Search results for "digitaaliset"
showing 10 items of 142 documents
Digital solutions transform the forest-based bioeconomy into a digital platform industry : a suggestion for a disruptive business model in the digita…
2018
With the notion that the transformation of the forest-based bioeconomy in recent years provides insightful suggestions not only on the bioeconomy, but on business innovation, this paper conducts an empirical analysis of the transformation and attempts to extract suggestions for a digital-solution-driven, disruptive business model in the digital economy. Notwithstanding the potential broad cross-sectoral benefits, the natural environment, locality constraints, and incessant challenge of distance have impeded the balanced development of the bioeconomy. However, driven by digital solutions, the bioeconomy has taken big steps forward in recent years. Digitalization has enabled real-time, end-to…
Defining Role-Playing Games as Language-Games
2011
Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…
Perustavanlaatuista tietokanta-analyysia varhaismodernin ajan työstä ja sukupuolesta
2017
Kirja-arvio teoksesta Maria Ågren (ed.): Making a Liv ing, Making a Difference. Gender and Work in Early Modern European Society. Oxford Univ ersity Press 2017. 258 s. ISBN 978-0-19-024062-2. nonPeerReviewed
Välitilinpäätös digitaalisesta historiantutkimuksesta
2021
Kirja-arvostelu Mats Fridlund, Mila Oiva & Petri Paju (toim), Digital Histories: Emergent Approaches within the New Digital History, Helsinki University Press, 2020, 360 sivua, ISBN (PDF): 978-952-369-021-9, https://doi.org/10.33134/HUP-5
Exergaming Experiences of Older Adults: A Critical Incident Study
2019
Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and c…
Six Recommendations for Implementation of FAIR Practice
2020
This report analyses the state of FAIR practices within diverse research communities and FAIR-related policies in different countries and offers six practical recommendations on how FAIR can be turned into practice. These recommendations are aimed primarily at decision making entities of the European Open Science Cloud (EOSC), as well as research funders: 1. Fund awareness-raising, training, education and community-specific support. 2. Fund development, adoption and maintenance of community standards, tools and infrastructure. 3. Incentivise development of community governance. 4. Translate FAIR guidelines for other digital objects. 5. Reward and recognise improvements of FAIR practice. 6. …
Sukupolvet videopelien turnajaisissa : e-urheilun markkinoiden ikärakenne
2020
Digital gaming attracts people of all ages. Nevertheless, professional esports (also known as electronic sports, e-sports, or eSports) is dominated by under 35 year olds. In this paper, e-sports market is analysed by focusing on the performance of different age-groups. Younger generations play more digital games and dominate e-sports scene, but also older people enjoy playing various video games. Two separate datasets are analysed for testing whether age is a statistically significant explanatory variable for success in professional e-sports tournaments. According to the empirical results, success in e-sports tournaments decreases with the player’s age. The best results are gained when the …
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
2023
Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with noneducational games that are designed for entertainment. The focus of this paper is in studying players’ learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic datadriven qualitative content analysis of the responses to t…
Player perceptions of informal learning in non-educational games
2022
The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning …
Cultivating a ‘Digital Jungle’ : Toward a Hybrid Governance Perspective on Infrastructure Evolution
2020
Digital infrastructures (DIs) evolve rather than following planned development trajectories. We know this phenomenon as drift, that is, infrastructures drift from management control. Infrastructure drift has motivated research into infrastructure governance recognizing two governance approaches: top-down and bottom-up. Yet, what happens if an organization engaging in its digital transformation expands its DI following top-down governance while simultaneously introducing elements of bottomup governance? We study how an industrial manufacturer expanded its DI for collaboration top-down while also giving employees leeway for bottom-up governance. As a result, it found that its digital collabor…