0000000000591955

AUTHOR

Katriina Heljakka

showing 3 related works from this author

From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea

2022

The claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the …

kidultsGeography Planning and Developmentseurusteluleikkiminenclaw craneromantic playtransmediapelikulttuuripehmolelutcutenessdraamasarjatdoll drawingromanssit (ihmissuhteet)kolikkopelittransmedia cultureK-dramaKorean Studies
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Johdanto: Pelit kulttuurina ja kulttuurissa

2022

publishedVersion Peer reviewed

518 Media- ja viestintätieteetpelaaminenelektroninen urheilu6131 Teatteri tanssi musiikki muut esittävät taiteetleikitpelitutkimusviihdepeliturheilurahapelitpeliteollisuus113 Tietojenkäsittely ja informaatiotieteetkulttuurintutkimuslautapelit
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Hybrid Social Play Final Report

2018

leikkikalutsocial playabilityverkot (tekniset järjestelmät)technology (information)transmediapelitutkimushybridmediahybridimedialeikkitoimintaplayful productstoysinteraktiivisuusteknologiarahapelithybrid productsnetworks (technical systems)social productslautapelit
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