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Posts by Game Research Lab

As a gentle reminder, you can still register for our spring seminar Events and communities! However, the registration will close when we run out of seats, or after 28 April at the latest. We're looking forward to seeing you in Tampere next month!

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Tutkimuskysely / Enkät / A survey study | ENDGAME | Tampere Universities

🎲 Osallistu tutkimukseemme pelikulttuuriin osallistumisesta ja kuulumisesta Suomessa!
🎮 Delta i vår undersökning om deltagande och delaktighet i spelkultur i Finland!
⚽ Participate in our study on game cultural participation and inclusion in Finland!
👉 projects.tuni.fi/endgame/news...

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Sopii kysyä! Kieli- ja viestintätieteiden illat pääkirjasto Metsossa | Taru – Tampereen yliopiston viestintätieteiden tutkimuskeskus | Tampereen korkeakouluyhteisö Miten voisimme ymmärtää toisiamme paremmin? Kuinka puhumme eläimistä ja miten katsomme niitä? Miten ympäristökeskusteluja käydään? Onko koneesta kollegaksi? Miksi hölynpölyjä ei ole pyyhitty? Sopii ky...

Miksi mobiilipelejä on lupa mainostaa paitsi harhaanjohtavasti myös arveluttavin sisällöin? Aiheesta luennoi yliopistonlehtorimme @katialha.bsky.social nyt sopivasti aprillipäivänä eli ke 1.4. klo 17 alkaen pääkirjasto Metsossa. Tervetuloa kuulolle! research.tuni.fi/viestintatie...

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Elämä | Muutumme videopelihahmoiksi, jos emme ala taistella sitä vastaan Nykyihminen pelaa kaikkialla, huomaamattaan. Viihdyttävyyden kylkiäisenä elämäämme luikertelee armoton tuloskeskeisyys, kirjoittaa Mikko-Pekka Heikkinen.

Onko elämä muuttumassa peliksi ja ihmiset pelihahmoiksi? Aihetta kommentoimassa tänään @hs.fi vanhempi yliopistonlehtorimme @jaakkostenros.bsky.social:

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2026 | Program Below you will find the program for the 2026 Tampere Spring Seminar. The organizing committee reserves the right to make changes to the program. Tuesday, May 5th 8:30 Registration opens 9:00-9:15 O…

You can find the full seminar programme here: springseminar.org/2026-program

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Spring Seminar 2026 registration is now open! We are excited to announce that registration for Spring Seminar ‘Events and Communities’ is now open! You can register here (link opens to Microsoft Forms). Registration is free of charge. Please r…

We are excited to announce that registration for our Spring Seminar ‘Events and Communities’ is now open! We have a limited number of seats available, so please register as soon as you can: springseminar.org/2026/03/23/s...

The seminar will be held at Tampere University, Finland, on 5–6 May 2026.

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What Does It Mean to Be a Lapsed Player? : Fragmented play practices, player identity, and liminality of Finnish lapsed players - Trepo

The dissertation is openly available at: urn.fi/URN:ISBN:978...

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Elisa Wiik: Despite dwindling play practices, lapsed players participate in game cultures in many ways | Tampere universities In her doctoral dissertation, M.Sc. Elisa Wiik investigated Finnish lapsed players that have stopped playing games or reduced it. Playing was conceptualized as broadly as possible, including differ...

You can participate the defence event in person or watch the stream online: www.tuni.fi/en/news/elis...

Associate Professor Kelly Boudreau (@velixious.bsky.social) will serve as the Opponent and Professor Frans Mäyrä (@fransmayra.bsky.social) as the Custos.

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Another #GameStudies doctoral defence from our team coming up this Friday! 🎉Elisa Wiik's dissertation titled 'What does it mean to be a lapsed player? Fragmented play practices, player identity, and liminality of Finnish lapsed players,' will be publicly examined on 20 March 2026 at 12:00 EET.

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UPDATE: There was an issue where people couldn't respond to a question with some setups. This should now be fixed. Thank you for letting us know!

PÄIVITYS: Kyselyssä oli ongelma, joka esti yhteen kysymykseen vastaamisen tietyillä asetuksilla. Tämä on nyt korjattu. Kiitos ilmoituksesta!

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A collage of photos including different game cultural activities (esports, crossword puzzle, arcade machines, a bulbasaur beanie, Mölkky, cosplay, larp, board games, football).

A collage of photos including different game cultural activities (esports, crossword puzzle, arcade machines, a bulbasaur beanie, Mölkky, cosplay, larp, board games, football).

Osallistu kyselytutkimukseen pelikulttuuriin osallistumisesta ja osallisuudesta Suomessa! / Delta i enkät om deltagande och delaktighet i spelkultur i Finland! / Participate in a survey study on game cultural participation and inclusion in Finland!

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Larp Festivals as Democratic Spaces This report is the first deliverable from Work Package 5: Design of Spaces for Human Encounter in the Horizon Europe funded research project Larpocracy. It lays the foundations for our research on lar...

The full report is openly available at: doi.org/10.5281/zeno...

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Our Larpocracy project team has published their first report on larp festivals and conventions, describing these as sites of play and cultural co-creation that are sometimes cultural institutions and always part of a cultural public sphere. More in the thread quoted here:

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PEGASUS : Toward Sustainable Game Culture - Trepo

You can read more about the PEGASUS project from their final report: urn.fi/URN:ISBN:978... 7/7

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As such, in the future, the team hopes to see more game companies and game cultural organisations defining what DEI means for them, setting tangible DEI goals, and following their DEI development progress. 6/7

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Based on the study, Finnish game cultural organisations view DEI as a pathway for their success as well as for building better game culture. However, it was not always clear if these organisations had set specific goals for their DEI work and if they were following their progress in this area. 5/7

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They described DEI practices and processes in 3 areas:
1) administrative practices and procedures (strategy work and resources, good governance practices)
2) inclusive design and marketing (practices and contents)
3) and building safe and inclusive environments (inclusion and belonging, safety) 4/7

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The organisations defined DEI in three different ways, through:
1) DEI (and related) terms
2) DEI challenges, i.e. ideologies and actions preventing DEI
3) DEI framings, i.e. how DEI translates to the organisation’s societal impact and success 3/7

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18 public DEI documents from 11 organisations (game companies, industry organisations, gaming event organisations, an esports organisation, and a public organisation with gaming-related activities) included codes of conduct, DEI guides, DEI statements, and DEI strategies. 2/7

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‘Cornerstones for Creativity and Success’ | The International Journal of Games and Social Impact Diversity, equity, and inclusion (DEI) are value-based principles that are widely utilised in building more socially and culturally sustainable environments that are experienced as welcoming and fair for all – also in diverse game cultural contexts. In this study, we investigate how different types of game cultural organisations in Finland understand DEI in the context of their own activities, and what kind of guidelines and practices they have for promoting DEI. The results are based on a reflexive content analysis on 18 public DEI documents from 11 Finnish game cultural organisations focusing on digital games and gaming. Based on our analysis, it seems that Finnish game cultural organisations view DEI as a pathway for their continuous success as well as for building better game culture for everyone. The examined organisations were actively expressing their commitment to promoting DEI both by working to prevent discrimination and harassment and by utilising practices to build safer and more inclusive environments. However, it was not always clear if these organisations had set specific goals for their DEI work and if they were following their progress in this area. Importantly, our investigation illustrates that a wide range of different types of organisations can contribute to the cultural ecosystem in which digital games are created, consumed, and utilised in various ways, and that inspecting this variety of organisations operating on different sectors of game culture may reveal more widely shared cultural values and practices within this environment.

Our PEGASUS project team investigated how different types of (digital) game cultural organisations in Finland understand DEI in their own activities, and what kind of guidelines and practices they have for promoting DEI. The publication is openly available: revistas.ulusofona.pt/index.php/ij... 1/7

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2026 | Call for Papers Events are at the heart of game and play cultures. They are organized for many reasons and purposes, bringing people together to play, socialize, compete, learn and teach, network, sell, perform, c…

Please note that the deadline for our spring seminar 'Events and communities' has been extended! The new deadline is 21 January 2026. You can find the CfP and full details here: springseminar.org/2026-call-fo...

The seminar will be organised at Tampere University, Finland, on 5–6 May 2026.

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Suomi voi olla yhdenvertaisemman pelikulttuurin edelläkävijämaa Olemme kahden vuoden ajan toteuttaneet Suomen Akatemian rahoittamaa PEGASUS-hanketta, jossa olemme yhteistyössä suomalaisten toimijoiden kanssa pyrkineet kehittämään kulttuurisesti, sosiaalisesti j…

PEGASUS-hankkeessamme olemme havainneet, että Suomessa tehdään uraauurtavaa, kansainvälisesti merkittävää työtä pelikulttuurin yhdenvertaisuuden eteen. Kansallinen #pelikulttuuristrategia mahdollistaisi tämän työn järjestelmällisen kehittämisen. Lue lisää: gameresearchlab.tuni.fi/suomi-voi-ol...

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Brand new publication from our researchers Julián Gutiérrez Carrera and Joleen Blom:

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Centre of Excellence in Game Culture Studies – Matilda Ståhl, Aska Mayer, Robyn Hope, Rainforest Scully-Blaker, Nick Taylor: Looking to the future? Intersections between survival games and survivalism... This post introduces SURVIVE, a project that has been a site of collaborative inquiry since 2025, looking at the intersections of ideas and practices of survivalism and preparedness in digital game…

Busy week for the CoE blog! Have a look at this blog post where Matilda Ståhl, Aska Mayer (@amayer.bsky.social), Robyn Hope, Rainforest Scully-Blaker (@rainforestsb.bsky.social) and Nick Taylor (@nickttaylor.bsky.social) discuss intersections between survival games and survivalism.

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Centre of Excellence in Game Culture Studies – Article Summary: Game videos addressing the fatal accident of Ayrton Senna as a form and tool of cultural memory (Malinen, 2025) This blog post provides an English summary of an article that explores the relationship between simulative game videos and cultural memory through the fatal crash of Formula One driver Ayrton Senna…

The last article summary of the CoE blog is here! Ville Malinen discusses game videos addressing the fatal accident of Ayrton Senna as a form and tool of cultural memory based on his article originally written in Finnish. Read the summary here: coe-gamecult.org/2025/12/18/a...

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The Foundation for Economic Education awards funding to Timonen’s doctoral research We are happy to share that the Foundation for Economic Education has granted funding for MA Aasa Timonen for her doctoral research project Transmedia worldbuilding in massive game franchises. Descr…

We're delighted to share the news that the Foundation for Economic Education has granted funding for our Doctoral Researcher Aasa Timonen's dissertation study 'Transmedia worldbuilding in massive game franchises.' Read more about Aasa's project: gameresearchlab.tuni.fi/the-foundati...

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Centre of Excellence in Game Culture Studies – Jaakko Suominen: Stories of the Origin of the Finnish Game Industry The search for a definitive “first” Finnish digital game or the singular origin of the Finnish game industry has shaped historical narratives, even though such beginnings are often complex, contest…

The search for a definitive “first” Finnish digital game or the singular origin of the Finnish game industry has shaped historical narratives, even though such beginnings are often complex, contested, and continuously pushed earlier by new discoveries. More in the CoE blog post by Jaakko Suominen:

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New project funded by Kone Foundation Photo: Project PI Mikko Meriläinen. Photo by Antti Yrjönen. We are happy to announce that Kone Foundation has granted funding for the ‘Against the stream of manhood’ project for 2026–20…

We are very happy to announce that @koneensaatio.fi has granted funding for the ‘Against the stream of manhood’ project led by @merilainen.bsky.social for 2026–2027. Congratulations to Mikko and his team! You can read more about the project here: gameresearchlab.tuni.fi/new-project-...

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Centre of Excellence in Game Culture Studies – Article Summary: “Me and Friends Got into Computing” – The Arrival of Computers at Finnish homes in the 1980s. (Reunanen, Saarikoski & Joelsson, 2025) In this blog post, Markku Reunanen, Petri Saarikoski and Tapani Joelsson discuss how home computers arrived at Finnish homes in the 1980s based on an online survey conducted in 2022.

New article summary at the CoE blog: Markku Reunanen, Petri Saarikoski and Tapani Joelsson discuss how home computers arrived at Finnish homes in the 1980s based on an online survey conducted in 2022.

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OASIS Lunchtime Talk: A Framework for Mapping Digital Game Mechanics A Framework for Mapping Digital Game Mechanics by Rafael Marques de Albuquerque This talk presents an ongoing research project focused on developing a comprehensive framework of game mechanics. The g...

Rafael Marques de Albuquerque will give an Oasis Lunchtime Talk on "A Framework for Mapping Digital Game Mechanics” on Thursday 27 November at 12:00-13:00 EEST. Join us at Oasis, Tampere University, or follow online: www.youtube.com/live/1fkLl6Q...

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