},
abstract = {his dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into player–game interaction and the video game gameplay experience at large.
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought.
Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself.
As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.
2017
Fuerst, Sascha
Entrepreneurial internationalization: A process perspective Väitöskirja
Kansainvälinen liiketoiminta, Turun yliopisto, 2017, ISBN: 978-951-29-6998-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Fuerst2017,
title = {Entrepreneurial internationalization: A process perspective},
author = {Sascha Fuerst},
url = {https://urn.fi/URN:ISBN:978-951-29-6998-2},
isbn = {978-951-29-6998-2},
year = {2017},
date = {2017-01-01},
school = {Kansainvälinen liiketoiminta, Turun yliopisto},
abstract = {The pre-internationalization period from venture foundation to its first international market entry is researched extensively by scholars in the field of international entrepreneurship. However, we know less about the internationalization process per se and especially of how it unfolds over time beyond the firms initial entry into global markets. Moreover, learning and networking and their interplay are considered important activities underpinning the process of internationalization. Learning does not happen in isolation – it happens in relationships. Besides our understanding of the importance of learning and networking as behavioral processes underlying internationalization, we only have a scarce understanding of how these two processes play out over time as the new venture internationalizes.
In order to shed more light on the interplay of learning and networking during entrepreneurial internationalization, I applied event-driven process research and captured learning and networking processes as they unfolded in real-time over a 32 month period within an international new venture from the global mobile video game industry in Colombia (South America).
My research is able to make important contributions to the field of international entrepreneurship. First, I provide a method of how process theory can be created based on longitudinal, real-time process data. Second, I am showing how experiential learning as a process of transformation of experience plays out at the level of the entrepreneur and the team as the process of entrepreneurial internationalization unfolds. Third, my framework shows that the role of the network goes beyond the common view in international entrepreneurship literature of the network as a source of knowledge. Fourth, my research illustrates empirically of how dynamic capabilities emerge in a new venture and how they are able to reconfigure the resource base of the firm in a concrete way on the micro-level. Fifth, my research is able to extend our current knowledge on the cyclical nature between learning and networking by providing empirical evidence of the feedback loop between these two processes and the triggers and underlying mechanisms causing a spiraling effect. Sixth, I argue that futureoriented sensemaking in interaction with others is central to strategy-making during entrepreneurial internationalization.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
In order to shed more light on the interplay of learning and networking during entrepreneurial internationalization, I applied event-driven process research and captured learning and networking processes as they unfolded in real-time over a 32 month period within an international new venture from the global mobile video game industry in Colombia (South America).
My research is able to make important contributions to the field of international entrepreneurship. First, I provide a method of how process theory can be created based on longitudinal, real-time process data. Second, I am showing how experiential learning as a process of transformation of experience plays out at the level of the entrepreneur and the team as the process of entrepreneurial internationalization unfolds. Third, my framework shows that the role of the network goes beyond the common view in international entrepreneurship literature of the network as a source of knowledge. Fourth, my research illustrates empirically of how dynamic capabilities emerge in a new venture and how they are able to reconfigure the resource base of the firm in a concrete way on the micro-level. Fifth, my research is able to extend our current knowledge on the cyclical nature between learning and networking by providing empirical evidence of the feedback loop between these two processes and the triggers and underlying mechanisms causing a spiraling effect. Sixth, I argue that futureoriented sensemaking in interaction with others is central to strategy-making during entrepreneurial internationalization.
Heiskanen, Maria
Problem gamblers and money: Unbalanced budgets and financial recovery Väitöskirja
Sosiaalitieteet, Helsingin yliopisto, 2017, ISBN: 978-951-51-3284-0.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Heiskanen2017,
title = {Problem gamblers and money: Unbalanced budgets and financial recovery},
author = {Maria Heiskanen},
url = {http://urn.fi/URN:ISBN:978-951-51-3284-0},
isbn = {978-951-51-3284-0},
year = {2017},
date = {2017-01-01},
school = {Sosiaalitieteet, Helsingin yliopisto},
abstract = {The purpose of this study is to discuss problem gambling as a financial issue, to study the everyday life (unbalanced) budgets and financial matters of problem gamblers, and to discover their financial recovery processes, with or without the support from state public welfare services. In practice, the results of this study aim to support the development of prevention of problem gambling and services (especially financial support) for people who have experienced problems with their gambling. Using three data sets, this research asks: what gambler consumer clusters can be identified in Finland? How do problem gamblers experience financial problems as being secondary to gambling? How do they perceive the assistance available in deteriorating financial situations, partly related to their socio-economic positions? What meanings do Finnish social services directors gice to the public (financial) support available for problem gamblers? First, the main data set comprises 17 thematic interviews with individuals who have experienced problematic gambling. The second data set includes 11 email and phone interviews with different-level social services directors in the most populous cities in Finland, while the third data set is a population survey entitled “Finnish Gambling 2011”.
First, three problematic issues connected to money during different phases of problem gambling are identified: needing money for gambling, missing money due to gambling and potential money to sort out the problems caused by gambling. The everyday life financial affairs and practices described by the gamblers revealed the episodic nature of problem gambling: disposable money means that gambling activities are organized temporally.
Second, this thesis shows that gamblers in general are heterogeneous consumers. Problem gambling is most common among gamblers who play many different games. Problem gamblers come from different socio-economic backgrounds, which results in variations in the nature of the financial problems in the everyday life of the gamblers and their households. Also, their paths to financial recovery vary, especially regarding public financial assistance and social services in general, as problem gamblers have different subjective “distances” from public services.
Third, problem gamblers themselves may conceptualize their problems as financial and feel that their concerns are left unaddressed in treatment. Also, measures to recognize problem gambling within social services seem necessary. The social service directors expressed the view that financial support is available for problem gamblers but requires resources, especially for the more controlling measures such as having a social worker manage the client’s finances. Control in general is an important element in supporting problem gamblers financially, as different money-management strategies may influence the gambler’s financial autonomy, but may provide support in managing financially.
Problem gambling is often understood as a mental health issue and treated with individual therapy. This study suggests that the prevention and treatment of problem gambling ought to be set in a broader, financial perspective. Gambling is undertaken with money, and the cycles of everyday life budgets, as well as the different social and economic positions of the gamblers, should be recognized and acknowledged.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
First, three problematic issues connected to money during different phases of problem gambling are identified: needing money for gambling, missing money due to gambling and potential money to sort out the problems caused by gambling. The everyday life financial affairs and practices described by the gamblers revealed the episodic nature of problem gambling: disposable money means that gambling activities are organized temporally.
Second, this thesis shows that gamblers in general are heterogeneous consumers. Problem gambling is most common among gamblers who play many different games. Problem gamblers come from different socio-economic backgrounds, which results in variations in the nature of the financial problems in the everyday life of the gamblers and their households. Also, their paths to financial recovery vary, especially regarding public financial assistance and social services in general, as problem gamblers have different subjective “distances” from public services.
Third, problem gamblers themselves may conceptualize their problems as financial and feel that their concerns are left unaddressed in treatment. Also, measures to recognize problem gambling within social services seem necessary. The social service directors expressed the view that financial support is available for problem gamblers but requires resources, especially for the more controlling measures such as having a social worker manage the client’s finances. Control in general is an important element in supporting problem gamblers financially, as different money-management strategies may influence the gambler’s financial autonomy, but may provide support in managing financially.
Problem gambling is often understood as a mental health issue and treated with individual therapy. This study suggests that the prevention and treatment of problem gambling ought to be set in a broader, financial perspective. Gambling is undertaken with money, and the cycles of everyday life budgets, as well as the different social and economic positions of the gamblers, should be recognized and acknowledged.
Kari, Tuomas
Exergaming usage: Hedonic and utilitarian aspects Väitöskirja
Tietojärjestelmätiede, Jyväskylän yliopisto, 2017, ISBN: 978-951-39-6956-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, exergames, exergaming, habits of playing, information systems usage, usage intentions, use continuance, user behaviour, user experience
@phdthesis{Kari2017,
title = {Exergaming usage: Hedonic and utilitarian aspects},
author = {Tuomas Kari},
url = {http://urn.fi/URN:ISBN:978-951-39-6956-1},
isbn = {978-951-39-6956-1},
year = {2017},
date = {2017-01-01},
school = {Tietojärjestelmätiede, Jyväskylän yliopisto},
abstract = {There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and the different aspects of usage. Such user-centric focus is greatly needed to achieve the recognised yet unreached potential of exergames, for example, to enhance the population’s levels of physical activity. The importance of researching IS usage has been continuously stressed in the field of IS, and increasing the understanding of IS use is important for both scholars and practitioners alike. Considering the identified research gap and the importance of the topic, this thesis takes a user-centric approach with aim to explain relevant aspects throughout the entire use cycle of exergames: intention to use, adoption and usage habits – as well as the reasons for not using – and use continuance after exergaming experiences. This thesis also examines the ability of exergames to promote physical activity and physical fitness. To investigate these aspects, relevant studies are carried out using both quantitative and qualitative research methods. This thesis demonstrates the perceptions of exergames and how they differ in different phases of the use cycle. The results highlight the importance of hedonic enjoyment perceptions behind usage intentions and the actual use of exergames; however, for the continued use of exergames, the perceptions of utilitarian benefit also have an important role. The theoretical contribution comes from providing valuable new knowledge to the scientific community and increasing the theoretical understanding of exergaming. The findings also pose several practical implications for different stakeholders, ranging from the developers and marketers of exergames to the public sector and the users.},
keywords = {englanninkieliset väitöskirjat, exergames, exergaming, habits of playing, information systems usage, usage intentions, use continuance, user behaviour, user experience},
pubstate = {published},
tppubtype = {phdthesis}
}
Koivisto, Jaana-Maija
Learning clinical reasoning through game-based simulation: Design principles for simulation games Väitöskirja
Kasvatustiede, Helsingin yliopisto, 2017, ISBN: 978-951-51-3129-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Koivisto2017,
title = {Learning clinical reasoning through game-based simulation: Design principles for simulation games},
author = {Jaana-Maija Koivisto},
url = {http://urn.fi/URN:ISBN:978-951-51-3129-4},
isbn = {978-951-51-3129-4},
year = {2017},
date = {2017-01-01},
school = { Kasvatustiede, Helsingin yliopisto},
abstract = {The aim of this study was to obtain knowledge about learning clinical reasoning through game-based simulation. This knowledge could be used in developing and embedding new learning methods for clinical reasoning in nursing education. Research has shown that nursing students lack knowledge and skills in detecting and managing changes in patients’ clinical conditions. This is often due to insufficient clinical reasoning, and thus, educational organisations need to more effectively enable the development of clinical reasoning during education. Digitalisation in higher education is increasing, and the use of virtual simulations and, recently, serious games to support professional learning and competence development is growing. The purpose of this research was to generate design principles for simulation games and to design and develop a simulation game for learning clinical reasoning. Furthermore, the purpose was to investigate nursing students learning through gaming.
A design-based research methodology was used: iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, nurse educators, students, programmers, 3D artist and interface designers in a real-world setting. Mixed research methods were used.
The results indicated that games used to provide significant learning experiences for nursing students need to share some of the characteristics of leisure games, especially visual authenticity, immersion, interactivity and feedback systems. In terms of the clinical reasoning process, students improved in their ability to take action and collect information. The findings showed that usability, application of nursing knowledge and exploration are the aspects of a simulation game that have the greatest impact on learning clinical reasoning. It was also revealed that authentic patient-related experiences, feedback and reflection have an indirect effect on learning clinical reasoning.
This study provided opportunities to advance our knowledge of nursing students’ learning processes and experiences of learning clinical reasoning through game-based simulation. Its results add to the growing body of literature on game development in the field of nursing education by providing design principles for educational simulation games. The present study confirms previous findings and contributes additional evidence that suggests that game-based simulations are a valuable learning method for healthcare education. However, in order for serious games to add value to healthcare education, the essence of the profession needs to be built into the game, and here the contribution of healthcare professionals is priceless.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
A design-based research methodology was used: iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, nurse educators, students, programmers, 3D artist and interface designers in a real-world setting. Mixed research methods were used.
The results indicated that games used to provide significant learning experiences for nursing students need to share some of the characteristics of leisure games, especially visual authenticity, immersion, interactivity and feedback systems. In terms of the clinical reasoning process, students improved in their ability to take action and collect information. The findings showed that usability, application of nursing knowledge and exploration are the aspects of a simulation game that have the greatest impact on learning clinical reasoning. It was also revealed that authentic patient-related experiences, feedback and reflection have an indirect effect on learning clinical reasoning.
This study provided opportunities to advance our knowledge of nursing students’ learning processes and experiences of learning clinical reasoning through game-based simulation. Its results add to the growing body of literature on game development in the field of nursing education by providing design principles for educational simulation games. The present study confirms previous findings and contributes additional evidence that suggests that game-based simulations are a valuable learning method for healthcare education. However, in order for serious games to add value to healthcare education, the essence of the profession needs to be built into the game, and here the contribution of healthcare professionals is priceless.
Koivisto, Jonna
Learning clinical reasoning through game-based simulation: Design principles for simulation games Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. , 2017, ISBN: 978-952-03-0550-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, games, gamification, information systems, motivation
@phdthesis{Koivisto2017b,
title = {Learning clinical reasoning through game-based simulation: Design principles for simulation games},
author = {Jonna Koivisto},
url = {https://urn.fi/URN:ISBN:978-952-03-0550-5},
isbn = {978-952-03-0550-5},
year = {2017},
date = {2017-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. },
abstract = {Gamification is a design approach that draws from game design in order to induce gameful experiences in different contexts, and has become a trending topic in the industry and academia in recent years. Increasing numbers of products and services are being designed to include some gameful elements with the goal of inducing experiences such as mastery, enjoyment, flow or relatedness, in addition to their core functions. The concept can be traced to a larger development of gamification in culture and society where games and game play have become a mainstream entertainment form and are increasingly permeating all aspects of our daily lives.
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.},
keywords = {englanninkieliset väitöskirjat, games, gamification, information systems, motivation},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.
Korhonen, Vesa
Psykologia, Itä-Suomen yliopisto, 2017, ISBN: 978-952-61-2376-9.
Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Korhonen2017,
title = { High support need and minimally verbal children with autism: Exploration of technology-based research methodology and the case of attending to eyes},
author = {Vesa Korhonen},
url = {http://urn.fi/URN:ISBN:978-952-61-2376-9},
isbn = {978-952-61-2376-9},
year = {2017},
date = {2017-01-01},
school = {Psykologia, Itä-Suomen yliopisto},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Matilainen, Riitta
Production and consumption of recreational gambling in twentieth-century Finland Väitöskirja
Talous- ja sosiaalihistoria, Helsingin yliopisto, 2017, ISBN: 978-951-51-3282-6.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Matilainen2017,
title = {Production and consumption of recreational gambling in twentieth-century Finland},
author = {Riitta Matilainen},
url = {http://urn.fi/URN:ISBN:978-951-51-3282-6},
isbn = {978-951-51-3282-6},
year = {2017},
date = {2017-01-01},
school = {Talous- ja sosiaalihistoria, Helsingin yliopisto},
abstract = {Gambling is a ubiquitous phenomenon in Finland although only a less than a century ago lotteries in goods were the only legal form of gambling. This research explains this change. The focus of the research is on legal, commercialized gambling and on recreational gamblers instead of problem gambling or problem gamblers, because the field of gambling studies has traditionally focused on problematic aspects of gambling. The time period of the study stretches from the nineteenth century to the twenty-first one, but the focus is mostly on the twentieth century. The research question is multifaceted. The research focuses on the question of the cultural, social, and historical place of a phenomenon understood as gambling in a certain time-spatial context. The research asks how gambling and discourses and practices related to it have become to what they are and how they are experienced today: Why and how was gambling tamed to be part Finnish way of life; what has been gambling’s social, cultural, and economic significance to its practitioners, and what can research done on gambling tell about the history and changes of the Finnish society in the period? The objective of the study is to historicize gambling’s place by researching discourses and practices related to the ensemble understood as gambling from the theoretical perspective of Michel Foucault’s dispositif.
To answer these questions a variety of qualitative data has been used. The idea has been to explore the ensemble understood as gambling from the perspectives of production (the regulation of gambling, gambling operators, technological changes affecting gambling), and consumption (the gamblers). The data include contemporary official memorandums, newspaper and magazine articles, archive material by two Finnish gambling monopolies Veikkaus and RAY, various collections of oral history data, Finnish fiction, and auto-ethnographic observations. The main method of the research is historical approach, which means using diverse and fragmented sources with a commitment to their relevance, reliability and validity and to different longitudinal and qualitative methods that recognize the possibility of change.
The research results show that the history of Finnish gambling can be formulated into three dispositifs: prohibition dispositif, common good dispositif, and risk dispositif. These dispositifs describe solutions to the "problem" of gambling that are contingent upon the socio-temporal circumstances of the Finnish society. The dispositifs reveal how gambling has been understood, practiced, and regulated in certain periods, and they are also indicators of the change concerning gambling that has taken place in Finland. It is argued that in an international comparison, gambling in Finland was both legalised and tamed quite early and exceptionally successfully. Especially the Finnish state has had a quite unique role in taming gambling: Gambling defined good citizen-ship and the state actively promoted it in many ways decades earlier than similar processes were underway in Anglophonic countries.
The theoretical ambition has been to take part in the international discussion in the field of gambling studies regarding gambling’s historical place, taming processes and gambling as consumption in Western societies in the nineteenth, twentieth and twenty-first centuries, and to give an example of the usefulness of the concept of dispositif, and demonstrate both the value of comparative approach and of oral history data for the field of gambling studies.
},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
To answer these questions a variety of qualitative data has been used. The idea has been to explore the ensemble understood as gambling from the perspectives of production (the regulation of gambling, gambling operators, technological changes affecting gambling), and consumption (the gamblers). The data include contemporary official memorandums, newspaper and magazine articles, archive material by two Finnish gambling monopolies Veikkaus and RAY, various collections of oral history data, Finnish fiction, and auto-ethnographic observations. The main method of the research is historical approach, which means using diverse and fragmented sources with a commitment to their relevance, reliability and validity and to different longitudinal and qualitative methods that recognize the possibility of change.
The research results show that the history of Finnish gambling can be formulated into three dispositifs: prohibition dispositif, common good dispositif, and risk dispositif. These dispositifs describe solutions to the "problem" of gambling that are contingent upon the socio-temporal circumstances of the Finnish society. The dispositifs reveal how gambling has been understood, practiced, and regulated in certain periods, and they are also indicators of the change concerning gambling that has taken place in Finland. It is argued that in an international comparison, gambling in Finland was both legalised and tamed quite early and exceptionally successfully. Especially the Finnish state has had a quite unique role in taming gambling: Gambling defined good citizen-ship and the state actively promoted it in many ways decades earlier than similar processes were underway in Anglophonic countries.
The theoretical ambition has been to take part in the international discussion in the field of gambling studies regarding gambling’s historical place, taming processes and gambling as consumption in Western societies in the nineteenth, twentieth and twenty-first centuries, and to give an example of the usefulness of the concept of dispositif, and demonstrate both the value of comparative approach and of oral history data for the field of gambling studies.
Moisala, Mona
Psykologia, Helsingin yliopisto, 2017, ISBN: 978-951-51-2979-6.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Moisala2017,
title = { Brain activations related to attention and working memory and their association with technology-mediated activities},
author = {Mona Moisala},
url = {http://urn.fi/URN:ISBN:978-951-51-2980-2},
isbn = {978-951-51-2979-6},
year = {2017},
date = {2017-01-01},
school = {Psykologia, Helsingin yliopisto},
abstract = {Executive functions are pivotal in our everyday lives, as they form the basis for complex and goal-directed behavior. For example, the ability to maintain information in memory while making a decision requires executive processes. Whether or not executive functions can exhibit experience-dependent changes is still a topic of debate, but generally accepted principles of brain plasticity suggest that environmental factors can have an impact on cognitive processes and the activity and structure of their respective brain networks. One such environmental factor is the increasingly ubiquitous daily interaction with technology, which has been suggested to affect mental faculties such as the ability to maintain focus on a single task or to actively maintain information in short-term memory.
The aim of the present thesis was to study activity in cortical networks of attention and working memory. In addition, we investigated whether any associations could be found between the recruitment of these networks or performance speed and accuracy in working memory and attention tasks, and the extent of daily technology-mediated activities reported by adolescent and young adult participants. In all studies, functional magnetic resonance imaging (fMRI) was used to record brain activity during task performance.
By using novel experimental paradigms, the present results shed more light on the specific cortical networks recruited by different executive functions by showing that both common and specific brain regions are recruited by auditory and visual selective attention, divided attention and working memory processes. Furthermore, they demonstrate that during division of attention between two concurrent tasks (listening to speech and reading text), competition for neural resources in regions shared by the component tasks is a major contributor to performance limitations observed during multitasking. Importantly, the results of the present thesis also demonstrate that detectable associations exist between different types of daily technology use and cognitive functioning already in adolescence. More specifically, the results demonstrate that a tendency to use several media simultaneously (i.e., media multitasking) is related to increased distractibility. The extent of computer gaming in daily life, in turn, is associated with enhanced working memory functioning. These findings are of great importance, since it is vital to understand how the increasing amount of on-screen time might affect or interact with the cognitive and brain functioning of the current youth.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The aim of the present thesis was to study activity in cortical networks of attention and working memory. In addition, we investigated whether any associations could be found between the recruitment of these networks or performance speed and accuracy in working memory and attention tasks, and the extent of daily technology-mediated activities reported by adolescent and young adult participants. In all studies, functional magnetic resonance imaging (fMRI) was used to record brain activity during task performance.
By using novel experimental paradigms, the present results shed more light on the specific cortical networks recruited by different executive functions by showing that both common and specific brain regions are recruited by auditory and visual selective attention, divided attention and working memory processes. Furthermore, they demonstrate that during division of attention between two concurrent tasks (listening to speech and reading text), competition for neural resources in regions shared by the component tasks is a major contributor to performance limitations observed during multitasking. Importantly, the results of the present thesis also demonstrate that detectable associations exist between different types of daily technology use and cognitive functioning already in adolescence. More specifically, the results demonstrate that a tendency to use several media simultaneously (i.e., media multitasking) is related to increased distractibility. The extent of computer gaming in daily life, in turn, is associated with enhanced working memory functioning. These findings are of great importance, since it is vital to understand how the increasing amount of on-screen time might affect or interact with the cognitive and brain functioning of the current youth.
Myllymaa, Antti
The political economy of online gambling in the European Union Väitöskirja
Valtio-oppi, Helsingin yliopisto, 2017, ISBN: 978-951-51-2987-1.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Myllymaa2017,
title = {The political economy of online gambling in the European Union},
author = {Antti Myllymaa},
url = {http://urn.fi/URN:ISBN:978-951-51-2987-1},
isbn = {978-951-51-2987-1},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
school = {Valtio-oppi, Helsingin yliopisto},
abstract = {This dissertation addresses the tripartite question concerning the relationship between a globalizing capitalist market economy, a territorial states system and a supranational European Union. Specifically, this study explains how different societal actors approach the question of the vertical division of competences between the supranational EU institutions and the Member States while juxtaposing this in the pursuit of desired models of socio-economic regulation. Whereas previous studies have paid attention to issues concerning the form of integration, this study seeks to contribute to more nuanced discussions concerning federalism by focusing on issues of content. It also challenges the view that economic globalization is an exogenous development arguing that what is understood as economic globalization can in fact be traced back to specific national policies that are enacted in order to facilitate the state s international competitiveness, thus making economic globalization an endogenous process.
The empirical part of this dissertation addresses the emergence of a cross-border online gambling market in Europe. Although such a de facto market exists, its existence has not been recognized de jure by the European Union. This untenable situation results from EU Member States having diametrically opposing views concerning the legality of this market. In order to explain this development, this study takes a step back and asks how the cross-border online gambling market emerged in Europe.
This study employs the process-tracing method in order to identify critical turning points that were necessary for the emergence of this market. It is argued that it was the neoliberal export-oriented competitiveness policies of the Malta and Gibraltar tax havens, enacted following the suggestions of the cross-border online gambling industry, which was a necessary condition for the emergence of the de facto market. The cross-border online gambling operators incorporation in Malta and Gibraltar guaranteed these operators access to the Single Market as they were protected by the fundamental freedoms enshrined in the EU Treaties. The successful business operations subsequently enabled interest representation for these operators and the ability to challenge the protectionist gambling regimes of Member States by making complaints to the EU Commission. As the Guardian of the Treaty, the EU Commission launched infringement proceedings against over a dozen Member States. Partially as a result of these infringement proceedings many Member States have opted for what is called controlled liberalization , thus allowing gambling to be organized for private profit. This nudges the socio-economic regulation of gambling towards neoliberalism.
Several contrarian EU Member States, including Finland, are still strongly protectionist thus displaying their commitment to social democratic socio-economic regulation and have decided to fight the liberalization trend that has become prevalent in the field of gambling services. They have resisted the EU Commission s attempts to bring gambling into the Single Market program de jure. Gambling has been omitted from the EU s binding secondary legislation because of the resistance displayed by these protectionist Member States. This resistance has included bringing gambling issues to the EU Council, the EU s multilateral forum, so as to produce non-liberalizing EU level initiatives and regulation of gambling services. It is telling that those Member States, primarily Malta and the UK, who have championed the Single Market perspective for gambling, have fought against such developments.
This study confirms the support of neoliberal societal actors for so-called negative EU integration, i.e., the dismantling of national barriers. The novelty of this study is to contribute to recent theoretical discussions by confirming, as these recent discussions have suggested, that following the transnationalization of business activities, social democratic societal actors would not only resist negative integration, but also work towards social democratic multilateralism, i.e., a specific form of so-called positive integration. This has been true in gambling services as was described above.
However, this study also confirms the EU s bias towards negative integration, finding that the individual Member States policy space in regulating gambling services is being diminished due to the EU s fundamental freedoms and the EU Court s judge-made law. The protectionist Member States have had to resort to organized hypocrisy in order to protect the de facto socialized or nationalized means of production of gambling services in order to thwart the liberalization trend. Although the reasons for protection are in reality mostly financial, the EU Court and the EU Commission only accepts non-financial overriding public interest reasons for protection. As the stated reasons for protection of protectionist Member States are in fact hypocritical, this study finds that, although there are several potential futures, the most likely future scenario will be the slow neoliberalization of gambling services in the European Union with the sector s de jure inclusion in the Single Market program as the end result.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The empirical part of this dissertation addresses the emergence of a cross-border online gambling market in Europe. Although such a de facto market exists, its existence has not been recognized de jure by the European Union. This untenable situation results from EU Member States having diametrically opposing views concerning the legality of this market. In order to explain this development, this study takes a step back and asks how the cross-border online gambling market emerged in Europe.
This study employs the process-tracing method in order to identify critical turning points that were necessary for the emergence of this market. It is argued that it was the neoliberal export-oriented competitiveness policies of the Malta and Gibraltar tax havens, enacted following the suggestions of the cross-border online gambling industry, which was a necessary condition for the emergence of the de facto market. The cross-border online gambling operators incorporation in Malta and Gibraltar guaranteed these operators access to the Single Market as they were protected by the fundamental freedoms enshrined in the EU Treaties. The successful business operations subsequently enabled interest representation for these operators and the ability to challenge the protectionist gambling regimes of Member States by making complaints to the EU Commission. As the Guardian of the Treaty, the EU Commission launched infringement proceedings against over a dozen Member States. Partially as a result of these infringement proceedings many Member States have opted for what is called controlled liberalization , thus allowing gambling to be organized for private profit. This nudges the socio-economic regulation of gambling towards neoliberalism.
Several contrarian EU Member States, including Finland, are still strongly protectionist thus displaying their commitment to social democratic socio-economic regulation and have decided to fight the liberalization trend that has become prevalent in the field of gambling services. They have resisted the EU Commission s attempts to bring gambling into the Single Market program de jure. Gambling has been omitted from the EU s binding secondary legislation because of the resistance displayed by these protectionist Member States. This resistance has included bringing gambling issues to the EU Council, the EU s multilateral forum, so as to produce non-liberalizing EU level initiatives and regulation of gambling services. It is telling that those Member States, primarily Malta and the UK, who have championed the Single Market perspective for gambling, have fought against such developments.
This study confirms the support of neoliberal societal actors for so-called negative EU integration, i.e., the dismantling of national barriers. The novelty of this study is to contribute to recent theoretical discussions by confirming, as these recent discussions have suggested, that following the transnationalization of business activities, social democratic societal actors would not only resist negative integration, but also work towards social democratic multilateralism, i.e., a specific form of so-called positive integration. This has been true in gambling services as was described above.
However, this study also confirms the EU s bias towards negative integration, finding that the individual Member States policy space in regulating gambling services is being diminished due to the EU s fundamental freedoms and the EU Court s judge-made law. The protectionist Member States have had to resort to organized hypocrisy in order to protect the de facto socialized or nationalized means of production of gambling services in order to thwart the liberalization trend. Although the reasons for protection are in reality mostly financial, the EU Court and the EU Commission only accepts non-financial overriding public interest reasons for protection. As the stated reasons for protection of protectionist Member States are in fact hypocritical, this study finds that, although there are several potential futures, the most likely future scenario will be the slow neoliberalization of gambling services in the European Union with the sector s de jure inclusion in the Single Market program as the end result.
Mäkinen, Liisa
Ludic surveillance: Examining mundane surveillance practices at the interface of control and play Väitöskirja
Yhteiskuntapolitiikka, Helsingin yliopisto, 2017, ISBN: 978-951-51-2590-3.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Mäkinen2017,
title = {Ludic surveillance: Examining mundane surveillance practices at the interface of control and play},
author = {Liisa Mäkinen},
url = {http://urn.fi/URN:ISBN:978-951-51-2590-3},
isbn = {978-951-51-2590-3},
year = {2017},
date = {2017-01-01},
school = {Yhteiskuntapolitiikka, Helsingin yliopisto},
abstract = {This doctoral thesis investigates private surveillance practices in everyday life, ranging from control-related monitoring to watching for familial care, for both practical and playful purposes. The focus is on individual camera surveillance practices in private and semi-private places such as homes and recreational surroundings. The work is located in the field of Surveillance Studies.
The research builds on the view that surveillance in its current form cannot be conceptualized merely in the framework of control, and recognizes that play can be offered as an alternative. Consequently, the objective is to examine how private surveillance practices can be placed in between, and beyond, frames of control and play. Furthermore, the aim is to examine how surveillance traditionally understood as a control-related activity can be connected to game-like and playful practices on a theoretical level.
The study includes four research articles and a summary article. The main body of the empirical data is comprised of qualitative interviews (N:23) collected in Finland with users of private surveillance equipment. Two articles build on interview data, one is a case study (on an online surveillance application) and one is grounded on a theoretical analysis of playful traits in surveillance practices.
The main result from the empirical data is that while private surveillance practices connect to forms of control-related monitoring and playful watching practices, uses are not limited to either but combine and add to them. A particularly interesting combination of the two is manifested in gamified surveillance, where surveillants might operate playfully, but surveillance is still authoritative. Control and play can indeed happen simultaneously.
Five types of surveillance produced with domestic surveillance systems are recognized: controlling, caring, recreational, communicational and sincere. Furthermore, online cameras are analysed as practical devices which enable a convenient way to monitoring places and property which are important to the users.
The key result on the theoretical level is the metaphorical model of surveillance analysis presented in two of the articles. This research introduces five novel metaphors for future surveillance analysis: 1) cat-and-mouse, 2) hide-and-seek, 3) labyrinth, 4) sleight-of-hand, and 5) poker. The metaphorical approach to surveillance practices proposes that control-related surveillance can be analysed from a ludic perspective.
This study furthers both empirical and theoretical understanding of private surveillance practices and surveillance taking place at the interfaces of control and play. The underlying argument is that, in addition to control and play, convenience should be considered a framework for analysing private surveillance practices. Consequently, the positions of surveillance subjects should also be rethought.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The research builds on the view that surveillance in its current form cannot be conceptualized merely in the framework of control, and recognizes that play can be offered as an alternative. Consequently, the objective is to examine how private surveillance practices can be placed in between, and beyond, frames of control and play. Furthermore, the aim is to examine how surveillance traditionally understood as a control-related activity can be connected to game-like and playful practices on a theoretical level.
The study includes four research articles and a summary article. The main body of the empirical data is comprised of qualitative interviews (N:23) collected in Finland with users of private surveillance equipment. Two articles build on interview data, one is a case study (on an online surveillance application) and one is grounded on a theoretical analysis of playful traits in surveillance practices.
The main result from the empirical data is that while private surveillance practices connect to forms of control-related monitoring and playful watching practices, uses are not limited to either but combine and add to them. A particularly interesting combination of the two is manifested in gamified surveillance, where surveillants might operate playfully, but surveillance is still authoritative. Control and play can indeed happen simultaneously.
Five types of surveillance produced with domestic surveillance systems are recognized: controlling, caring, recreational, communicational and sincere. Furthermore, online cameras are analysed as practical devices which enable a convenient way to monitoring places and property which are important to the users.
The key result on the theoretical level is the metaphorical model of surveillance analysis presented in two of the articles. This research introduces five novel metaphors for future surveillance analysis: 1) cat-and-mouse, 2) hide-and-seek, 3) labyrinth, 4) sleight-of-hand, and 5) poker. The metaphorical approach to surveillance practices proposes that control-related surveillance can be analysed from a ludic perspective.
This study furthers both empirical and theoretical understanding of private surveillance practices and surveillance taking place at the interfaces of control and play. The underlying argument is that, in addition to control and play, convenience should be considered a framework for analysing private surveillance practices. Consequently, the positions of surveillance subjects should also be rethought.
Männikkö, Niko
Hoitotiede, Oulun yliopisto, 2017, ISBN: 978-952-62-1658-4.
Abstract | Links | BibTeX | Avainsanat: addictive behavior, adolescents, digital games, englanninkieliset väitöskirjat, health, internet gaming disorder, prevalence, young adults
@phdthesis{Männikkö2017,
title = {Problematic gaming behavior among adolescents and young adults: Relationship between gaming behavior and health},
author = {Niko Männikkö},
url = {http://urn.fi/urn:isbn:9789526216584},
isbn = {978-952-62-1658-4},
year = {2017},
date = {2017-01-01},
school = {Hoitotiede, Oulun yliopisto},
abstract = {The aim of the study was to describe and explain the problematic gaming behavior and the relationship between the digital gaming behavior (gaming time, medium, genres and motives), health (psychological, social and physical) and problematic gaming behavior among young people aged from 13 to 24 years. Information received can be used for developing practices to identify individuals with problematic gaming behavior, promote their lifestyle change and subsequently to increase knowledge of the nature of the condition within healthcare education. In this study, digital games means electronic games that can be played through console, computer, network and mobile devices.
In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data.
The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB.},
keywords = {addictive behavior, adolescents, digital games, englanninkieliset väitöskirjat, health, internet gaming disorder, prevalence, young adults},
pubstate = {published},
tppubtype = {phdthesis}
}
In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data.
The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB.
Pasanen, Tero
Beyond the pale: Gaming controversies and moral panics as rites of passage Väitöskirja
Digitaalinen kulttuuri, Jyväskylän yliopisto, 2017, ISBN: 978-951-39-7152-6.
Abstract | Links | BibTeX | Avainsanat: digital games, englanninkieliset väitöskirjat, game studies, game violence, gaming controversy, gaming culture, moral panic
@phdthesis{Pasanen2017,
title = {Beyond the pale: Gaming controversies and moral panics as rites of passage},
author = {Tero Pasanen},
url = {http://urn.fi/URN:ISBN:978-951-39-7152-6},
isbn = {978-951-39-7152-6},
year = {2017},
date = {2017-01-01},
school = {Digitaalinen kulttuuri, Jyväskylän yliopisto},
abstract = {Throughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction by individuals and interest groups, driven by various sociopolitical motives. These rhetors have created a host of discourse units, which are used to construct multifaceted narratives and ontological claims that shape the social reality of digital games. The thesis also explores several sociocultural factors that are generally shared by gaming controversies and moral panics. Furthermore, the dissertation maps the cultural evolution of these socially constructed events. Albeit the classic controversial themes of violence, crime and sex still generate social concerns, these incidents have evolved from mere representation-, content- or effects-based contentions into broader cultural discussions that deal with more comprehensive societal issues. Controversies and panics are products of their zeitgeist and surrounding culture. The study also examines moral and cultural boundaries that inhibit the scope of expression of digital games. These implicit restrictions demonstrate that the new societal status of the medium is still being negotiated. Lastly, the medium-specific qualities of gaming controversies and panics are analysed.},
keywords = {digital games, englanninkieliset väitöskirjat, game studies, game violence, gaming controversy, gaming culture, moral panic},
pubstate = {published},
tppubtype = {phdthesis}
}
Reunanen, Markku
Times of change in the demoscene: A creative community and its relationship with technology Väitöskirja
Digitaalinen kulttuuri, Turun yliopisto, 2017, ISBN: 978-951-29-6717-9.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Reunanen2017,
title = {Times of change in the demoscene: A creative community and its relationship with technology},
author = {Markku Reunanen},
url = {https://urn.fi/URN:ISBN:978-951-29-6717-9},
isbn = {978-951-29-6717-9},
year = {2017},
date = {2017-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {The demoscene is a form of digital culture that emerged in the mid-1980s after home computers started becoming commonplace. Throughout its approximately thirty years of existence it has changed in a number of ways, due to both external and internal factors. The most evident external driver has been the considerable technological development of the period, which has forced the community to react in its own particular ways.
A modest body of research on the demoscene already exists, even though several topics still remain unstudied. In this thesis I approach the scene from three different angles: community, artefacts and relationship with technology. The most important frames of reference are subcultural studies, history of computing, game studies, domestication of technology and software studies. The research material is equally diverse, consisting of texts, creative works and interviews.
The study paints an uncommon picture of the scene as a meritocracy that actively and even aggressively debates technological change. Technical prowess does not imply embracing new gadgets uncritically, in particular because their perceived ease is in dire contrast with the shared ethic that emphasises individuals’ skill. Practices, interests and relationships to other communities – gamers in particular – are still subject to constant change and, therefore, we should not consider the demoscene as a frozen monoculture, but rather as a group of phenomena that are linked to different periods of time, locations and computing platforms.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
A modest body of research on the demoscene already exists, even though several topics still remain unstudied. In this thesis I approach the scene from three different angles: community, artefacts and relationship with technology. The most important frames of reference are subcultural studies, history of computing, game studies, domestication of technology and software studies. The research material is equally diverse, consisting of texts, creative works and interviews.
The study paints an uncommon picture of the scene as a meritocracy that actively and even aggressively debates technological change. Technical prowess does not imply embracing new gadgets uncritically, in particular because their perceived ease is in dire contrast with the shared ethic that emphasises individuals’ skill. Practices, interests and relationships to other communities – gamers in particular – are still subject to constant change and, therefore, we should not consider the demoscene as a frozen monoculture, but rather as a group of phenomena that are linked to different periods of time, locations and computing platforms.