The website of the game research group in the University of Tampere
Master's theses, Spring 2015

Master’s theses, Spring 2015

Congratulations to all those who have/are about to conclude their master’s degree studies and have got their master’s thesis approved this Spring – this year we have a really interesting, wide ranging selection of different learning processes and research work:

  • Riikka Järvinen, “Täähän avaa koko mailman” – kokemuksia mobiiliteknologian käytöstä yläkoulussa (Experiences from the use of mobile technology in upper comprehensive school)
  • Juhani Tamminen, Gamification and the User Engagement in Self-Learning Software
  • Jouni Peltokangas, Suunnittelijan ja pelaajan käsityksiä pelikokemuksesta – Cabals: Magic & Battle Cards -pelin tarkastelu kokemuskäyrien avulla (Designer’s and player’s views of the game play experience – analysing Cabals: Magic & Battle game with the user experience curve method)
  • Joni Alava, Kirjasto pelissä: pelit ja pelaaminen Suomen yleisissä kirjastoissa (Games and playing in public libraries in Finland)
  • Johanna Nevalainen, Kuvien kuvailun ja -hallinnan kehittäminen: tapauksena Tampereen yliopiston viestintäyksikön digitaalinen kuva-arkisto (Improving the description and management of images: the case of digital photo archive in the University of Tampere Press and Information Office)
  • Laura Hämäläinen, Queer ja pelit (Queer and games)
  • Saila Kurtti, Näppäimiltä kosketukselle – tabletilla pelaaminen (Playing games with tablet devices)
  • Jorma Riihikoski, Verkkotyökalujen ja sosiaalisen median hyödyntäminen lähidemokratiassa ja kunnallisessa päätöksenteossa (Online tools and social media in local democracy and municipal decision-making)
  • Karoliina Korppoo, Designing Game Analytics for a City-Builder Game
  • Titi Tamminen, Syntyykö verkostoissa yhteisöllistä tietämystä? Eri organisaatioissa ja maantieteellisesti eri paikoissa toimivien asiantuntijoiden verkostojen tiedonluomisesta, case-AVO (Collective knowledge creation in a distributed expert network, case AVO)
  • Teemu Nieminen, Pelittääkö? Tutkimus opettajien asenteista digitaalisten pelien käyttöön perusopetuksessa (Study of teachers’ attitudes towards the use of games in comprehensive school)
  • Ville Kankainen, Kahden maailman vuorovaikutuksessa: tapaustutkimus Blood Bowl -lautapelin ja sen digitaalisten versioiden tarjoamista pelikokemuksista (Case study comparing the player experiences provided by the Blood Bowl board game and its digital versions)
  • Katri Mäkelä, Videopelien interaktiivisuus ja pelaajan tekemät valinnat sekä niiden merkitys (The interactivity of video games, players’ choices and their meaning)

Most of these master’s theses are (or will be soon) available at the Tampub online archive:
The up-to-date list of interactive media & game studies theses is at:

LUDIC project has a website

December 22nd, 2014 | Posted by Frans in Uncategorized - (0 Comments)

The four-year research project titled Ludification and Emergence of Playful Culture has now (finally!) opened its website. You can find description of the project objectives and research team from the site, and future research and publication news will be featured there, too. The site is at: The project is collaboration between games, play and digital culture research teams in the Universities of Tampere, Jyväskylä and Turku (Pori unit), and it is funded by the Academy of Finland.

The application period for Master’s Degree Programme in Internet and Game Studies is open until 30 January 2015.

Master’s Degree Programme in Internet and Game Studies aims to provide an in-depth view to the fundamental character and development of games and Internet. Games have grown into an important form of culture and human interaction, expanding from entertainment to other areas of life. Internet and social media form an increasingly vital part of communication, social life and distribution of media and services. Degree Programme in Internet and Game Studies is particularly targeted at the questions of analysis, design and application of online services and digital games from user- and culturally focused perspectives. The programme directs students to develop academic skills like critical thinking, scientific writing and carrying out research projects while encouraging active and comprehensive involvement with the practical processes and phenomena related to games and Internet.

More information & how to apply:

Quantum Game Jam

December 11th, 2014 | Posted by Frans in Uncategorized - (0 Comments)

The UTA Gamelab researchers are collaborating in organising game jam focused on the complex, fascinating phenomena of quantum physics. The jam will take place in Tuorla Observatory of the University of Turku 12-14 December 2014, and can read more from these pages:

CFP: Adult Play

October 16th, 2014 | Posted by Frans in Uncategorized - (1 Comments)

Call for Papers: Adult Play
Game Studies Spring Seminar
11-12 May, 2015, University of Tampere, FINLAND

People of all ages engage in play activities, yet play is still easily associated with children. The rhetorics of play are often tied to ideas of progression; play prepares and teaches children and playing is beneficial for adolescents. Adults, in turn, are expected not to play significantly, their play is often called by other names or goes unrecognized, and the rhetorics attached to it are different. Yet, as games and play are becoming more visible elements in the society, also the alibis that allow play appear to as important for adults, who are also in some contexts expected to play games, to hang on to their toys, and to favour ‘playful’ technologies. Yet, there are also counter-reactions when forms of play are clearly designed for a mature audience.

The seminar welcomes contributions relating to all types of play adults engage in, whether it is discussed under the banner of games, hobbies, pastimes, collectibles, fitness, fun, or fandom. What is particular about adult play?

The possible list of topics includes but is not limited to:
– Mature themes in games
– Digital games and aging
– Changing play patterns in changing life phases
– Elderly players
– Adult toys
– Player identities in adulthood
– Play and work in adult life
– Designing for adults
– Issues of parenthood and game play
– Cross-generational play
– Adult play industry
– Game industry, a mature industry?
– Hobbies, pastimes, collectibles, fan practices as play

Adult Play is the 11th annual spring seminar organized by University of Tampere Game Research Lab. The seminar emphasises work-in-progress submissions, and we strongly encourage submitting late breaking results, working papers and submissions from graduate students. The purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area.

The papers to be presented will be chosen based on extended abstract review. Full papers are distributed prior the event to all participants, in order to facilitate discussion. The seminar is looking into partnering with a journal so that the best papers would be invited to be further developed for publication in a special journal issue. In the past we have collaborated with Simulation & Gaming, International Journal of Role-Playing and ToDiGRA journals.

The seminar will be chaired by Professor Frans Mäyrä (School of Information Sciences, University of Tampere). There will also be two invited commentators, to be announced later.

The seminar will be held in Tampere, Finland and will be free of charge; the number of participants will be restricted.

Important Dates
– Abstract Deadline: 23 February, 2015
– Notification of Acceptance: 10 March, 2015
– Full Paper deadline: 20 April, 2015
– Seminar dates: 11-12 May, 2015

Submission Guidelines
The papers will be selected for presentation based on extended abstracts of 500-1000 words (plus references). Abstracts should be sent to as plain text only (no attachments). Full paper guidelines will be provided with the notification of acceptance.
Our aim is that all participants can familiarize themselves with the papers in advance. Therefore, the maximum length for a full paper is 5000 words (plus references). The seminar presentations should encourage discussion, instead of repeating the information presented in the papers. Every paper will be presented for 10 minutes and discussed for 20 minutes.

Seminar website:
Organised by:
University of Tampere / SIS / Game Research Lab

New masters theses

October 10th, 2014 | Posted by Frans in Uncategorized - (0 Comments)

The Gamelab theses page now lists three new Master’s Theses from 2014:

  • Esko Vankka, Free-to-Play Games: Professionals’ Perceptions (2014)
  • Mika Uusi-Kilponen, Viestinsidos: tutkimus 18–40-vuotiaiden suomalaisten internetin käyttötarkoituksista ja käyttötavoista (2014)
  • Juha-Matti Pulkkinen, Design values of digital role-playing games (2014)

Congratulations to the graduates! More in:

[Game Research Lab has started four new research projects that deal with ludification and gamification – of at the contexts of culture, society and in industry; below more in Finnish]

Pelillisyys uudistaa kulttuuria, yhteiskuntaa ja liiketoimintaa – laaja tutkimus alkaa

”Kaikkialle levittäytyvä pelillisyys, interaktiiviset mediamuodot ja verkkopalvelut muuttavat parhaillaan sosiaalisen kanssakäymisen, työelämän, oppimisen ja vapaa-ajan käytänteitä”, kertoo professori Frans Mäyrä Tampereen yliopistosta.

”Siksi nyt on tarvetta laajalle, monitieteiselle avaukselle tällä tutkimuskentällä.”

Pelillisyyden asemaa yhteiskunnassa, leikillisyyttä myös aikuisille mahdollisena asennoitumistapana ja pelillistämisen eri sovelluksia selvitetään kolmen yliopiston yhteistyönä alkavassa laajassa tutkimuksessa.  Nelivuotinen ”Leikillistyminen ja pelillisen kulttuurin synty” on Tampereen, Jyväskylän ja Turun yliopiston digitaalisen kulttuurin tutkijoiden yhteinen suurhanke. Professori Mäyrä johtaa tätä Suomen Akatemian rahoittamaa tutkimusta.

Pelillisyys kulttuuria, yhteiskuntaa ja liiketoimintaa uudistavana tekijänä on yhteisenä nimittäjänä myös kolmessa muussa tutkimusprojektissa, jotka professori Mäyrä tutkimusryhmineen on aloittanut.

Pelillistämistä analysoidaan tarkemmin ”Neuroeconomics of Gaming” ja ”Koukku” -tutkimusprojekteissa, joissa yhteistyössä Aalto-yliopiston tutkijoiden kanssa tarkastellaan pelien ostamiseen ja myymiseen liittyviä psykologisia tekijöitä – tärkeitä eettisiä näkökohtia unohtamatta. Projektit kuuluvat Tekesin Skene-tutkimusohjelmaan.

Oasis-hankkeessa tuodaan pelejä osaksi yliopiston tutkimus- ja opetustyötä sekä kehitetään ja tutkitaan uudenlaista, leikillistä ja luovaa oppimisympäristöä ja yhteisöllisyyttä tukevaa toimintamallia. Tutkimusta rahoittaa Työsuojelurahasto.


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