0000000000182528

AUTHOR

Miia Siutila

showing 7 related works from this author

Continuous play : leisure engagement in competitive fighting games and taekwondo

2023

In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from ‘casual’ to ‘serious’ leisure, individuals in both groups perceive their lasting relationships with these activities gradua…

accommodationtaekwondopelaaminenelektroninen urheiluacquaintancecasual leisuresitoutuminenserious leisureattachmentdigitaaliset pelitvapaa-aikakamppailulajit
researchProduct

An Extended Study on Training and Physical Exercise in Esports

2019

This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive ef…

medicine.medical_specialtyelektroninen urheilueducation05 social sciencesTraining (meteorology)050301 educationPhysical exercise050801 communication & media studiesliikunta0508 media and communicationsphysical exercisePhysical therapymedicineesportsharjoitteluPsychology0503 educationfyysinen aktiivisuus
researchProduct

Continuous play: leisure engagement in competitive fighting games and taekwondo

2021

In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practi...

Cultural StudiesSocial PsychologyOrder (business)Tourism Leisure and Hospitality Management0502 economics and business05 social sciencesGeography Planning and DevelopmentComputingMilieux_PERSONALCOMPUTING050211 marketingSociologyMarketing050212 sport leisure & tourismAnnals of Leisure Research
researchProduct

"Mammat menee kahville, me koneelle" : kilpapelaaminen poikien elämässä

2022

Tämä artikkeli käsittelee e-urheilua osana aktiivisesti pelaavien turkulaisten poikien elämää. Laadullisen haastatteluaineiston (N=14) kautta artikkeli avaa nuorten näkemyksiä e-urheilun asemasta sekä henkilökohtaisena että yhteiskunnallisena toimintana. Tutkimus viittaa siihen, että e-urheilun rooli aktiivisesti yhdessä pelaavien poikien arjessa toimii perinteisten urheilulajien tavoin tavoitteellisena kilpailuna kuin myös vähemmän tavoitteellisena sosiaalisena ajanvietteenä. Kyseiselle joukolle e-urheilu on harrastus, jota myös perhe, ystävät ja yhteiskunta yhä useammin tukevat. Ohjattu e-urheilutoiminta sekä siihen liittyvät sosiaaliset infrastruktuurit todennäköisesti edesauttavat terve…

pelaaminennuoretelektroninen urheilue-urheiluvideopelitesportsasenteetkilpaurheiluharrastuksetverkkopelitpojat (ikäryhmät)
researchProduct

Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
researchProduct

A primer for choosing, designing and evaluating registered reports for qualitative methods

2023

Registered reports are a publication format that involves peer reviewing studies both before and after carrying out research procedures. Although registered reports were originally developed to combat challenges in quantitative and confirmatory study designs, today registered reports are also available for qualitative and exploratory work. This article provides a brief primer that aims to help researchers in choosing, designing, and evaluating registered reports, which are driven by qualitative methods.

bepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencestransparencybepress|Social and Behavioral Sciences|Psychology|Other Psychologybepress|Social and Behavioral Sciences|PsychologyMetaArXiv|Social and Behavioral Sciencesregistered reportsMetaArXiv|Medicine and Health Sciences|Other Medicine and Health Sciencesbepress|Medicine and Health SciencesArticlesGeneral Medicinebepress|Medicine and Health Sciences|Other Medicine and Health SciencesMethod ArticleMetaArXiv|Medicine and Health SciencesMetaArXiv|Social and Behavioral Sciences|Other Social and Behavioral SciencesMetaArXiv|Social and Behavioral Sciences|Psychologyopen sciencebepress|Social and Behavioral SciencesMetaArXiv|Social and Behavioral Sciences|Psychology|Other Psychologyguidelinesqualitative research
researchProduct

Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

2021

The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differences between gaming disorder and intensive play, the latter of which often involves several gaming hours per day without related health problems. In this study, we approached the above question by interpretive phenomenological analysis with interviews in two groups of highly involved videogame players: those who seek or have sought clinical help for their problems with gaming (n=6), and those who play esports more than 4 hours per day without self-repor…

riippuvuusvideopelitfenomenologiaongelmapelaaminenterveysaddiktiivisuuspsykopatologia
researchProduct