Search results for "digitaaliset"

showing 10 items of 142 documents

Implementing sentiment analysis to an open-ended questionnaire: Case study of digitalization in elderly care during COVID-19

2022

[EN] The rise of digital technology has enabled us to utilize even more integrated systems for social and health care, but these systems are often complex and time-consuming to learn for the end users without relevant training or experience. We aim to perform Named Entity Recognition based sentiment analysis using the answers of eldercare workers that have taken a survey about the effects of digitalization on their work. The collection of the panel survey data was carried out in two waves: in 2019 and 2021. For the sentiment analysis we compare these two waves to determine the effects of COVID-19 on the work of eldercare workers. The research questions we ask are the following: “Has technol…

sosiaalipalvelutnamed entity recognitionCOVID-19Eldercare workDigitalizationvanhustyöntekijätdigitalizationvanhustenhuoltoeldercare workNamed entity recognitionSentiment analysistunteetsentiment analysiskokemuksetdigitalisaatiodigitaaliset taidotBERT
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Reconsidering passivity and activity in children’s digital play

2016

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…

ta520aktiivisuusSociology and Political SciencePassivity050801 communication & media studiesContext (language use)Referent0508 media and communicationsdiskurssi0501 psychology and cognitive sciencespassivityta518Content (Freudian dream analysis)lapsetchildhoodPoint (typography)Communicationactivity05 social sciencesPolarization (politics)ComputingMilieux_PERSONALCOMPUTINGlapsuusdigital playdiscoursePsychologypassiivisuusSocial psychologyverkkopelitdigitaaliset pelit050104 developmental & child psychologyCognitive psychology
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

2022

Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…

value co-creation and co-destructionsisällönanalyysiarvo (ominaisuudet)käyttäjätPokémon Go (peli)arvonluontisähköiset palvelutaugmented reality mobile gamesservice-dominant logiclisätty todellisuuspersonal valuesdigitaaliset pelitmobiilipelit
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The Effects of General and Mobile Online Shopping Skilfulness and Multichannel Self-Efficacy on Consumer Showrooming Behaviour

2022

Although showrooming behaviour is a characteristic aspect of modern omnichannel retailing, our understanding of its antecedents remains limited. In this study, we aim to address this gap in prior research by examining how showrooming behaviour is affected by three different kinds of perceived consumer capabilities: general online shopping skilfulness, mobile online shopping skilfulness, and multichannel self-efficacy. The examination is done by utilising data from 1,024 Finnish consumers, which was collected with an online survey in 2021 and is analysed with structural equation modelling (SEM). In summary, we find mobile online shopping skilfulness to have a strong positive effect on showro…

verkkokauppaitseluottamusmyymälätgeneral online shopping skilfulnesskuluttajakäyttäytyminenmobiilikauppamultichannel self-efficacygender and age differencesukupuolishowrooming behaviourostaminenmonikanavaisuusmobile online shopping skilfulnessikädigitaaliset taidot
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Internationalization, networks and industry related factors : the case of Finnish digital game industry

2016

Tässä työssä tutkittiin pienten ja keskisuurten (PK) yritysten kansainvälistymistä, myyntiä ja verkostoja pienen ja avoimen talouden kontekstissa. Tutkimusaukko perustui tarpeeseen tutkia miten PK -yritykset ja International New Venture (INV) -yritykset kansainvälistyvät, miten verkostoja käytetään tässä prosessissa ja miten toimialan erityispiirteet vaikuttavat käyttäytymiseen. Teoreettinen viitekehys muodostui stage -malleista (Uppsala -malli), INV -teoriasta ja kansainvälistymisen verkostomallista yhdistettynä taloudellisesti kasvavan ja menestyvän digitaalisen pelialan kontekstiin. Tämän kvalitatiivisen tapaustutkimuksen empiirinen data koostui kymmenestä (10) suomalaisten peliyritysten…

verkostotgame industryBorn Globaldigital gamesmyyntiSMEssalespelialamarkkinointinetworksmarketingSuomiInternationalizationsmall- and open economieskansainvälistyminenpienet ja keskisuuret yrityksetFinlanddigitaaliset pelit
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Digimaterialismi : virtuaalisten hyödykkeiden kulutusmotiivit

2022

Purchasing motives form a well-analyzed field within the academic scrutiny of marketing and economics. Consumption occurs if purchasing a product provides value for customers. Nowadays an increasing number of commodities exchanged in the market are digital and virtual in nature. Number of people playing online video games continues to grow rapidly around the globe. Fortnite is a free-to-play video game, but players can buy various virtual items, so called “skins”, inside the game. Interestingly, those skins are purely nonfunctional items, which provide no competitive advantage for players. Nevertheless, those items are very popular and game companies generate significant revenues through sa…

videopelitComputingMilieux_PERSONALCOMPUTINGkulutusdigitaaliset pelit
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The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children

2017

The potential of digital games to enhance learning in different areas of child development has drawn increasing interest amid growing concern about children’s emotional well-being, social-emotional difficulties, and problem behaviors alongside diminishing economic resources for intervention and habilitation. However, digital games designed to promote social-emotional competence are surprisingly scarce. In this chapter, we explore children’s use of the digital game Emotion Detectives (ED), designed to promote children’s acquisition of emotional knowledge skills (e.g., recognizing, appreciating, and understanding emotions and their expressions), prosocial behaviors (e.g., helping, sharing, co…

vuorovaikutussocial-emotional competenceoppiminenLearning environment05 social scienceseducation.educational_degreeComputingMilieux_PERSONALCOMPUTING050801 communication & media studiesCollaborative learningDay careChild developmentHabilitationsosioemotionaaliset taidotDevelopmental psychology0508 media and communicationsProsocial behaviorSocial emotional learninggame-based intervention0501 psychology and cognitive scienceseducationPsychologyCompetence (human resources)digitaaliset pelit050104 developmental & child psychology
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Pelitutkimuksen vuosikirja 2021

2021

vuosikirjatpelitpelaaminenpelitutkimusdigitaaliset pelit
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The Army Game Project : creating an artefact of war

2009

värväysAmerica's Army (verkkopeli)pelitutkimusdigitaaliset pelitmainokset
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