2019
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.
Äyrämö, Sanna-Mari
Digitaalinen kulttuuri, Tampereen yliopisto, 2017, ISBN: 978-951-39-6998-1.
Abstract | Links | BibTeX | Avainsanat: digital game, digital narrative, englanninkieliset väitöskirjat, learning game design, narrative theory
@phdthesis{Äyrämö2017,
title = {In order to enable meaningful playing: How to support player's learning through digital game narrative design},
author = {Sanna-Mari Äyrämö},
url = {http://urn.fi/URN:ISBN:978-951-39-6998-1},
isbn = {978-951-39-6998-1},
year = {2017},
date = {2017-01-01},
school = {Digitaalinen kulttuuri, Tampereen yliopisto},
abstract = {The main research problem of this constructive study is, how player’s learning during game playing can be supported through game narrative design. When the solutions are searched within narrative theories, modern game theories, and learning game design research, the problem turns conceptually challenging. Basically, the challenge stems from the ambiguous concept of narrative and the diversity of narrative theories. The academic conversation on learning game design has drawn approaches from various narrative theories and traditions of screenwriting and creative writing. Hence, the conversation results fragmental. Firstly, I consider what kind of narrative definition and conception should be adopted, so that it best lends itself on applying narrative learning approaches, as well as, recognizing the novel types of narrative encountered within digital game (design) context. Secondly, I consider how the player’s role in game narratives can be characterized and conceptualized. Finally, the third objective of the study is to investigate, what guidelines for digital learning game narrative design can be suggested, applying the constructed concepts and models. The results contain two models of narrative, the constitutive one, and the game design -oriented. Within the first-mentioned narrative model, four design areas of narrative are specified and characterized. In the last-mentioned model, the four design areas are set to intersect digital game rules. Besides, the concept of co-storyliner is proposed in order to discuss the position of the player in a game narrative intended by the designer. When a designer determines links between the narrative design areas and the game rules, he formulates the grounds and the position from which a player as a co-storyliner will conduct meaning negotiations and pondering during game playing. Meaning negotiations and ponderings are something the player must do in order to pursue and express agency within the game. Hence, when considering player’s learning during narrative game playing, I recognize the player’s meaning negotiations and ponderings particularly essential. The study demonstrates, in general, the multidimensional design potential of game narratives, and especially, the challenging nature of digital narrative design from the learning game point of view. Several different ways of constructing learning support can be applied on the four design areas of narrative. Above all, the learning game narrative designer should piece together the narrative and game rule -related design decisions as a whole, and concern himself with how the constructed conditions of meaning negotiations can develop the player regarding the explicitly set learning objective.},
keywords = {digital game, digital narrative, englanninkieliset väitöskirjat, learning game design, narrative theory},
pubstate = {published},
tppubtype = {phdthesis}
}
2016
Korhonen, Hannu
Evaluating playability of mobile games with the expert review method Väitöskirja
Vuorovaikutteinen teknologia, Tampereen yliopisto., 2016, ISBN: 978-952-03-0196-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, expert review, heuristic, mobile games, playability, videogames
@phdthesis{Korhonen2016,
title = {Evaluating playability of mobile games with the expert review method},
author = {Hannu Korhonen},
url = {https://urn.fi/URN:ISBN:978-952-03-0196-5},
isbn = {978-952-03-0196-5},
year = {2016},
date = {2016-01-01},
school = {Vuorovaikutteinen teknologia, Tampereen yliopisto.},
abstract = {The success of a video game is measured based on the experiences it elicits for players. Positive player experience is created by interesting game concept and playability of a game. Playability can be understood as means how the players interact with the gameworld and possibly with other players. Making a good game is a long process and game designers should evaluate both player experience and playability aspects regularly. Playtesting is a common method to evaluate playability, but it requires that there is a working prototype available, which can be handed to players. The thesis introduces the expert review method for mobile game evaluations. In this method an evaluation is conducted by experts instead of players. The inspectors identify issues in the game design which might cause problems for players and decrease attractiveness of the game. The advantage of the method is that it can be used to evaluate very early prototypes of the game and fix problems in the design before the game is implemented. The result of the research work is 47 domain-specific heuristics to be used with the expert review method. The heuristics consider the most important aspects of the playability including game usability, gameplay, mobility, multi-player, and context-aware. These aspects define the playability of the game. The heuristics can be used to evaluate mobile games and videogames in general, and they can also be applied in evaluation of other mobile services.},
keywords = {englanninkieliset väitöskirjat, expert review, heuristic, mobile games, playability, videogames},
pubstate = {published},
tppubtype = {phdthesis}
}
Parkkila, Janne
Connecting video games as a solution for the growing video game markets Väitöskirja
Tietotekniikka, Lappeenrannan teknillinen yliopisto, 2016, ISBN: 978-952-335-031-1.
Abstract | Links | BibTeX | Avainsanat: connecting video games, englanninkieliset väitöskirjat, interoperability, player interview, video game developer interview, video game ontology
@phdthesis{Parkkila2016,
title = {Connecting video games as a solution for the growing video game markets},
author = {Janne Parkkila},
url = {https://urn.fi/URN:ISBN:978-952-335-031-1},
isbn = {978-952-335-031-1},
year = {2016},
date = {2016-01-01},
school = {Tietotekniikka, Lappeenrannan teknillinen yliopisto},
abstract = {The growth and development of the video game industry has led to fierce
competition for customers’ attention. Video game companies are using increasing
amounts of money in advertising to gain visibility in the markets. In addition,
the owners of digital distribution stores tend to favor the most successful video
games when showcasing and suggesting new games for the players. Both these
tendencies make it hard for small and new video game companies to compete in
the same video game markets with the larger and well-known companies.
The goal of this thesis is to develop a general technical solution which would
enable video games to exchange knowledge and allow video game developers
to create games that can be connected to each other, for example by sharing
common characters or items. This solution approaches the problem of visibility
and discoverability on the video game markets from the viewpoint of enabling
co-operation between video game companies. This is done by using semantic
technologies to create a general model of video game information, allowing the
video games to exchange semantically enriched knowledge about their game
contents, instead of raw data.
The research has been conducted by following the principles of Design Science
Research. The research started by performing a literature study to find out the
current state of the art in the research of connecting video games. In addition,
video game developers were interviewed to gather requirements and opinions on
the possibility of connecting video games with each other. Based on the interview
results, an ontology for modeling video game information was created. This model
was then used as the basis for creating a platform to enable connecting separate
video games. Also, a survey among Counter-Strike players was carried out to find
out if players could be motivated to perform physical exercises in order to gain
digital rewards in their favorite video games.
The ontology model was shown to be able to model and capture video game
information in a general manner. The ontology, combined with the developed
platform, allows video game developers to connect separate video game products
with each other and to create new models for interaction between the games. The
performed survey suggested that players are willing to do physical exercises in
order to gain bonuses in video games.},
keywords = {connecting video games, englanninkieliset väitöskirjat, interoperability, player interview, video game developer interview, video game ontology},
pubstate = {published},
tppubtype = {phdthesis}
}
competition for customers’ attention. Video game companies are using increasing
amounts of money in advertising to gain visibility in the markets. In addition,
the owners of digital distribution stores tend to favor the most successful video
games when showcasing and suggesting new games for the players. Both these
tendencies make it hard for small and new video game companies to compete in
the same video game markets with the larger and well-known companies.
The goal of this thesis is to develop a general technical solution which would
enable video games to exchange knowledge and allow video game developers
to create games that can be connected to each other, for example by sharing
common characters or items. This solution approaches the problem of visibility
and discoverability on the video game markets from the viewpoint of enabling
co-operation between video game companies. This is done by using semantic
technologies to create a general model of video game information, allowing the
video games to exchange semantically enriched knowledge about their game
contents, instead of raw data.
The research has been conducted by following the principles of Design Science
Research. The research started by performing a literature study to find out the
current state of the art in the research of connecting video games. In addition,
video game developers were interviewed to gather requirements and opinions on
the possibility of connecting video games with each other. Based on the interview
results, an ontology for modeling video game information was created. This model
was then used as the basis for creating a platform to enable connecting separate
video games. Also, a survey among Counter-Strike players was carried out to find
out if players could be motivated to perform physical exercises in order to gain
digital rewards in their favorite video games.
The ontology model was shown to be able to model and capture video game
information in a general manner. The ontology, combined with the developed
platform, allows video game developers to connect separate video game products
with each other and to create new models for interaction between the games. The
performed survey suggested that players are willing to do physical exercises in
order to gain bonuses in video games.
Roine, Hanna-Riikka
Yleinen kirjallisuustiede, Tampereen yliopisto, 2016, ISBN: 978-952-03-0195-8.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, narratology, rhetoric, speculative fiction, transmediality, worldbuilding
@phdthesis{Roine2016,
title = {Imaginative, immersive and interactive engagements: The rhetoric of worldbuilding in contemporary speculative fiction},
author = {Hanna-Riikka Roine},
url = {https://urn.fi/URN:ISBN:978-952-03-0195-8},
isbn = {978-952-03-0195-8},
year = {2016},
date = {2016-01-01},
urldate = {2016-01-01},
school = {Yleinen kirjallisuustiede, Tampereen yliopisto},
abstract = {The dissertation addresses the relevance and purpose of speculative fiction. How can we analytically examine the ways speculative fiction – fantasy and science fiction – can speak to us? Why is it possible to find relevance in works of fiction dealing with distant, strange and impossible worlds, events and characters? The main finding of the dissertation is that worldbuilding is among the most fundamental rhetorical and communicative practices of speculative fiction. Furthermore, the dissertation proves that as a practice that transcends medial boundaries, worldbuilding is one of the features that define speculative fiction genre.
The case studies of the dissertation present a wide variety of contemporary speculative fiction from novels to digital games, films, television shows and fanfiction stories. They have been chosen not only to illustrate the poetics of speculative fiction but also to guide theoretical debates into new territories in the spirit of descriptive poetics. The principal theoretical frameworks are rhetorical and transmedial narratology. Until now, they have largely drawn both their case studies and analytical concepts from literary fiction – and a very particular kind of literary fiction – while speculative fiction and other media have been overlooked. In this regard, the starting point of the dissertation is that the theoretical apparatus of narratology can effectively highlight features and questions relevant to speculative fiction, while material that is new to the apparatus can, in turn, refine and complement the theory.
The dialogue between the case studies and the theory, described above, is brought to the fore through the concept of worldbuilding. The dissertation challenges and complements the established ways of using the concept both in narratology and in speculative fiction research. Worldbuilding is defined as a rhetorical and communicative practice instead of focusing on the ontologically oriented analysis of “creating” a world or on the cognitively informed approach emphasising “making sense” of worlds. Instead, the practice of worldbuilding is suited for introducing ideas or thought experiments central to speculative fiction and for engaging the users – readers, players and viewers – to work out these ideas and experiments.
The main argument on worldbuilding has been divided into three sections that address different ways of engaging with works of fiction: imagination, immersion, and interaction. Worldbuilding is, thus, seen as a practice that guides both the creation of works of fiction and the ways the users approach the works. The first section (Chapters 1–3) outlines worldbuilding as a distinct practice of emphasising ideas and enabling different uses of imagination to come together. Speculative fiction combines the creative imagining of fictional characters, events and locations with the rational and systematic process of prospecting into what is to come. In addition to this, the double-layered quality of fiction – the simultaneous awareness of the artifice and the possibly existing dimensions of the work at hand – is seen as a fundamental quality of worldbuilding as a rhetorical and communicative practice. The second section (Chapters 4–6) addresses worldbuilding as a dynamic process between the work and the user. Immersion is, therefore, defined as a similarly dynamic activity, where the user both apprehends the framework and uses it. The rhetorical potential of worldbuilding is located into the simultaneous processes of engaging the users to imagine alternatives as well as possibilities by means of world models and handing them tools to reflect on the ways this is done. Finally, the third section (Chapters 7–8) suggests that such a twofold approach to worldbuilding can be used to explore the ways digital media has influenced our understanding and engagement with works of fiction. The analysis of interactivity focusses on the way the apprehension of worlds both as constructs and processes can be used in introducing new instalments to transmedial contexts. Thus, the ways “canonical” worlds differ from fan-created “fanonical” worlds in their rhetorical and communicative goals are brought to light for discussion.
All in all, the dissertation attests to the benefits of creating a dialogue between speculative fiction and narratology: speculative fiction widens our understanding of what fiction is about and what its appeal is, whereas narratology helps to map the distinct rhetorical and communicative practices of speculative fiction genre. Furthermore, the dissertation suggests that worldbuilding is one of the contemporary cultural dominants, which has been gained a strong boost from the rise of digital media. Speculative fiction is fundamentally about ideas, and the dissertation argues that engaging ourselves in creating and working through such ideas can be an enjoyable and revolutionary practice.},
keywords = {englanninkieliset väitöskirjat, narratology, rhetoric, speculative fiction, transmediality, worldbuilding},
pubstate = {published},
tppubtype = {phdthesis}
}
The case studies of the dissertation present a wide variety of contemporary speculative fiction from novels to digital games, films, television shows and fanfiction stories. They have been chosen not only to illustrate the poetics of speculative fiction but also to guide theoretical debates into new territories in the spirit of descriptive poetics. The principal theoretical frameworks are rhetorical and transmedial narratology. Until now, they have largely drawn both their case studies and analytical concepts from literary fiction – and a very particular kind of literary fiction – while speculative fiction and other media have been overlooked. In this regard, the starting point of the dissertation is that the theoretical apparatus of narratology can effectively highlight features and questions relevant to speculative fiction, while material that is new to the apparatus can, in turn, refine and complement the theory.
The dialogue between the case studies and the theory, described above, is brought to the fore through the concept of worldbuilding. The dissertation challenges and complements the established ways of using the concept both in narratology and in speculative fiction research. Worldbuilding is defined as a rhetorical and communicative practice instead of focusing on the ontologically oriented analysis of “creating” a world or on the cognitively informed approach emphasising “making sense” of worlds. Instead, the practice of worldbuilding is suited for introducing ideas or thought experiments central to speculative fiction and for engaging the users – readers, players and viewers – to work out these ideas and experiments.
The main argument on worldbuilding has been divided into three sections that address different ways of engaging with works of fiction: imagination, immersion, and interaction. Worldbuilding is, thus, seen as a practice that guides both the creation of works of fiction and the ways the users approach the works. The first section (Chapters 1–3) outlines worldbuilding as a distinct practice of emphasising ideas and enabling different uses of imagination to come together. Speculative fiction combines the creative imagining of fictional characters, events and locations with the rational and systematic process of prospecting into what is to come. In addition to this, the double-layered quality of fiction – the simultaneous awareness of the artifice and the possibly existing dimensions of the work at hand – is seen as a fundamental quality of worldbuilding as a rhetorical and communicative practice. The second section (Chapters 4–6) addresses worldbuilding as a dynamic process between the work and the user. Immersion is, therefore, defined as a similarly dynamic activity, where the user both apprehends the framework and uses it. The rhetorical potential of worldbuilding is located into the simultaneous processes of engaging the users to imagine alternatives as well as possibilities by means of world models and handing them tools to reflect on the ways this is done. Finally, the third section (Chapters 7–8) suggests that such a twofold approach to worldbuilding can be used to explore the ways digital media has influenced our understanding and engagement with works of fiction. The analysis of interactivity focusses on the way the apprehension of worlds both as constructs and processes can be used in introducing new instalments to transmedial contexts. Thus, the ways “canonical” worlds differ from fan-created “fanonical” worlds in their rhetorical and communicative goals are brought to light for discussion.
All in all, the dissertation attests to the benefits of creating a dialogue between speculative fiction and narratology: speculative fiction widens our understanding of what fiction is about and what its appeal is, whereas narratology helps to map the distinct rhetorical and communicative practices of speculative fiction genre. Furthermore, the dissertation suggests that worldbuilding is one of the contemporary cultural dominants, which has been gained a strong boost from the rise of digital media. Speculative fiction is fundamentally about ideas, and the dissertation argues that engaging ourselves in creating and working through such ideas can be an enjoyable and revolutionary practice.
Räsänen, Tiina
Terveys pelissä: Nuorten rahapelaamisen yhteys riskikäyttäytymiseen Väitöskirja
Sosiaali- ja terveyspolitiikka, Tampereen yliopisto, 2016, ISBN: 978-952-03-0257-3.
Abstract | Links | BibTeX | Avainsanat: suomenkieliset väitöskirjat
@phdthesis{Räsänen2016,
title = {Terveys pelissä: Nuorten rahapelaamisen yhteys riskikäyttäytymiseen},
author = {Tiina Räsänen},
url = {https://urn.fi/URN:ISBN:978-952-03-0257-3},
isbn = {978-952-03-0257-3},
year = {2016},
date = {2016-01-01},
urldate = {2016-01-01},
school = {Sosiaali- ja terveyspolitiikka, Tampereen yliopisto},
abstract = {Suomalaisille rahapelaamisesta on tullut arkinen tapa viettää vapaa-aikaa. Myös nuoret pelaavat, vaikka rahapelaaminen on lain mukaan kiellettyä alle 18-vuotiailta. Suomalaisten rahapelaamista selvittäneen tutkimuksen mukaan jopa 37 prosenttia 15–17-vuotiaista vastaajista oli pelannut jotakin rahapeliä viimeisen 12 kuukauden aikana. Rahapelaaminen onkin läsnä nuorten elämäs-sä monin eri tavoin. Pelejä on tarjolla useissa paikoissa, ja rahapelimainon-taan voi törmätä niin kotisohvalla kuin ruokakaupassakin.
Runsaasta rahapelitarjonnasta ja rahapelien näkyvyydestä huolimatta nuorten rahapelaamista on tutkittu vielä melko vähän Suomessa. Niinpä yksi tämän tutkimuksen tavoitteista oli tuottaa uutta tietoa suomalaisnuorten pe-laamisesta. Tutkimuksessa tarkasteltiin rahapelitiheyden (gambling frequen-cy), eli sen kuinka usein nuori pelaa rahapelejä, yhteyttä nuoren riskikäyttäy-tymiseen. Riskikäyttäytymisellä tarkoitettiin nuoren ongelmakäyttäytymistä ja terveysriskien ottamista. Ongelmakäyttäytymisellä puolestaan tarkoitettiin nuoren hyvinvointia uhkaavaa toimintaa, joka on normien vastaista tai jopa laitonta. Lisäksi tutkittiin sitä, kuinka vanhempien, ystävien ja koulun sosiaa-linen tuki sekä vanhempien ja ystävien rahapelaaminen vaikuttavat nuoren rahapelaamiseen sekä riskikäyttäytymisen ja terveyden väliseen yhteyteen. Toisaalta oltiin kiinnostuneita myös siitä, millainen rahapelikäyttäytyminen on yhteydessä ongelmapelaamiseen ja riskikäyttäytymiseen.
Tutkimuksessa käytettiin kolmea eri valtakunnallista aineistoa: Kouluter-veyskyselyä vuosilta 2010 ja 2011 (N = 102 545), Nuorten terveystapatutki-musta vuodelta 2011 (2 812) ja Nuorten rahapelaaminen 2006 -aineistoa (N = 5 000). Tutkimuksessa hyödynnettiin useita eri tilastollisia menetelmiä. Mul-tinomiaalisen logistisen ja negatiivisen binomiaalisen regressioanalyysin avulla tarkasteltiin rahapelitiheyden ja rahapelihaittojen yhteyttä riskikäyttäytymi-seen. ROC-analyysiä käytettiin tutkittaessa rahapelikäyttäytymisen raja-arvoja ongelmapelaamiselle. Rahapelikäyttäytymisen raja-arvoja testattiin logistisen regression avulla. Latentin luokka-analyysin avulla nuoria ryhmitel-tiin luokkiin heidän ongelmakäyttäytymisensä perusteella ja polkuanalyysiä käytettiin tutkittaessa sosiaalisen tuen vaikutusta rahapelaamisen, riskikäyt-täytymisen ja terveyden väliseen yhteyteen.
Tutkimus osoitti, että rahapelitiheys oli yhteydessä nuoren riskikäyttäyty-miseen ja heikompaan terveyteen. Tytöillä jo harvemmin kuin kerran kuukau-dessa tapahtuva pelaaminen liittyi moniin riskikäyttäytymisen muotoihin, ja erityisesti 1–2 kertaa viikossa pelaavilla tytöillä terveysriskien ottaminen ja terveytensä heikommaksi kokeminen oli yleisempää kuin pelaamattomilla nuorilla. Myös pojilla harvemmin kuin kerran kuukaudessa tapahtuva pelaa-minen liittyi riskikäyttäytymiseen, mutta fyysisiä oireita ja terveysriskikäyt-täytymistä ilmeni lähinnä päivittäin pelaavilla pojilla. Koulun ja vanhempien sosiaalinen tuki oli negatiivisesti yhteydessä rahapelitiheyteen, kun ystävien sosiaalinen tuki oli positiivisesti yhteydessä pelaamiseen pojilla ja negatiivi-sesti tytöillä. Sosiaalinen tuki kuitenkin selitti heikosti rahapelaamisen ja on-gelmakäyttäytymisen sekä terveysriskien ja heikomman terveyden välistä yh-teyttä.
Ongelmapelaamisen riski kasvoi rahapelitiheyden, vuoden aikana pelattu-jen pelien määrän ja peleihin käytetyn rahasumman kasvaessa. Rahapelaami-nen useammin kuin 2–3 kertaa kuukaudessa, viikossa yli kahden euron käyt-täminen rahapelaamiseen, suurin rahapeleihin käytetty rahasumma, joka ylitti kahdeksan euroa, ja vuoden aikana enemmän kuin kahden pelin pelaaminen, oli 12–14-vuotiailla yhteydessä ongelmapelaamiseen. 15–17-vuotiailla pelaa-minen, joka tapahtui useammin kuin kerran viikossa, viikossa käytetty raha pelaamiseen oli suurempi kuin neljä euroa, vuoden aikana oli pelattu useam-paa kuin kahta peliä ja suurin summa, joka oli käytetty rahapelaamiseen, oli 12 euroa, lisäsi ongelmapelaamisen riskiä.
Niin Suomessa kuin muualla rahapelitiheyden ja terveyden yhteyden tut-kiminen on ollut vähäistä tutkimuksen keskittyessä usein vain rahapeliongel-miin. Tämän tutkimuksen tulokset rahapelaamisen, heikomman terveyden ja muun riskikäyttäytymisen yhteydestä sekä rahapelaamisen raja-arvoista toi-mivat lähtökohtana nuorten rahapelaamisen tutkimukselle ja ehkäisevän työn kehittämiselle. Tuloksia voidaan myös käyttää rahapelipoliittisen päätöksen-teon tukena, kun mietitään, pitäisikö nuorten rahapelaamista pyrkiä rajoitta-maan entisestään.},
keywords = {suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Runsaasta rahapelitarjonnasta ja rahapelien näkyvyydestä huolimatta nuorten rahapelaamista on tutkittu vielä melko vähän Suomessa. Niinpä yksi tämän tutkimuksen tavoitteista oli tuottaa uutta tietoa suomalaisnuorten pe-laamisesta. Tutkimuksessa tarkasteltiin rahapelitiheyden (gambling frequen-cy), eli sen kuinka usein nuori pelaa rahapelejä, yhteyttä nuoren riskikäyttäy-tymiseen. Riskikäyttäytymisellä tarkoitettiin nuoren ongelmakäyttäytymistä ja terveysriskien ottamista. Ongelmakäyttäytymisellä puolestaan tarkoitettiin nuoren hyvinvointia uhkaavaa toimintaa, joka on normien vastaista tai jopa laitonta. Lisäksi tutkittiin sitä, kuinka vanhempien, ystävien ja koulun sosiaa-linen tuki sekä vanhempien ja ystävien rahapelaaminen vaikuttavat nuoren rahapelaamiseen sekä riskikäyttäytymisen ja terveyden väliseen yhteyteen. Toisaalta oltiin kiinnostuneita myös siitä, millainen rahapelikäyttäytyminen on yhteydessä ongelmapelaamiseen ja riskikäyttäytymiseen.
Tutkimuksessa käytettiin kolmea eri valtakunnallista aineistoa: Kouluter-veyskyselyä vuosilta 2010 ja 2011 (N = 102 545), Nuorten terveystapatutki-musta vuodelta 2011 (2 812) ja Nuorten rahapelaaminen 2006 -aineistoa (N = 5 000). Tutkimuksessa hyödynnettiin useita eri tilastollisia menetelmiä. Mul-tinomiaalisen logistisen ja negatiivisen binomiaalisen regressioanalyysin avulla tarkasteltiin rahapelitiheyden ja rahapelihaittojen yhteyttä riskikäyttäytymi-seen. ROC-analyysiä käytettiin tutkittaessa rahapelikäyttäytymisen raja-arvoja ongelmapelaamiselle. Rahapelikäyttäytymisen raja-arvoja testattiin logistisen regression avulla. Latentin luokka-analyysin avulla nuoria ryhmitel-tiin luokkiin heidän ongelmakäyttäytymisensä perusteella ja polkuanalyysiä käytettiin tutkittaessa sosiaalisen tuen vaikutusta rahapelaamisen, riskikäyt-täytymisen ja terveyden väliseen yhteyteen.
Tutkimus osoitti, että rahapelitiheys oli yhteydessä nuoren riskikäyttäyty-miseen ja heikompaan terveyteen. Tytöillä jo harvemmin kuin kerran kuukau-dessa tapahtuva pelaaminen liittyi moniin riskikäyttäytymisen muotoihin, ja erityisesti 1–2 kertaa viikossa pelaavilla tytöillä terveysriskien ottaminen ja terveytensä heikommaksi kokeminen oli yleisempää kuin pelaamattomilla nuorilla. Myös pojilla harvemmin kuin kerran kuukaudessa tapahtuva pelaa-minen liittyi riskikäyttäytymiseen, mutta fyysisiä oireita ja terveysriskikäyt-täytymistä ilmeni lähinnä päivittäin pelaavilla pojilla. Koulun ja vanhempien sosiaalinen tuki oli negatiivisesti yhteydessä rahapelitiheyteen, kun ystävien sosiaalinen tuki oli positiivisesti yhteydessä pelaamiseen pojilla ja negatiivi-sesti tytöillä. Sosiaalinen tuki kuitenkin selitti heikosti rahapelaamisen ja on-gelmakäyttäytymisen sekä terveysriskien ja heikomman terveyden välistä yh-teyttä.
Ongelmapelaamisen riski kasvoi rahapelitiheyden, vuoden aikana pelattu-jen pelien määrän ja peleihin käytetyn rahasumman kasvaessa. Rahapelaami-nen useammin kuin 2–3 kertaa kuukaudessa, viikossa yli kahden euron käyt-täminen rahapelaamiseen, suurin rahapeleihin käytetty rahasumma, joka ylitti kahdeksan euroa, ja vuoden aikana enemmän kuin kahden pelin pelaaminen, oli 12–14-vuotiailla yhteydessä ongelmapelaamiseen. 15–17-vuotiailla pelaa-minen, joka tapahtui useammin kuin kerran viikossa, viikossa käytetty raha pelaamiseen oli suurempi kuin neljä euroa, vuoden aikana oli pelattu useam-paa kuin kahta peliä ja suurin summa, joka oli käytetty rahapelaamiseen, oli 12 euroa, lisäsi ongelmapelaamisen riskiä.
Niin Suomessa kuin muualla rahapelitiheyden ja terveyden yhteyden tut-kiminen on ollut vähäistä tutkimuksen keskittyessä usein vain rahapeliongel-miin. Tämän tutkimuksen tulokset rahapelaamisen, heikomman terveyden ja muun riskikäyttäytymisen yhteydestä sekä rahapelaamisen raja-arvoista toi-mivat lähtökohtana nuorten rahapelaamisen tutkimukselle ja ehkäisevän työn kehittämiselle. Tuloksia voidaan myös käyttää rahapelipoliittisen päätöksen-teon tukena, kun mietitään, pitäisikö nuorten rahapelaamista pyrkiä rajoitta-maan entisestään.
Seregina, Anastasia
Performing fantasy and reality Väitöskirja
Markkinointi, Aalto-yliopisto, 2016.
Abstract | Links | BibTeX | Avainsanat: art-based research, consumer culture, englanninkieliset väitöskirjat, fantasy, imagination, larp, performance, theatre
@phdthesis{Seregina2016,
title = {Performing fantasy and reality},
author = {Anastasia Seregina},
url = {https://urn.fi/URN:ISBN:978-952-60-6902-9},
year = {2016},
date = {2016-01-01},
urldate = {2016-01-01},
school = {Markkinointi, Aalto-yliopisto},
abstract = {Fantasy is a phenomenon that has a strong presence in both everyday life and in research. Fantasy is a central part of contemporary, consumption-oriented culture through its strong ties to the development of identity, the construction of communities, the attainment of desires, and the creation of meanings. Nevertheless, fantasy in itself is rarely the focus of research and thus remains undefined and under-explained. Moreover, research that does note fantasy tends to accentuate only its entertaining and leisurely aspects, presenting it as something unserious, irrational, and escapist. Studies further tend to present fantasy as something purely cognitive and imagery-based. However, fantasy is also a bodily and shared experience that is tied to materiality, space, and culture. It therefore becomes important to explore fantasy as a phenomenon in its own right from a bodily and negotiated point of view.
In this research, I explored how individuals engage in the performance of fantasy in order to gain a better understanding of the phenomenon as a subjective experience that is a part of contemporary Western culture. Talking on a performance methodology that focuses on experience, participation, and interaction, I collected data ethnographically in the context of live action role-playing games. I supported the ethnography with art-based research that took form in visual art addressing the theory and data analysis of this study.
I propose that fantasy can be described as the conscious engagement in two parallel performances, the performance of reality and its transformation that is outside of our symbolic order. Fantasy is therefore a different approach to and interpretation of normalised performance and reality. I further show that fantasy is intrinsically tied into the performance of reality. Fantasy allows investment into reality through its explicitly reflexive nature that pushes individuals to become aware of and thus also critical of the structures of their everyday performances. Lastly, I map out two different types of fantasy performance, entertainment-driven fantasy and exploration-driven fantasy. These differ in the ways individuals negotiate roles, interaction, space, time, and materiality as part of the performance. Entertainment-driven fantasy allows momentary attainment of personal desires, while exploration-driven fantasy leads to more long-term agency through reflexive learning.
All in all, this research brings new insight into the understanding of fantasy as part of contemporary consumer culture, tying it into experiences of space, materiality, agency, desire, Utopia, nostalgia, mass media, and entertainment. Through shedding light on fantasy's intrinsic connection to reality, this study examines not only the human experience of the non-real, but also our current subjective experience of reality, society, and shared meaning.},
keywords = {art-based research, consumer culture, englanninkieliset väitöskirjat, fantasy, imagination, larp, performance, theatre},
pubstate = {published},
tppubtype = {phdthesis}
}
In this research, I explored how individuals engage in the performance of fantasy in order to gain a better understanding of the phenomenon as a subjective experience that is a part of contemporary Western culture. Talking on a performance methodology that focuses on experience, participation, and interaction, I collected data ethnographically in the context of live action role-playing games. I supported the ethnography with art-based research that took form in visual art addressing the theory and data analysis of this study.
I propose that fantasy can be described as the conscious engagement in two parallel performances, the performance of reality and its transformation that is outside of our symbolic order. Fantasy is therefore a different approach to and interpretation of normalised performance and reality. I further show that fantasy is intrinsically tied into the performance of reality. Fantasy allows investment into reality through its explicitly reflexive nature that pushes individuals to become aware of and thus also critical of the structures of their everyday performances. Lastly, I map out two different types of fantasy performance, entertainment-driven fantasy and exploration-driven fantasy. These differ in the ways individuals negotiate roles, interaction, space, time, and materiality as part of the performance. Entertainment-driven fantasy allows momentary attainment of personal desires, while exploration-driven fantasy leads to more long-term agency through reflexive learning.
All in all, this research brings new insight into the understanding of fantasy as part of contemporary consumer culture, tying it into experiences of space, materiality, agency, desire, Utopia, nostalgia, mass media, and entertainment. Through shedding light on fantasy's intrinsic connection to reality, this study examines not only the human experience of the non-real, but also our current subjective experience of reality, society, and shared meaning.
Väistö, Terhi
Children’s discourse on development in online and offline fields: A study of positions and symbolic power Väitöskirja
Markkinointi, Aalto-yliopisto, 2016, ISBN: 978-952-60-6847-3.
Abstract | Links | BibTeX | Avainsanat: childhood, consumer culture, consumer socialization, englanninkieliset väitöskirjat, field theory
@phdthesis{Väistö2016,
title = {Children’s discourse on development in online and offline fields: A study of positions and symbolic power},
author = {Terhi Väistö},
url = {http://urn.fi/URN:ISBN:978-952-60-6848-0},
isbn = {978-952-60-6847-3},
year = {2016},
date = {2016-01-01},
school = {Markkinointi, Aalto-yliopisto},
abstract = {Children's relationship to consumption is uneasy: children are understood of as either vulnerable and in in need of protection or as competent and agentic consumers. Childhood and consumption has most often been studied through the concept of consumer socialization. Consumer socialization relies on a developmental understanding of children that considers children as becomings rather than beings in the now. Instead of this conventional approach to the study of childhood, I take a more active view of children in this dissertation. My aim is to understand children's consumption of online games in the now, as active participants within their peer groups. I have approached this subject by using Bourdieu's field theory, which puts emphasis on positions of agents and symbolic power in relations between agents within competitive fields. This dissertation is based on data collected in both online and offline contexts. For the offline part of this study, I have conducted group interviews with children aged 10-11 in two elementary schools in Finland. Online, I did netnographic research in an online world of a game called MovieStarPlanet. I analyzed children's communication with respect to these two contexts to better understand their positions and power relations. This dissertation contributes to two streams of literature. First, it contributes to the literature on Bourdieuan fields in Consumer Culture Theory (CCT). Contributions to this literature are threefold: First, I show how within their marginalized social space children build capital within specific fields. Second, I argue that development is the part of the underlying logic behind children's experiences in these fields. Finally, I contribute to this literature by focusing on intrafield status competition and the specific positions taken discursively within a field. By considering children's peer cultures as fields, I also contribute to the childhood, and childhood and consumption literatures. I reveal how the relations between the popular and the unpopular function within and online and an offline context. I also show how, rather than merely passively going through developmental stages, children discursively "do" development in relation to capitals in fields.},
keywords = {childhood, consumer culture, consumer socialization, englanninkieliset väitöskirjat, field theory},
pubstate = {published},
tppubtype = {phdthesis}
}
2015
Arjoranta, Jonne
Real-time hermeneutics: Meaning-making in ludonarrative digital games Väitöskirja
Digitaalinen kulttuuri, Jyväskylän yliopisto, 2015, ISBN: 978-951-39-6164-0.
Abstract | Links | BibTeX | Avainsanat: computer games, definition, digital games, englanninkieliset väitöskirjat, Gadamer, game studies, Hans-Georg, hermeneutics, language-games, ludonarrative, Ludwig, meaning, narratology, role-playing games, sociology of language and religion, videogames, Wittgenstein
@phdthesis{Arjoranta2015,
title = {Real-time hermeneutics: Meaning-making in ludonarrative digital games},
author = {Jonne Arjoranta},
url = {http://urn.fi/URN:ISBN:978-951-39-6164-0},
isbn = {978-951-39-6164-0},
year = {2015},
date = {2015-01-01},
school = {Digitaalinen kulttuuri, Jyväskylän yliopisto},
abstract = {Digital games are a relatively new medium. While they have been around for over half a century, they only became a major part of the culture relatively late. Like every other medium before, games also have struggled to find an expressive language of their own. Some of the expressive styles of other media are still relevant for games, but new ones have to be created specifically for videogames.
This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.
This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.
This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.
Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.},
keywords = {computer games, definition, digital games, englanninkieliset väitöskirjat, Gadamer, game studies, Hans-Georg, hermeneutics, language-games, ludonarrative, Ludwig, meaning, narratology, role-playing games, sociology of language and religion, videogames, Wittgenstein},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.
This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.
This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.
Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.
Eränpalo, Tommi
Pelillisyys tuo esiin nuorten kansalaispätevyyttä: Analyysejä nuorten yhteiskunnallisesta deliberaatiosta Väitöskirja
Opettajankoulutus, Helsingin yliopisto, 2015, ISBN: 978-951-51-1127-2.
Abstract | Links | BibTeX | Avainsanat: deliberaatio, kansalaispätevyys, osallistaminen, pelillistäminen, suomenkieliset väitöskirjat
@phdthesis{Eränpalo2015,
title = {Pelillisyys tuo esiin nuorten kansalaispätevyyttä: Analyysejä nuorten yhteiskunnallisesta deliberaatiosta},
author = {Tommi Eränpalo},
url = {http://urn.fi/URN:ISBN:978-951-51-1127-2},
isbn = {978-951-51-1127-2},
year = {2015},
date = {2015-01-01},
school = {Opettajankoulutus, Helsingin yliopisto},
abstract = {Väitöskirjatutkimukseni aiheena on nuorten kansalaispätevyys ja siihen liittyvien kompetenssien esiin saaminen pelillisyyden avulla koulun yhteiskunnallisessa opetuksessa. Väitöskirja koostuu neljästä artikkelimuotoisesta osatutkimuksesta ja yhteenvedosta. Artikkelisarja pohtii nuorten yhteiskunnallista aktiivisuutta demokratiakäsitysten, kansalaispätevyyden ja kansalaisidentiteetin teemojen näkökulmista. Nykyinen nuorten ja nuorten aikuisten sukupolvi näyttää vieroksuvan perinteisiä yhteiskunnallisen osallistumisen ja poliittisen päätöksenteon rakenteita. Nuoret arvioivat uudelleen omaa rooliaan yhteiskun-nallisessa keskustelussa ja valitsevat usein muita kuin virallisia kanavia mielen-ilmauksilleen. Kansalaisaktiivisuuden kehittämisen kannalta tämä asiantila olisi saatava muuttumaan, sillä tästä sukupolvesta pitäisi kasvaa tulevaisuuden päättäjät. Koulun rooli nähdään ilmiötä käsittelevässä tieteellisessä keskustelussa keskeisenä. Väitöskirja sai alkunsa kysymyksestä, missä määrin kuva nuorten passiivisuudesta on näköharhaa, ja miten yhteiskunnallisen opetuksen didaktiikkaa tulisi suunnata uudelleen nuorten aktiivisuuden saamiseksi esiin. Koulun yhteiskunnalliseen opetukseen haetaan tässä tutkimuksessa uusia tulokulmia mm. pelillistämisen ja dialogiopetuksen kautta.
Väitöstutkimuksen tavoitteena on vastata seuraaviin tutkimuskysymyksiin:
a) Millaisia puolia nuorten kansalaispätevyydestä saadaan esiin pelaamalla tuotetun deliberaation kautta?
b) Miten koulun yhteiskunnallista kasvatusta tulisi kehittää nuorten osallisuuden vahvistamiseksi?
Tutkimusmenetelmänä käytän grounded theory -menetelmää. Menetelmälle luonteenomaisesti jokainen artikkeli avaa uuden näkökulman tutkittavaan ilmiöön ja aineiston analyysi etenee vaiheittain, tuoden esiin uutta tietoa nuor-ten kansalaispätevyydestä. Tutkimuksen teoreettiset johtopäätökset esittelen koontiartikkelissa.
Ensimmäinen artikkeli Onko kuva suomalaisnuorten yhteiskunnallisesta passiivisuudesta harhaa? keskittyy taustoittamaan nuorten kansalaisaktiivisuudesta piirtynyttä julkisuuskuvaa. Ilmiötä on 2000-luvun alussa leimannut pessimismi, jota on julkisen keskustelun negatiivisen sävyn lisäksi syventänyt kansainvälisten kyselytutkimusten (CIVED 1999 ja ICCS 2009) tulosten kertoma nuorison yhteiskunnallinen väistäminen. Artikkeli hakee uutta näkökulmaa ilmiöön kyseenalaistamalla näiden tutkimusten tulosten pessimistiset tulkinnat sekä nostamalla esiin toisenlaisesta, aktiivisemmasta nuorisokulttuurista kertovia tutkimustuloksia.
Toinen ja kolmas artikkeli luotaavat syvemmälle nuorten yhteiskunnallisen osallisuuden olemukseen. Kuvaa passiivista nuorista ruokkii usein käsitys koulussa vallalla olevasta avointa katsomuksellisuutta ja poliittisuutta kaihtavasta, hyssyttelevästä keskustelukulttuurista, joka ei anna tilaa yhteiskunnalliselle deliberaatiolle. Artikkelit nostavat tarkasteluun luokassa vallitsevan ilmapiirin ja oppilaan roolin opetuksessa sekä yhteiskunnassa ylipäätään. Artikkelit esittelevät myös tutkimukseen kehitetyn Act now! -pelin, joka pyrkii tarjoamaan alustan yhteiskunnallisten asioiden käsittelyyn deliberaation keinoin.
Neljäs artikkeli tuo tutkimukseen mukaan opetuksen dialogisuuden ja pohjoismaisen vertailun aspektin. Act now! -peliä on pelattu kouluissa Suomessa, Ruotsissa ja Norjassa. Artikkeli nostaa keskiöön dialogiopetuksen osana nuorten osallisuuskasvatusta ja tarkastelee dialogien analyysissä ilmeneviä piirteitä pohjoismaalaisten nuorten kansalaisidentiteetistä.
Koontiartikkeli kokoaa tutkimusmenetelmälle tyypillisellä tavalla artikkelien tulokset yhteen ja esittää niiden teoreettisen kokoavan tarkastelun. Tulokset antavat perusteita väittää, että deliberaatiota sisältävät yhteiskunnallisen opetuksen menetelmät tuovat esille ja vahvistavat nuorten yhteiskunnallisesti osallistuvaa orientaatiota ja sisäistä kansalaispätevyyttä. Koontiartikkeli pohtii myös nuorten yhteiskunnallisen osallistumisen motivaation lisäämisen mahdollisuuksia. Nuorten deliberaatiosta esiin nousseet kompetenssit indikoivat heidän kykyään kantaa yhteiskunnallista vastuuta. Samalla tulokset osaltaan korostavat demokratiapoliittista tarvetta luoda nuorille tarkoitettuja foorumeja yhteiskunnallisen deliberaation käymiseen.
Käynnissä olevat opetussuunnitelmauudistukset peruskoulussa ja lukiossa tulevat painottamaan osallisuuden kokemusten lisäämistä ja oppilaan uudenlaisen, aktiivisemman roolin harjaannuttamista opetuksessa. Tutkimuksen tuloksia voikin käyttää hyväksi näiden suunnitelmien jalkauttamisessa yhteiskunnallisessa opetuksessa. Tulosten valossa Act Now! -pelin kaltaisten deliberaatioinstrumenttien käyttö olisi suotavaa laajemminkin didaktisena ratkaisuna. Pelillinen menetelmä antaa mallin dialogisesta opetuksesta, joka avaa portin deliberaatiolle.},
keywords = {deliberaatio, kansalaispätevyys, osallistaminen, pelillistäminen, suomenkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Väitöstutkimuksen tavoitteena on vastata seuraaviin tutkimuskysymyksiin:
a) Millaisia puolia nuorten kansalaispätevyydestä saadaan esiin pelaamalla tuotetun deliberaation kautta?
b) Miten koulun yhteiskunnallista kasvatusta tulisi kehittää nuorten osallisuuden vahvistamiseksi?
Tutkimusmenetelmänä käytän grounded theory -menetelmää. Menetelmälle luonteenomaisesti jokainen artikkeli avaa uuden näkökulman tutkittavaan ilmiöön ja aineiston analyysi etenee vaiheittain, tuoden esiin uutta tietoa nuor-ten kansalaispätevyydestä. Tutkimuksen teoreettiset johtopäätökset esittelen koontiartikkelissa.
Ensimmäinen artikkeli Onko kuva suomalaisnuorten yhteiskunnallisesta passiivisuudesta harhaa? keskittyy taustoittamaan nuorten kansalaisaktiivisuudesta piirtynyttä julkisuuskuvaa. Ilmiötä on 2000-luvun alussa leimannut pessimismi, jota on julkisen keskustelun negatiivisen sävyn lisäksi syventänyt kansainvälisten kyselytutkimusten (CIVED 1999 ja ICCS 2009) tulosten kertoma nuorison yhteiskunnallinen väistäminen. Artikkeli hakee uutta näkökulmaa ilmiöön kyseenalaistamalla näiden tutkimusten tulosten pessimistiset tulkinnat sekä nostamalla esiin toisenlaisesta, aktiivisemmasta nuorisokulttuurista kertovia tutkimustuloksia.
Toinen ja kolmas artikkeli luotaavat syvemmälle nuorten yhteiskunnallisen osallisuuden olemukseen. Kuvaa passiivista nuorista ruokkii usein käsitys koulussa vallalla olevasta avointa katsomuksellisuutta ja poliittisuutta kaihtavasta, hyssyttelevästä keskustelukulttuurista, joka ei anna tilaa yhteiskunnalliselle deliberaatiolle. Artikkelit nostavat tarkasteluun luokassa vallitsevan ilmapiirin ja oppilaan roolin opetuksessa sekä yhteiskunnassa ylipäätään. Artikkelit esittelevät myös tutkimukseen kehitetyn Act now! -pelin, joka pyrkii tarjoamaan alustan yhteiskunnallisten asioiden käsittelyyn deliberaation keinoin.
Neljäs artikkeli tuo tutkimukseen mukaan opetuksen dialogisuuden ja pohjoismaisen vertailun aspektin. Act now! -peliä on pelattu kouluissa Suomessa, Ruotsissa ja Norjassa. Artikkeli nostaa keskiöön dialogiopetuksen osana nuorten osallisuuskasvatusta ja tarkastelee dialogien analyysissä ilmeneviä piirteitä pohjoismaalaisten nuorten kansalaisidentiteetistä.
Koontiartikkeli kokoaa tutkimusmenetelmälle tyypillisellä tavalla artikkelien tulokset yhteen ja esittää niiden teoreettisen kokoavan tarkastelun. Tulokset antavat perusteita väittää, että deliberaatiota sisältävät yhteiskunnallisen opetuksen menetelmät tuovat esille ja vahvistavat nuorten yhteiskunnallisesti osallistuvaa orientaatiota ja sisäistä kansalaispätevyyttä. Koontiartikkeli pohtii myös nuorten yhteiskunnallisen osallistumisen motivaation lisäämisen mahdollisuuksia. Nuorten deliberaatiosta esiin nousseet kompetenssit indikoivat heidän kykyään kantaa yhteiskunnallista vastuuta. Samalla tulokset osaltaan korostavat demokratiapoliittista tarvetta luoda nuorille tarkoitettuja foorumeja yhteiskunnallisen deliberaation käymiseen.
Käynnissä olevat opetussuunnitelmauudistukset peruskoulussa ja lukiossa tulevat painottamaan osallisuuden kokemusten lisäämistä ja oppilaan uudenlaisen, aktiivisemman roolin harjaannuttamista opetuksessa. Tutkimuksen tuloksia voikin käyttää hyväksi näiden suunnitelmien jalkauttamisessa yhteiskunnallisessa opetuksessa. Tulosten valossa Act Now! -pelin kaltaisten deliberaatioinstrumenttien käyttö olisi suotavaa laajemminkin didaktisena ratkaisuna. Pelillinen menetelmä antaa mallin dialogisesta opetuksesta, joka avaa portin deliberaatiolle.
Hakulinen, Lasse
Gameful approaches for computer science education: From gamification to alternate reality games Väitöskirja
Tietotekniikka, Aalto-yliopisto, 2015, ISBN: 978-952-60-6172-6.
Abstract | Links | BibTeX | Avainsanat: achievement badges, achievement goal orientation, alternate reality games, computer science education, englanninkieliset väitöskirjat, gameful, gamification, motivation, serious games
@phdthesis{Hakulinen2015,
title = {Gameful approaches for computer science education: From gamification to alternate reality games},
author = {Lasse Hakulinen},
url = {http://urn.fi/URN:ISBN:978-952-60-6173-3},
isbn = {978-952-60-6172-6},
year = {2015},
date = {2015-01-01},
school = {Tietotekniikka, Aalto-yliopisto},
abstract = {The main objective of this thesis is to enrich computer science education by studying two gameful teaching interventions: 1) achievement badges and 2) alternate reality games.
Gamification is the use of game design elements in non-game contexts, and achievement badges are one commonly used gamification method that can be used to provide optional challenges for students. We studied the use of achievement badges in a Data Structures and Algorithms course and found out that badges can be used to steer students' behavior even if they are not tied to tangible rewards such as course grades. Specifically, students used more time in the online learning environment, had more sessions in the system, and spent more time between exercise submissions when the badges were used. Furthermore, we found out that students' attitudes towards the badges varied. We also studied the use of badges in relation to achievement goal orientations that characterize students' preferences to different goals and outcomes. We found out that students who had high avoidance orientation were less motivated by the badges than other students. On the other hand, students who were the most motivated by the badges had higher mastery-intrinsic, mastery-extrinsic, and performance-approach orientations, and lower avoidance orientation. Furthermore, we compared the badge intervention with the use of heatmaps that provided feedback on one's behavior in a non-gameful way. An interest towards the badges correlated with mastery-extrinsic and performance-approach, whereas interest towards the heatmaps correlated with mastery-extrinsic and performance-avoidance orientations.
Alternate Reality Games (ARG), are games that blur the line between reality and fiction and typically they involve puzzles and an interactive narrative. We explored the use of ARGs for teaching computer science by organizing an ARG covering a wide range of computer science concepts. In the feedback collected after the game, participants reported learning several computer science concepts during the game. We also evaluated how authenticity, intrinsic motivation, and replayability were taken into account in the game design. Furthermore, we present an example of an educational ARG that was not part of any official curriculum and relied on voluntary participation. Based on the results, alternate reality games seem like a promising approach to be used in computer science education.
In addition to evaluating the two approaches, we provide support for applying them in education by describing the implementation of our badge systems and introducing a method for producing automatically assessed programming tasks that are suitable for ARGs.},
keywords = {achievement badges, achievement goal orientation, alternate reality games, computer science education, englanninkieliset väitöskirjat, gameful, gamification, motivation, serious games},
pubstate = {published},
tppubtype = {phdthesis}
}
Gamification is the use of game design elements in non-game contexts, and achievement badges are one commonly used gamification method that can be used to provide optional challenges for students. We studied the use of achievement badges in a Data Structures and Algorithms course and found out that badges can be used to steer students' behavior even if they are not tied to tangible rewards such as course grades. Specifically, students used more time in the online learning environment, had more sessions in the system, and spent more time between exercise submissions when the badges were used. Furthermore, we found out that students' attitudes towards the badges varied. We also studied the use of badges in relation to achievement goal orientations that characterize students' preferences to different goals and outcomes. We found out that students who had high avoidance orientation were less motivated by the badges than other students. On the other hand, students who were the most motivated by the badges had higher mastery-intrinsic, mastery-extrinsic, and performance-approach orientations, and lower avoidance orientation. Furthermore, we compared the badge intervention with the use of heatmaps that provided feedback on one's behavior in a non-gameful way. An interest towards the badges correlated with mastery-extrinsic and performance-approach, whereas interest towards the heatmaps correlated with mastery-extrinsic and performance-avoidance orientations.
Alternate Reality Games (ARG), are games that blur the line between reality and fiction and typically they involve puzzles and an interactive narrative. We explored the use of ARGs for teaching computer science by organizing an ARG covering a wide range of computer science concepts. In the feedback collected after the game, participants reported learning several computer science concepts during the game. We also evaluated how authenticity, intrinsic motivation, and replayability were taken into account in the game design. Furthermore, we present an example of an educational ARG that was not part of any official curriculum and relied on voluntary participation. Based on the results, alternate reality games seem like a promising approach to be used in computer science education.
In addition to evaluating the two approaches, we provide support for applying them in education by describing the implementation of our badge systems and introducing a method for producing automatically assessed programming tasks that are suitable for ARGs.
Hamari, Juho
Gamification: Motivations & effects Väitöskirja
Tietojärjestelmätiede, Aalto-yliopisto, 2015, ISBN: 978-952-60-6055-2.
Abstract | Links | BibTeX | Avainsanat: badges, englanninkieliset väitöskirjat, gamification, hedonic information systems, playfulness
@phdthesis{Hamari2015,
title = {Gamification: Motivations & effects},
author = {Juho Hamari},
url = {http://urn.fi/URN:ISBN:978-952-60-6056-9},
isbn = {978-952-60-6055-2},
year = {2015},
date = {2015-01-01},
school = {Tietojärjestelmätiede, Aalto-yliopisto},
abstract = {The field of information systems has a sustained tradition of dividing systems into either utilitarian or hedonic systems, with the core idea that some systems are purely utilitarian in nature and some are self-purposeful. However, in recent years, information system design has been increasingly used for motivational purposes, that is, a hedonic or motivational system design is employed as a method for increasing the utility of systems and activities. Simply put, the core idea is that the more enjoyable or motivating a system or activity becomes, it can also become more utilitarian since the user is expected to be more willing to increase the amount and quality of related activities.
The most popular conceptual development in this area has sparked wide-ranging interest towards this phenomenon, and has adopted the name 'GAMIFICATION'. This multi-disciplinary term arises from the general conception that game design, if anything, is an art of hedonic system design, since games are one of the pinnacle forms of self-purposeful systems. In other words, self-purposeful systems such as games are thought to be used for the sole purpose of non-utilitarian enjoyment that is derived from the actual use of the system, rather than from any concrete outcomes of that use. Therefore, the term gamification can be read as 'a process of making systems/activities more enjoyable and motivating, in order to support the utilitarian or otherwise beneficial outcomes of the system, service or activity.
Although the idea of gamification has been enormously popular over the last couple years, there has remained a dearth of conceptually refined understanding of the phenomenon, as well as a gap in the empirical evidence offered to demonstrate its effectiveness. With these paucities in mind, this dissertation aims to address both the conceptual and empirical gap. From the conceptual perspective, this dissertation presents two studies in which gamification is linked to IS/marketing theory. The first study links marketing literature with observations drawn from actual games on how game developers use game mechanics in their services as means of marketing (Study 1 - Game design as marketing: How game mechanics create demand for virtual goods). The second conceptual study forms a definition of gamification, arrived at by triangulating theories taken from game studies, motivational psychology, service marketing and IS/HCI (Defining Gamification - A Service Marketing Perspective). To investigate the empirical gap, this dissertation presents two studies. The first empirical study investigates what (social) benefits and motivations drive the continued use of gamification services (Social motivations to use gamification: an empirical study of gamifying exercise). The second empirical study presents a 1.5 year long field experiment on the effects of gamification on user activity and retention (Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service).},
keywords = {badges, englanninkieliset väitöskirjat, gamification, hedonic information systems, playfulness},
pubstate = {published},
tppubtype = {phdthesis}
}
The most popular conceptual development in this area has sparked wide-ranging interest towards this phenomenon, and has adopted the name 'GAMIFICATION'. This multi-disciplinary term arises from the general conception that game design, if anything, is an art of hedonic system design, since games are one of the pinnacle forms of self-purposeful systems. In other words, self-purposeful systems such as games are thought to be used for the sole purpose of non-utilitarian enjoyment that is derived from the actual use of the system, rather than from any concrete outcomes of that use. Therefore, the term gamification can be read as 'a process of making systems/activities more enjoyable and motivating, in order to support the utilitarian or otherwise beneficial outcomes of the system, service or activity.
Although the idea of gamification has been enormously popular over the last couple years, there has remained a dearth of conceptually refined understanding of the phenomenon, as well as a gap in the empirical evidence offered to demonstrate its effectiveness. With these paucities in mind, this dissertation aims to address both the conceptual and empirical gap. From the conceptual perspective, this dissertation presents two studies in which gamification is linked to IS/marketing theory. The first study links marketing literature with observations drawn from actual games on how game developers use game mechanics in their services as means of marketing (Study 1 - Game design as marketing: How game mechanics create demand for virtual goods). The second conceptual study forms a definition of gamification, arrived at by triangulating theories taken from game studies, motivational psychology, service marketing and IS/HCI (Defining Gamification - A Service Marketing Perspective). To investigate the empirical gap, this dissertation presents two studies. The first empirical study investigates what (social) benefits and motivations drive the continued use of gamification services (Social motivations to use gamification: an empirical study of gamifying exercise). The second empirical study presents a 1.5 year long field experiment on the effects of gamification on user activity and retention (Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service).
Heinimäki, Teemu
Technology trees and tools: Constructing development graphs for digital games Väitöskirja
Tietojenkäsittelytiede, Tampereen teknillinen yliopisto, 2015, ISBN: 978-952-15-3633-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Heinimäki2015,
title = {Technology trees and tools: Constructing development graphs for digital games},
author = {Teemu Heinimäki},
url = {https://urn.fi/URN:ISBN:978-952-15-3647-2},
isbn = {978-952-15-3633-5},
year = {2015},
date = {2015-01-01},
school = {Tietojenkäsittelytiede, Tampereen teknillinen yliopisto},
abstract = {In the recent years, digital games have solidified their role as important parts of life for a considerable portion of the population. Game development has become an extremely important industrial branch with a great deal of competition between developers and publishers. There is only a limited amount of resources to put in the development of a game, but the modern customers expect high quality.
Taking these constraints into account, this dissertation focuses on developing implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultaneously facilitating the actual development process and reducing human workload.
The main contributions of this dissertation consist of ideas, models, methods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs.
The thesis proposes a generic approach to implement TTs. The design and implementation work are facilitated by tool support and automated code generation. The central prototype tool, Tech Tree Tool (TTT) is introduced, first in its core form and then as improved by TT measuring (and limited automatic adjusting) capabilities. The challenge of modifying TTs during runtime is addressed, also taking advantage of related improvements on TTT. Because TTs are often operated by artificially intelligent entities, discussion on a generic artificial intelligence approach and related tools is included. Moreover, contemporary real-life TTs are analyzed and generic TTs characterized.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Taking these constraints into account, this dissertation focuses on developing implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultaneously facilitating the actual development process and reducing human workload.
The main contributions of this dissertation consist of ideas, models, methods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs.
The thesis proposes a generic approach to implement TTs. The design and implementation work are facilitated by tool support and automated code generation. The central prototype tool, Tech Tree Tool (TTT) is introduced, first in its core form and then as improved by TT measuring (and limited automatic adjusting) capabilities. The challenge of modifying TTs during runtime is addressed, also taking advantage of related improvements on TTT. Because TTs are often operated by artificially intelligent entities, discussion on a generic artificial intelligence approach and related tools is included. Moreover, contemporary real-life TTs are analyzed and generic TTs characterized.
Ihamäki, Pirita
User experience of geocaching and its application to tourism and education Väitöskirja
Digitaalinen kulttuuri, Turun yliopisto, 2015, ISBN: 978-951-29-6153-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Ihamäki2015,
title = {User experience of geocaching and its application to tourism and education},
author = {Pirita Ihamäki},
url = {https://urn.fi/URN:ISBN:978-951-29-6153-5},
isbn = {978-951-29-6153-5},
year = {2015},
date = {2015-01-01},
school = {Digitaalinen kulttuuri, Turun yliopisto},
abstract = {vances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002).
Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts.
User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.)
For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts.
User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.)
For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.
Karhulahti, Veli-Matti
Adventures of ludom: A videogame geneontology Väitöskirja
Mediatutkimus, Turun yliopisto, 2015, ISBN: 978-951-29-6090-3.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Karhulahti2015,
title = {Adventures of ludom: A videogame geneontology},
author = {Veli-Matti Karhulahti},
url = {https://urn.fi/URN:ISBN:978-951-29-6090-3},
isbn = {978-951-29-6090-3},
year = {2015},
date = {2015-01-01},
school = {Mediatutkimus, Turun yliopisto},
abstract = {Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrives but may soon die out.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
Kellomäki, Timo
Large-scale water simulation in games Väitöskirja
Tietotekniikka, Tampereen teknillinen yliopisto, 2015, ISBN: 978-952-15-3643-4.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat
@phdthesis{Kellomäki2015,
title = {Large-scale water simulation in games},
author = {Timo Kellomäki},
url = {https://urn.fi/URN:ISBN:978-952-15-3654-0},
isbn = {978-952-15-3643-4},
year = {2015},
date = {2015-01-01},
school = {Tietotekniikka, Tampereen teknillinen yliopisto},
abstract = {Water is an important element in the nature. It is also often encountered in digital games and other virtual environments, but unfortunately interaction with it is typically very limited. The main reason for this is probably the immense computational cost of simulating water behavior. Simulating water and other fluids by numerically solving emph{Navier-Stokes equations} is commonplace for offline engineering applications such as bridge building, weather prediction, or aeronautics. Since the 1990s, these methods have also been applied to computer graphics, but the focus has been in offline applications such as movie special effects. Recent advances in programmable graphics hardware have facilitated real-time fluid simulation in a large enough scale to be applicable in games. This far these methods have been mostly used in games only for visual purposes. This thesis is motivated by the wish to see more games where also the gameplay is affected by water simulation.
The first part of this thesis studies the roles of interactive water in different kinds of games. Requirements for water simulation methods are formulated by examining those roles. The thesis then introduces some background theory and various methods for water simulation. The focus is in heightfield-based methods, which simplify the problem by assuming that the water surface can be represented as a vertical displacement from a neutral level. This assumption allows very large amounts of water to be simulated with the very limited resources available for this purpose in a typical game. Most of these methods work on a heightfield terrain and can be enriched with fully 3D effects such as splashes and waterfalls by adding a particle simulation system.
An important problem is coupling the water simulation with existing rigid body simulations that are largely used for the dynamics of game objects. The coupling includes effects such as floating, objects moving with the flow, and building dams out of bodies. The thesis introduces a new heightfield-based coupling method, which allows the building of dams from rigid bodies in the heightfield context, unlike the previous approaches. The proposed methods, including the underlying water simulation method and visualization, were implemented in parallel using graphics processing units. The methods were found to be fast enough to be applicable in games.
Finally, the most promising current simulation methods are compared from a games point-of-view using the criteria set in the beginning: performance, simplicity, visual quality, richness of behavior, and rigid body coupling. Since quality of experience is a subjective matter, user tests are recommended for comparison. Included in the thesis is one of the first such studies, which found out that leaving out the velocity self-advection step of a shallow water equation solver had no statistically significant effect on any of the measured psychological impacts. Based on the analysis, recommendations for the choice of simulation methods are given for different kinds of games.},
keywords = {englanninkieliset väitöskirjat},
pubstate = {published},
tppubtype = {phdthesis}
}
The first part of this thesis studies the roles of interactive water in different kinds of games. Requirements for water simulation methods are formulated by examining those roles. The thesis then introduces some background theory and various methods for water simulation. The focus is in heightfield-based methods, which simplify the problem by assuming that the water surface can be represented as a vertical displacement from a neutral level. This assumption allows very large amounts of water to be simulated with the very limited resources available for this purpose in a typical game. Most of these methods work on a heightfield terrain and can be enriched with fully 3D effects such as splashes and waterfalls by adding a particle simulation system.
An important problem is coupling the water simulation with existing rigid body simulations that are largely used for the dynamics of game objects. The coupling includes effects such as floating, objects moving with the flow, and building dams out of bodies. The thesis introduces a new heightfield-based coupling method, which allows the building of dams from rigid bodies in the heightfield context, unlike the previous approaches. The proposed methods, including the underlying water simulation method and visualization, were implemented in parallel using graphics processing units. The methods were found to be fast enough to be applicable in games.
Finally, the most promising current simulation methods are compared from a games point-of-view using the criteria set in the beginning: performance, simplicity, visual quality, richness of behavior, and rigid body coupling. Since quality of experience is a subjective matter, user tests are recommended for comparison. Included in the thesis is one of the first such studies, which found out that leaving out the velocity self-advection step of a shallow water equation solver had no statistically significant effect on any of the measured psychological impacts. Based on the analysis, recommendations for the choice of simulation methods are given for different kinds of games.