Search results for "mobiilipelit"

showing 10 items of 19 documents

Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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A mobile game as a support tool for children with severe difficulties in reading and spelling

2020

We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …

GraphoLearnFLUENCYmedia_common.quotation_subjectPHONEMIC AWARENESSINSTRUCTIONGame based learning050105 experimental psychologyomatoimisuuslukeminenEducationmobile learningFluencyoppimisvaikeudetEARLY LITERACYmobiilioppiminenreadingIntervention (counseling)Reading (process)0501 psychology and cognitive sciencesserious gamemedia_commonmobiilipelitSelf-efficacyluetun ymmärtäminenOUTCOMESPhonemic awareness4. EducationDISABILITY05 social sciences050301 educationSELF-EFFICACYSpellingPOOR READERSComputer Science ApplicationslukutaitokirjoitustaitoSKILLS516 Educational sciencesPsychologylukihäiriöt0503 educationMobile deviceself-efficacyINTERVENTIONCognitive psychology
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Marketing communication strategy of Finnish and Japanese mobile game developers and publishers

2017

Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology on mobile devices. Marketing communication has been considered a significant part in marketing strategy, but the marketing communication strategy, activity and channels were not well investigated so far. In this study, 9 SMEs Finnish and Japanese mobile game developers and publishers provided their experience on how they built up marketing communication strategy for their targeting markets, which marketing communication channels they have used and how they chose the channels…

Marketing channelsJapanMarketing managementmarkkinointiCommunicationJapaniSuomiMobile gamesFinlandmarkkinointiviestintämobiilipelit
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Mobiilipelien virtuaalihyödykkeiden ostoon johtavat tekijät

2015

Tutkielmassa perehdytään virtuaalihyödykkeeseen mobiilipeleissä ja niiden ostamiseen johtaviin tekijöihin. Pääasiallisena tarkoituksena on löytää tekijöitä, jotka johtavat pelaajan ostamaan virtuaalihyödykkeitä mobiilipeleissä käyttäen mikrotransaktioita. Koska aiempaa tutkimusta aihealueesta ei ole, käytetään tämän tutkimuksen pohjana teorioita aiemmasta tutkimuksesta jotka liittyvät tutkittavaan aiheeseen. Näitä ovat mobiilipelaamiseen motivaatioiden tutkimus, virtuaalihyödykkeistä ja niiden ostoon liittyvä tutkimus sekä mobiiliostamisen halukkuutteen vaikuttavia tekijöitä käsittelevä tutkimus. Tutkielmassa esitel- lään mobiilipelien kehitys ja virtuaali…

MikrotransaktiotMobiilipelitMobiiliostaminen
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Magis – A magical adventure: Using a mobile game to deliver an ACT intervention for elementary schoolchildren in classroom settings

2022

Studies of the effects of the COVID-19 pandemic have shown that this health emergency has affected especially young people. Supporting the well-being of children is thus particularly urgent. However, the high prevalence of ill-being among children requires novel approaches to providing help. Health care resources are limited, and many children did not receive support even before the pandemic. The current study presents a novel approach to delivering brief interventions for school-aged children. A mobile game based on acceptance and commitment therapy was used to increase psychological flexibility and well-being among 10 to 12-year-old schoolchildren. A sample of 106 students played the game…

Organizational Behavior and Human Resource ManagementHealth (social science)therapeutic gameshyväksymis- ja omistautumisterapiakoululaisetlapset (ikäryhmät)tunne-elämän häiriötpsykoterapiaschool-based interventionbrief interventionmielenterveysongelmatkäyttäytymishäiriötacceptance and commitment therapyBehavioral Neurosciencehenkinen hyvinvointichildreninterventiohoitoApplied PsychologyEcology Evolution Behavior and SystematicsmobiilipelitJournal of Contextual Behavioral Science
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When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

2018

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

Pokémon GOtäydennetty todellisuusarvonluontiservice-dominant logiclisätty todellisuusvalue co-creationvalue co-destructionmobiilipelit
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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

2017

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

Pokémon Gopalvelutvaluetäydennetty todellisuuslisätty todellisuusverkkopelitco-creationmobiilipelit
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Suomalaisten indie-pelistudioiden kokemuksia sovelluskauppaoptimoinnista

2017

Suomalaisten mobiilipelien menestys on ollut viime vuosina huikeaa seuratta- vaa. Suurin osa mobiilipeleistä ei kuitenkaan saavuta menestystä, ja yksi tärkeimmistä syistä tähän on se, ettei peli onnistu saavuttamaan menestyksen kannalta tarvittavaa näkyvyyttä sovelluskaupassa. Tässä tutkielmassa keskitytään sovelluskauppaoptimointiin (engl. App Store Optimization), joka tarjoaa mahdollisuuden pelin näkyvyyden parantamiseen ilman merkittävää taloudellista panostusta. Tutkielman yhteydessä tehdyllä kyselytutkimuksella selvitettiin suomalaisten indie-pelistudioiden kokemuksia sovelluskauppaoptimoinnista. Saatujen tulosten perusteella sovelluskauppaoptimointia käyttäneet pelistudiot ovat koke- …

iOSsovelluskaupatoptimointisovelluksetAndroidGoogle Playpeliteollisuussovellukset (tietotekniikka)App Storemobiilipelit
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Tosielämän käytettävyystyö mobiilipelien kehittämisessä

2008

käytettävyyskehittäminenmobiilipelit
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Ambient Play : Larissa Hjorth & Ingrid Richardson. Ambient Play. Cambridge, Massachusetts: The MIT Press, 2020.

2021

learningpelaaminensimulation gameskirja-arvostelutbusiness knowledgeworkli-fe skillsdigitaaliset pelitdigital workmobiilipelit
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