Gamification of Digital Gaming – Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and Early 1990s

dc.contributor.authorSaarikoski Petri
dc.contributor.authorSuominen Jaakko
dc.contributor.authorReunanen Markku
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code1.2.246.10.2458963.20.77579741941
dc.converis.publication-id26945078
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/26945078
dc.date.accessioned2022-10-28T12:32:19Z
dc.date.available2022-10-28T12:32:19Z
dc.description.abstract<p> The aim of this paper is to examine the “prehistory” of E-sports from the Finnish perspective. In the<br>context of the GamiFIN conference, we approach E-sports as a gamified form of video gaming. In particular, we<br>study the early Finnish game championships of the 1980s and the early 1990s as well as the high score lists of<br>Finnish computer and video game magazines. We ask the question: how did these publications and activities<br>construct video gaming as a socially-experienced competitive practice? In addition, we seek answers to the<br>following questions: Who were the early video game contestants? How was competitive gaming presented in<br>media? What kind of rules were defined for the contests? How was cheating dealt with?</p><p><br>Keywords: Competitive gaming, game history, e-sports, high score tables, Pac-Man</p>
dc.format.pagerange15
dc.format.pagerange21
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid177140
dc.identifier.oldhandle10024/160234
dc.identifier.urihttps://www.utupub.fi/handle/11111/32981
dc.identifier.urlhttp://ceur-ws.org/Vol-1857/gamifin17_p3.pdf
dc.identifier.urnURN:NBN:fi-fe2021042717264
dc.language.isofi
dc.okm.affiliatedauthorSaarikoski, Petri
dc.okm.affiliatedauthorSuominen, Jaakko
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline615 History and archaeologyen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.discipline615 Historia ja arkeologiafi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityDomestic publication
dc.okm.typeA4 Conference Article
dc.publisher.countryFinlanden_GB
dc.publisher.countrySuomifi_FI
dc.publisher.country-codeFI
dc.publisher.placePori
dc.relation.conferenceInternational GamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.volume1
dc.source.identifierhttps://www.utupub.fi/handle/10024/160234
dc.titleGamification of Digital Gaming – Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and Early 1990s
dc.title.bookProceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017
dc.year.issued2017

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