Browsing by Subject "pelaaminen"
Now showing items 1-4 of 4
-
(2022)Videopelit ja digitaalinen pelaaminen ovat nykyisin sukupuolesta riippumatta merkittävä tapa käyttää aikaa. Vaikka pelaajakunta on nykyisin monipuolistunut, mielikuva tyypillisestä pelaajasta on edelleen miehinen. Naisten pelaamisella viitataan laajasti sekä naisten pelaamiseen että naisten asemaan videopelikulttuurissa. Naisiin ja naistapaisiin pelaajiin kohdistuvat ennakkoluulot ottavat monia muotoja ja niillä on monitahoisia seurauksia. Maisterintutkielmassani pohdin kriittisen diskurssianalyysin keinoin videopelaaviin naisiin kohdistuvia ennakkoluuloja. Aineistonani toimii Milla Seppälän vuonna 2020 keräämä 14 vastaajan aineisto videopelaavien naisten kirjoituksista. Tarkastelen, millaisia diskursseja aineiston vastaajien kirjoituksissa nousee esiin naisten pelaamiseen ja ennakkoluuloihin liittyen. Lisäksi analysoin, miten vastaajat jäsentävät heihin kohdistuvia ennakkoluuloja. Tutkielmani teoreettinen tausta on feministiteoreetikko Sara Ahmedin teoksissaan esittelemä moninaisuustyön käsite, joka viittaa siihen sosiaaliseen työhön, jota täytyy tehdä, kun ei sovi jonkin instituution normeihin. Tarkastelemani instituutio on pelikulttuuri ja pelaajayhteisöt. Tunnistin käyttämästäni aineistosta kolme erilaista diskurssia. Ihmettelydiskurssi piti sisällään kummastelua naisten pelaamista kohtaan. Ihmettely kohdistui vastaajien sukupuoleen, pelaamiseen itsessään ja yhdessä vastauksessa ennakkoluulojen perusteet ristesivät sukupuolen ja pelaamisen kesken. Sukupuolittuneiden reaktioiden diskurssi piti sisällään esimerkiksi flirttailua ja sukupuoleen perustuvaa ”huutelua”. Ennakkoluulodiskurssiin sisältyvät esimerkiksi kokemukset toisten pelaajien myrkyllisestä käyttäytymisestä peleissä sekä ennakkoluulot yleisemmin. Aineistoni vastaajat jäsensivät kohtaamiaan ennakkoluuloja esimerkiksi arvioimalla erilaisia strategioita ennakkoluulojen torjumiseksi tai välttämiseksi. Tutkielmani tuo esiin, että tyypillisen pelaajan odotetaan edelleen olevan mies ja siihen normiin sopimattomia pelaajia kummastellaan. Miesten hallitsema ja miehille suunnattu pelikulttuuri edellyttää muilta kuin miehiltä ylimääräisen sosiaalisen työn tekemistä, jotta he voivat toimia siinä ympäristössä ja osallistua pelikulttuuriin ja pelaamisen maailmaan. Aiempi tutkimus on nostanut esiin kuvauksia hyvin syvistä sukupuoleen perustuvista ennakkoluuloista, mutta käyttämässäni aineistossa kuvataan pääosin hyvin arkisia, joskin sinällään vakavia ennakkoluulon tilanteita. Tutkielmani ei tältä osin tuottanut yllättäviä tuloksia, vaan aineistossani kuvattiin samankaltaisia kokemuksia ennakkoluuloista kuin muissakin aineistoissa ja tutkimuskirjallisuudessa. Tutkielmani siten täydentää olemassaolevaa tietoa naisten pelaamisesta ja ennakkoluuloista. Tutkielmassani totean, että pelaamisen naisvihamielinen sosiaalinen todellisuus rakentuu naisvihamielisten puhumisen ja kirjoittamisen tapojen kautta. Jatkotutkimusta kaipaa edelleen maskulinistisen ideologian ja puhetapojen yhteys pelaavien naisten arkitodellisuuteen videopelikulttuurissa. Toisaalta myös intersektionaalinen tarkastelu laajemmalla aineistolla tuottaisi hienosyisempää kuvaa naisten pelaamisesta eri sosiaalisissa ryhmissä.
-
(2011)Aim of this master's thesis paper for consumer economics, is to research gambling advertisements in Finland over a period of 35 years, from 1970 to 2006. Veikkaus Oy (later Veikkaus), was founded in 1940, as one of the three licensed gambling organizations in Finland. Material for the current research comprised 1494 advertisements published by Veikkaus in newspapers and magazines at that time. Veikkaus has the exclusive licence to organize lotto games, sport games, instant games and other draw games in Finland. The other two operators, The Finnish Slot Machine Association RAY and Fintoto (on-track horse betting), were not included in the current analysis. This study has been completed according to research contract and grand by the Finnish Foundation for Gaming Research (Pelitoiminnan tutkimussäätiö). In general, advertisements reflect surrounding culture and time, and their message is built on stratified meanings, symbols and codes. Advertising draws the viewer's attention, introduces the advertised subject, and finally, affects the individual's consumption habits. However, advertisements not only work on individual level, but also influence public perception of the advertised product. Firstly, in order to assess gambling as a phenomenon, this paper discusses gambling as consumer behaviour, and also reviews history of gambling in Finland. Winning is a major feature of gambling, and dreaming about positive change of life is a centre of most gambling ads. However, perceived excitement through risk of losing can also be featured in gambling ads. Secondly, this study utilizes Veikkaus’ large advertising archives, were advertising data is analyzed by content analysis and the semiotic analysis. Two methods have been employed to support analyzing outcome in a synergistic way. Content analysis helps to achieve accuracy and comprehensiveness. Semiotic analysis allows deeper and more sensitive analysis to emerged findings and occurrences. It is important to understand the advertised product, as advertising is bound to the culture and time. Hence, to analyze advertising, it is important to understand the environment where the ads appear. Content analysis of Veikkaus data discovered the main gambling and principal advertisement style for each.period. Interestingly, nearly half of Veikkaus’ advertisements promoted topic other than “just winning the bet”. Games of change, like Lotto, typically advertised indirectly represented dreams about winning. In the category of skill gambling, features were represented as investment, and the excitement of sporting expertise was emphasized. In addition, there were a number of gambling ads that emphasize social responsibility of Veikkaus as a government guided organization. Semiotic methods were employed to further elaborate on findings of content analysis. Dreaming in the advertisements was represented by the product of symbols, (e.g. cars and homes) that were found to have significance connection with each other. Thus, advertising represents change of life obtained by the winning. Interestingly, gambling ads promoting jackpots were often representing religious symbolisms. Ads promoting social responsibility were found to be the most common during economical depression of the 90’s. Deeper analysis showed that at that time, advertisements frequently represented depression-related meanings, such as unemployment and bank loans. Skill gaming ads were often represented by sports expertise – late 90’s, their number started sky rocketing, and continued increasing until 2006 (when this study ended). One may conclude that sport betting draws its meanings from the relevant consumer culture, and from the rules and features of the betted sport.
-
(2018)Object. The purpose of the study is to find out, what kind of possibilities there are for ethical sensitivity to appear in the context of game development. This operating environment is considered in this study both concrete surroundings related to the work and colleagues and virtual environment, the game itself which is created by the game developers themselves. The study aims to clarify what kind of meanings ethical sensitivity gets in the speech of game developers taking account to that behavior in practice might differ from the ideal of an individual. Ethical sensitivity as a concept is defined by earlier studies of the subject considering for example the moral thinking of teachers and nurses and it is linked in this study to its context by research of game industry and methodology specialized to virtual environments. Methods. The material of the study was collected with half-structured theme interview from six different game developers whom where either working or studying the subject. Background knowledge for the study was also collected from the games themselves as environments with nethnographic methods. In addition, more material was collected from the culture build around the games, things such as game videos and social media platforms handling the games. The main sources in this study were nevertheless the interviews, which made it possible to search for the answers with grounded theory -based methodology. That supported the making of theory of ethical sensitivity in this distinctive context. Conclusions. The ethical sensitivity of game developers and awareness of societal issues were clear, and they also mainly experienced their values to be similar with others in the work or study environment. The issue that came up repeatedly was constant discussion and counseling with others, which was relevant part of the work itself. It also helped interviewees to reflect their own actions. Also, every participant had something to do with gaming during their free-time and some of them had somewhat passion towards gaming and games which can be seen as a reflection of hacker ethics that promotes passion as an ultimate motivation to work. However, the notions in this study were not strong enough to prove or dismantle this kind of thinking. The flexibility of identity and thinking as well as effects of separate groups were shown as an important part of conclusions and worked as a promising path for further studies.
-
(2022)The popularity of video games has grown significantly over the last half century. Most Finns aged 10–75 have stated that they play digital games at least once a month. Video gaming is an increasingly common and diverse phenomenon and should not be seen as a mere pastime for the youth. Video game play has been studied in the past, for example, through the motivational factors of playing them. In addition, the study of problematic gaming and downsides of video games have been quite common. Attention has also been paid to the serious games, for example for learning and well-being purposes. However, these studies, which are often quantitative studies, do not really provide answers to the relationship between video games and everyday life. In previous studies, the needs for this type of research have been pointed out. This home economics’ study describes the perceptions that gamers have of video gaming as an everyday life activity. This study is a qualitative master’s thesis with phenomenographic approach. This approach allows the phenomenon to be described using the concepts of gamers. The study material was collected through individual semi-structured thematic interviews from six actively playing gamers. The interview material was transcribed, and from that the single concepts were analysed into pool of meanings. From pool of meanings, a total of 12 categories of description were formed, corresponding to different perceptions. These were abstracted into four categories of description that describe the phenomenon at a more general level. Each category is part of a larger whole, forming together the outcome space. Gaming as established everyday practice, gaming as an everyday resource, intensive everyday gaming and composed gaming were the general level perceptions of video gaming as an everyday life activity. The research results describe video gaming as a phenomenon that is constantly interacting with other activities of everyday life. Also, it is being included to one's own daily rhythm, taking one's own interests, daily situation and available resources into consideration. The results are displaying what the digitalisation of everyday life, as one of the biggest changes in everyday life, can mean in the context of video gaming. Video gaming blends into a natural and meaningful part of everyday life.
Now showing items 1-4 of 4