Pelit ja pelikulttuurit

Lista suomalaisista peliaiheisista väitöskirjoista muokkaa

Lista tulee siirtymään myöhemmin mahdollisesti Wikikirjastoon tai Wikiaineistoihin, mutta nyt listaa käytetään opetustarpeisiin.

An assignment about Finnish doctoral dissertations on digital games: Take a look of one or two dissertations that you find online and browse them quickly. Why did you selected those? What kinds of first notions did you make about them by browsing? Time for the browsing: 20 minutes, discussion after that:

  • Sinnemäki, Jussi : Tietokonepelit ja sisäinen motivaatio: kahdeksan kertotaulujen automatisointipeliä [Computer games and the inner motivation: 8 games for automation of multiplication table]. Department of teachers education, University of Helsinki (1998)
  • Räty, Veli-Pekka : Pelien leikki. Lasten tietokonepelien suunnittelusta sekä käytöstä erityisesti vammaisten lasten kuntoutuksessa [Play of games. On design and use of children’s computer games particularly in rehabilitation of disabled children]. Visual Culture, Helsinki School of Arts and Design (1999)
  • Lainema, Timo: Enhancing Organizational Business Process Perception – Experiences from Constructing and Applying a Dynamic Business Simulation Game. Information science, Turku School of Economics (2003): http://info.tse.fi/julkaisut/vk/ae5_2003.pdf
  • Manninen, Tony: Rich interaction model for game and virtual environment design. Computer science, University of Oulu (2004): http://herkules.oulu.fi/isbn9514272544/isbn9514272544.pdf
  • Saarikoski, Petri: Koneen lumo. Mikrotietokoneharrastus Suomessa 1970-luvulta 1990-luvun puoliväliin [The lure of the machine. Computer hobbyism in Finland from the 1970s to the 1990s]. General history, University of Turku (2004)
  • Kiili, Kristian: On educational game design: Building blocks of flow experience. Information technology, Tampere University of Technology, Pori Unit (2005): http://dspace.cc.tut.fi/dpub/handle/123456789/51
  • Salokoski, Tarja: Tietokonepelit ja niiden pelaaminen [Computer games and their playing]. Psykology, University of Jyväskylä (2005): https://jyx.jyu.fi/dspace/handle/123456789/13308
  • Arrasvuori, Juha: Playing and Making Music: Exploring the Similarities between Video Games and Music-Making Software. Ethnomusicology, University of Tampere (2006): http://tampub.uta.fi/handle/10024/67626
  • Höysniemi, Johanna: Design and Evaluation of Physically Interactive Games. Interactive technology, University of Tampere (2006): http://tampub.uta.fi/handle/10024/67620
  • Suomela, Riku: Constructing and Examining Location-Based Applications and Their User Interfaces by Applying Rapid Software Development and Structural Analysis. Software technology, Tampere University of Technology (2006): http://dspace.cc.tut.fi/dpub/handle/123456789/91
  • Siitonen, Marko: Social Interaction in Online Multiplayer Communities. Oral communication, University of Jyväskylä (2007): https://jyx.jyu.fi/dspace/handle/123456789/13444
  • Hämäläinen, Perttu. Novel applications of real-time audiovisual signal processing technology for art and sports education and entertainment. Information technology, Helsinki University of Technology (2007): http://lib.tkk.fi/Diss/2007/isbn9789512287055/
  • Järvinen, Aki: Games without Frontiers: Theories and Methods for Game Studies and Design. Media culture, University of Tampere (2008): http://tampub.uta.fi/handle/10024/67820
  • Nousiainen, Tuula: Children’s Involvement in the Design of Game-Based Learning Environments. Information science, University of Jyväskylä (2008): https://jyx.jyu.fi/dspace/handle/123456789/19402
  • Eskelinen, Markku: Travels in Cybertextuality - The Challenge of Ergodic Literature and Ludology to Literary Theory. Digital culture, University of Jyväskylä (2009)
  • Lehdonvirta, Vili: Virtual Consumption. Sociology of economics, Turku School of Economics (2009): http://info.tse.fi/julkaisut/vk/Ae11_2009.pdf
  • Ollila, Elina: Using Prototyping and Evaluation Methods in Iterative Design of Innovative Mobile Games. Software technology, Tampere University of Technology (2009)
  • Peltoniemi, Mirva: Industry Life-Cycle Theory in the Cultural Domain: Dynamics of the Games Industry. Department of Knowledge management and logistics, Tampere University of Technology (2009): http://dspace.cc.tut.fi/dpub/handle/123456789/223?locale-attribute=fi
  • Sihvonen, Tanja: Players Unleashed! Modding The Sims and the Culture of Gaming. Media studies, University of Turku (2009): http://www.doria.fi/handle/10024/44913
  • Sotamaa, Olli: The Player's Game: Towards Understanding Player Production Among Computer Game Cultures. Department of Journalism and media, University of Tampere (2009): https://tampub.uta.fi/handle/10024/66445
  • Lankoski, Petri: Character-Driven Game Design: A Design Approach and Its Foundations in Character Engagement. Media Lab, Aalto University (2010): https://shop.aalto.fi/media/attachments/939f9/Lankoski.pdf
  • Leino, Olli: Emotions In Play: On the constitution of emotion in solitary computer game play. IT University of Copenhagen, Denmark (2010):
  • Vartiainen, Leena: Yhteisöllinen käsityö: Verkostoja, taitoja ja yhteisiä elämyksiä. Handicrafts science, University of Eastern Finland (2010)
  • Bluemink, Johanna: Virtually face to face: enriching collaborative learning through multiplayer games. Education science, University of Oulu (2011): http://jultika.oulu.fi/Record/isbn978-951-42-9423-5
  • Holopainen, Jussi: Foundations of Gameplay. Computer Science, Blekinge Institute of Technology, Sweden (2011): http://www.bth.se/fou/forskinfo.nsf/0/ba8b570c0dcc2820c12577fc0055b16b/$file/Diss%20Jussi%20Holopainen.pdf
  • Storgårds, Jan: Brand Equity of Digital Games: The Influence of Product Brand and Consumer Experience as Sources of Unique Value. Information Science, Aalto University (2011): http://epub.lib.aalto.fi/en/diss/?cmd=show&dissid=424
  • Takatalo. Jari. Psychologically-Based and Content-Oriented Experience in Entertainment Virtual Environments. Psychology, University of Helsinki (2011): https://helda.helsinki.fi/bitstream/handle/10138/26549/psycholo.pdf?sequence=1
  • Wirman, Hanna: Playing The Sims 2: Constructing and negotiating woman computer game player identities through the practice of skinning. University of the West of England, Bristol, UK (2011): http://www.hannawirman.net/wirman_phd.PDF
  • Mäntymäki, Matti: Continous use and purchasing behaviour in social virtual worlds. University of Turku, Turku School of Economics, Information Science (2011): http://info.tse.fi/julkaisut/vk/Ae3_2011.pdf
  • Harviainen, J. Tuomas : Systemic Perspectives on Information in Physically Performed Role-play. Information studies and interactive media, University of Tampere (2012): http://tampub.uta.fi/handle/10024/66938
  • Islas Sedano, Carolina: Hypercontextualized Games. Computer Science, University of Eastern Finland (2012)
  • Kettula, Kirsi: Towards professional growth: essays on learning and teaching forest economics and marketing through drama, role-play and reflective journals. Faculty of Agriculture and forestry, University of Helsinki(2012): https://helda.helsinki.fi/handle/10138/37251?locale-attribute=en
  • Montola, Markus: On the Edge of the Magic Circle: Understanding Pervasive Games and Role-Playing. Information studies and interactive media, University of Tampere (2012): http://tampub.uta.fi/handle/10024/66937
  • Turtiainen, Riikka: Nopeammin, laajemmalle, monipuolisemmin. Digitalisoituminen mediaurheilun seuraamisen muutoksessa [Faster, wider and more diverse. Digitalization in changes of following of media sports]. Digital culture, University of Turku, Pori Unit (2012): http://www.doria.fi/bitstream/handle/10024/85069/diss2012Turtiainen.pdf?sequence=1