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.author | Saarikoski Petri | |
| dc.contributor.author | Suominen Jaakko | |
| dc.contributor.author | Reunanen Markku | |
| dc.contributor.organization | fi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage| | |
| dc.contributor.organization-code | 1.2.246.10.2458963.20.77579741941 | |
| dc.converis.publication-id | 26945078 | |
| dc.converis.url | https://research.utu.fi/converis/portal/Publication/26945078 | |
| dc.date.accessioned | 2022-10-28T12:32:19Z | |
| dc.date.available | 2022-10-28T12:32:19Z | |
| 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.pagerange | 15 | |
| dc.format.pagerange | 21 | |
| dc.identifier.issn | 1613-0073 | |
| dc.identifier.jour-issn | 1613-0073 | |
| dc.identifier.olddbid | 177140 | |
| dc.identifier.oldhandle | 10024/160234 | |
| dc.identifier.uri | https://www.utupub.fi/handle/11111/32981 | |
| dc.identifier.url | http://ceur-ws.org/Vol-1857/gamifin17_p3.pdf | |
| dc.identifier.urn | URN:NBN:fi-fe2021042717264 | |
| dc.language.iso | fi | |
| dc.okm.affiliatedauthor | Saarikoski, Petri | |
| dc.okm.affiliatedauthor | Suominen, Jaakko | |
| dc.okm.discipline | 113 Computer and information sciences | en_GB |
| dc.okm.discipline | 518 Media and communications | en_GB |
| dc.okm.discipline | 615 History and archaeology | en_GB |
| dc.okm.discipline | 113 Tietojenkäsittely ja informaatiotieteet | fi_FI |
| dc.okm.discipline | 518 Media- ja viestintätieteet | fi_FI |
| dc.okm.discipline | 615 Historia ja arkeologia | fi_FI |
| dc.okm.internationalcopublication | not an international co-publication | |
| dc.okm.internationality | Domestic publication | |
| dc.okm.type | A4 Conference Article | |
| dc.publisher.country | Finland | en_GB |
| dc.publisher.country | Suomi | fi_FI |
| dc.publisher.country-code | FI | |
| dc.publisher.place | Pori | |
| dc.relation.conference | International GamiFIN Conference | |
| dc.relation.ispartofjournal | CEUR Workshop Proceedings | |
| dc.relation.volume | 1 | |
| dc.source.identifier | https://www.utupub.fi/handle/10024/160234 | |
| dc.title | 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.title.book | Proceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017 | |
| dc.year.issued | 2017 |
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