Search results for "pelit"

showing 10 items of 484 documents

Establishing Video Game Genres Using Data-Driven Modeling and Product Databases

2015

Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…

Cultural StudiesTopic modelta520Game genreComputer sciencegenresvideopelitdigital gamesgenret050801 communication & media studiestext miningcomputer.software_genreData-driven0508 media and communicationsArts and Humanities (miscellaneous)quantitativeta517ta518topic modelMetacriticVideo gameta512game corpusApplied Psychologyta515ta113Databaseta213Communicationtekstinlouhinta05 social sciences050301 educationvideo gamesHuman-Computer Interactiondata-driven modelingDominance (economics)Anthropology0503 educationcomputerdigitaaliset pelitMobygamesgame genreGAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA
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‘Whose were those feelings?’ : Affect and likenessing in Halat hisar live action role-playing game

2021

Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affectiv…

Cultural StudieslikenessaffektiivisuusRole playing gamemedia_common.quotation_subject050801 communication & media studiesvaikutukseen liittyvä rooliAffect (psychology)toimintaan liittyvä rooli0508 media and communicationstunteet0502 economics and businesslarppauslikenessingPalestinerole-playingmedia_commonliveroolipelityhteisöllisyys05 social sciencessubjektiivisuusLive action16. Peace & justicelarp (live action role-playing game)sosiaaliset suhteetsamanlaisuusFeelingaffectaffective tonalityroolipelitRole playingPsychologySocial psychology050212 sport leisure & tourismroolit
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Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games

2015

This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.

Cultural StudiesnarrativeComputer sciencemedia_common.quotation_subjectta6122kerronta050801 communication & media studiesgranularitycomputer.software_genrenarratologiamode of narration0508 media and communicationsArts and Humanities (miscellaneous)Focalizationperspectivesta616NarrativeApplied Psychologymedia_commonfokalisaatio060201 languages & linguisticsCognitive scienceCivilizationMultimediaCommunication05 social sciencesPerspective (graphical)Cognitionfocalization06 humanities and the artsmeaning-effectHuman-Computer InteractionAnthropology0602 languages and literatureGranularitycomputerdigitaaliset pelitCreed
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“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

2022

In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.

Cultural StudiesnettivideotVisual Arts and Performing Artsvideopelitnaisellisuusvideo gamescritical discourse analysispelikulttuuridiskurssianalyysisukupuoliTwitchagesukupuoliroolitgenderstreamingikäsuoratoistopalvelutTelevision & New Media
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Associations between Sports Videogames and Physical Activity in Children

2022

Abstract Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender. Methods: A convenience sample of children between 11–12 years of age (n = 114) from three Finnish regions completed a questionnaire on perceptions of their video gaming and physical activity habits. Differences by gender were tested by contingency tables, and blockwise binary logistic regressions were used to examine the strength of association with physical activity behaviour in PAR. Results: Almost all girls had low importance to video gaming and over two thirds (7…

Cultural StudiespelaaminenvideopelitvaikutuksetruutuaikaliikuntatytötEducationsukupuolipojat (ikäryhmät)istuminenpelitsedentaryurheiluhealth behaviourTourism Leisure and Hospitality Managementterveyskäyttäytyminenscreen time adolescencephysical activity relationshipsverkkopelitApplied Psychologytietokonepeliturheilupelitfyysinen aktiivisuus
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Kun hirviöiksi paljastumme : rikoskumppanuuden kokemus Dark Souls -pelissä

2018

Dark Soulsrikoskumppanuuspelitutkimus
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Videopeliäänten käyttö pelitiedon välittämiseen – esimerkkinä Dota 2 -peli

2014

Videopeleissä oleva äänimaailma on tärkeä osa pelikokemusta. Äänet voivat voimistaa pelaajan kokemaa syventymistä peliin ja myös antaa pelaajalle tärkeää pelitietoa. Tässä tutkimuksessa luokitellaan kirjallisuuskatsauksella peleissä esiintyvät äänet luokkiin. Esimerkkipelinä olevaa Dota 2:ta käytetään luokkien havainnollistamiseen. Tuloksina saadaan luokittelut peliäänille sekä näiden luokkien tehokkaan käyttöön liittyvää tietoa tiedon välittämisessä. Dota 2:n äänten käyttöä havainnollistetaan myös Roquen ja Alvesin mallilla. Tässä mallissa kuvataan yleisiä ongelmatilanteita pelitiedon välittämisessä ja esitetään ratkaisut esimerkkien avulla. Käyttämällä tätä mallia voidaan auttaa olennaise…

Dota 2pelitääniinformaatio
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Toddlers' Play in Early Childhood Education Settings

2018

More and more toddlers participate in early childhood education outside home, sharing a significant part of their day with teachers and peers, often in play. Despite the knowledge that has accumulated on toddlers’ playing skills and on the psychology underlying the development of play, research on toddlers’ play from the educational and pedagogical viewpoints is limited. Whereas teachers of toddlers report high respect for play and the importance of play in toddlers’ lives, research shows that the position of play is generally weak. This chapter, drawing on existing research, reviews the development and characteristics of toddlers’ play, describes the ways in which they play, and discusses …

Early childhood educationeducationlearningvarhaiskasvatusoppiminenearly childhoodDevelopmental psychologyvarhaislapsuuspeliteducation settingstaaperoikäisetleikki (toiminta)ta516toddlersplayPsychology
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Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play

2017

Digital games attract children and young people with imaginary worlds, fascinating stories, and shared experiences with peers. They also can add children’s learning and motivation and offer a variety of new affordances to explore and play with. The pedagogical use of digital games has been found to potentially intensify a more critical use and understanding of varied forms of media. In this chapter, we will focus on analyzing the role of digital games in early childhood, especially from the perspectives of learning, literacy, and play. This chapter examines digital games as playing an essential role in young children’s overall technology experiences, particularly in the context of the socia…

Early childhood educationoppiminenmedia_common.quotation_subjectContext (language use)GeneralLiterature_MISCELLANEOUSLiteracyvarhaislapsuus050906 social workPolitical sciencePedagogyMathematics educationEarly childhoodAffordancemedia_commonleikki05 social sciencesFictional universeComputingMilieux_PERSONALCOMPUTING050301 educationVariety (cybernetics)Social dynamicslukutaitoplay0509 other social sciences0503 educationdigitaaliset pelit
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Speculation and lottery-like demand in cryptocurrency markets

2021

Abstract This is the first paper that explores lottery-like demand in cryptocurrency markets. Since recent research provides evidence that cryptocurrency returns appear to be short-memory processes, we modify Bali, Cakici and Whitelaw’s (2011) and Bali, Brown, Murray, and Tang’s (2017) MAX measure and employ a weekly forecast horizon and daily log-returns from the previous week to calculate the metric for our portfolio sorts. From an econometric point of view, this study proposes statistical tests that are robust to unknown dynamic dependency structures in the cryptocurrency data. Our results show that average raw and risk-adjusted return differences between cryptocurrencies in the lowest a…

Economics and EconometricsCryptocurrencyDiscount pointslottery-like demandFinTechFinTechLotteryfinancial technology0502 economics and businessmarkkinat (taloustiede)rahapelitEconometricsEconomicssijoitustoimintaSpeculationkeinotteluStock (geology)040101 forestry050208 financebusiness.industry05 social sciences04 agricultural and veterinary sciencescryptocurrencyVirtual currencygamblingvirtuaalivaluutta0401 agriculture forestry and fisheriesPortfoliobusinessFinanceMAXJournal of International Financial Markets, Institutions and Money
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