Search results for "digitaaliset"
showing 10 items of 142 documents
Pricing of Digital Innovations as an Entrepreneurial Process
2019
How do entrepreneurs set a price for digital innovations they develop and market? This is an important question in current information society where digitalization is making established pricing models outdated. In this study, we focus on this issue by examining what kinds of activities and resources entrepreneurs possess when pricing digital innovations. Based on five case studies, including 37 interviews with key decision makers involved in the pricing process, we found that pricing of digital innovations can be conceptualized as an entrepreneurial process in which the pricing capabilities are developed based on the resources at hand. In this view, the pricing model is adjusted through neg…
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…
Reconsidering authorship in the Ciceronian corpus through computational authorship attribution
2019
In recent years, methods of computational authorship attribution have offered promising results for the reattribution of classical texts. We use and further develop these methods to verify the authorship of several texts belonging or related to the Ciceronian corpus: Rhetorica ad C. Herennium, De inventione, De optimo genere oratorum, and Commentariolum petitionis. We use two classifiers, Support Vector Machine and Convolutional Neural Network, of which the latter is more accurate except in regard to certain aspects of vocabulary. The most important of our results is that Commentariolum petitionis seems to be authored by Marcus Cicero, not by his brother Quintus. Negli ultimi anni metodi co…
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …
Health literacy, socioeconomic status and digital device use among older adults
2022
Mental health service users' and professionals' relationship with games and gaming
2017
Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…
Pelaajabarometri 2010
2011
Extending the international new venture phenomenon to digital platform providers : A longitudinal case study
2018
People increasingly interact with services enabled by digital platforms. This has been a consequence of the digitalization of artifacts, which has transmuted traditional businesses into digital forms. With the increasing digitalization and modularization of services, digital platforms have given many digital service providers possibilities to scale globally, and to rapidly transcend national borders by serving multi-sided markets. However, we still know very little about how digital platform providers actually internationalize their services, or how they make their platforms available for global markets. In this paper, we contribute to the increasing literature on digital-based INVs, examin…