Search results for "pelit"
showing 10 items of 484 documents
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 …
The effects of user interface type on player immersion in first-person shooter games
2017
Videopelien vaikutuksia pelaajien käyttäytymiseen on tutkittu laajasti, kuten myös niitä tekijöitä jotka vaikuttavat pelaajien tyytyväisyyteen ja kiinnostukseen videopelejä kohtaan. Tästä huolimatta on puutetta julkisesti saatavilla olevasta empiirisestä tutkimuksesta, joka keskittyisi käyttöliittymän vaikutukseen pelaajan kokemaan immersioon pelin aikana sekä siihen, mikä käyttöliittymissä vaikuttaa immersion kokemuksen syntymiseen. Käyttöliittymät ensimmäisen persoonan kuvakulmasta olevissa videopeleissä voidaan jakaa kahteen eri tyyppiin, diegeettisiin ja epädiegeettisiin käyttöliittymiin. Nämä kaksi eri käyttöliittymätyyppiä saattavat vaikuttaa pelaajan kokemukseen eri tavoin. Parempi y…
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 …
Design implications for digital scratch-card games
2008
Physical activity, screen time and the incidence of neck and shoulder pain in school-aged children
2022
This study investigated the associations of accelerometer-measured physical activity, sedentary time and screen time with the incidence of neck and shoulder pain in school-aged children over a two-year follow-up. Children (aged 10–15) were measured at baseline 2013 (T0) (n = 970) and at follow-ups 2014 (T1) and 2015 (T2). Neck and shoulder pain frequency and screen time were determined with a web-based questionnaire. Daytime moderate to vigorous physical activity and sedentary time were measured with an accelerometer. Logistic regression was applied, and the results were adjusted for age, gender, body mass index and bedtime. Accelerometer-measured physical activity or sedentary time at base…
13- ja 15 -vuotiaiden koululaisten jalkapallon pelikäsitys
2000
Henkilöstöjohtamisen opetuksen kehityspolku JSBE:ssä : salista peliin
2022
Kohut ja moraalipaniikit pelimedian kulttuurisina siirtymäriitteinä
2018
Beyond the pale : gaming controversies and moral panics as rites of passage
2017
Throughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction…