Search results for "digitaaliset pelit"
showing 10 items of 92 documents
Why Digital Games Can Be Advantageous in Vocabulary Learning
2021
Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…
Sanailua, suunsoittoa ja syrjintää : Nuorten kokemuksia pelikäytöksestä
2022
Artikkelissa tarkastellaan laadullisen kyselyaineiston (N=180) avulla suomenkielisten, 15–25-vuotiaiden nuorten kokemuksia pelikäytöksestä digitaalisten pelien parissa. Teema-analyysin avulla rakennetut teemat valottavat epäasiallisen pelikäytöksen syitä ja seurauksia, kilpailullisten pelien suunsoittokulttuuria, pelikulttuureissa esiintyvää rakenteellista syrjintää, sekä myönteistä pelikäytöstä. Pelikäytös näyttäytyy artikkelissa monipuolisena ja monimutkaisena kokonaisuutena, johon vaikuttavat niin yksilöiden ominaisuudet ja mieltymykset kuin pelikulttuurien ja yhteiskunnan rakenteet. Artikkelin lopussa esitetään ehdotuksia keinoista vähentää asiatonta pelikäytöstä. This article explores …
Differences in Immaterial Details: Dimensional Conversion and Its Implications for Protecting Digital Designs Under EU Design Law
2021
AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “co…
“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016
2020
While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…
Establishing Video Game Genres Using Data-Driven Modeling and Product Databases
2015
Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…
Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
2015
This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.
Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play
2017
Digital games attract children and young people with imaginary worlds, fascinating stories, and shared experiences with peers. They also can add children’s learning and motivation and offer a variety of new affordances to explore and play with. The pedagogical use of digital games has been found to potentially intensify a more critical use and understanding of varied forms of media. In this chapter, we will focus on analyzing the role of digital games in early childhood, especially from the perspectives of learning, literacy, and play. This chapter examines digital games as playing an essential role in young children’s overall technology experiences, particularly in the context of the socia…
Mission US: Flight to Freedom -peli historiallisen empatian rakentajana
2017
Playing horror : narrative and genre in Valve's Left 4 Dead Series
2013
The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…
Constructing identities in San Andreas : characterizing the protagonists in Grand Theft Auto V
2015
Digitaalisten pelien merkitys on nykyään huomattava taloudellisesti ja kulttuurisesti. Ihmiset käyttävät aikaa ja rahaa digitaalipelien pelaamiseen enemmän kuin koskaan aikaisemmin ja pelaajamäärät kasvavat jatkuvasti. Yksi viime vuosien suurimmista digitaalipeleistä, niin budjetiltaan kuin pelaajamäärältäänkin, on Grand Theft Auto V. Lisäksi GTA V on saanut erinomaiset arvostelut ja peliä pidetäänkin yhtenä parhaana digitaalipelinä kautta aikojen. Erityisesti pelin hahmoja on kehuttu. Edellä mainittujen seikkojen perusteella GTA V -pelin päähahmot, Michael, Franklin ja Trevor, ovat tämän tutkimuksen keskiössä. Tutkimuksessa Grand Theft Auto V -peliä tarkastellaan kulttuurituotteena. Päähah…